source: trunk/source/visualization/OpenGL/src/G4OpenGLViewer.cc @ 944

Last change on this file since 944 was 942, checked in by garnier, 16 years ago

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[529]1//
2// ********************************************************************
3// * License and Disclaimer                                           *
4// *                                                                  *
5// * The  Geant4 software  is  copyright of the Copyright Holders  of *
6// * the Geant4 Collaboration.  It is provided  under  the terms  and *
7// * conditions of the Geant4 Software License,  included in the file *
8// * LICENSE and available at  http://cern.ch/geant4/license .  These *
9// * include a list of copyright holders.                             *
10// *                                                                  *
11// * Neither the authors of this software system, nor their employing *
12// * institutes,nor the agencies providing financial support for this *
13// * work  make  any representation or  warranty, express or implied, *
14// * regarding  this  software system or assume any liability for its *
15// * use.  Please see the license in the file  LICENSE  and URL above *
16// * for the full disclaimer and the limitation of liability.         *
17// *                                                                  *
18// * This  code  implementation is the result of  the  scientific and *
19// * technical work of the GEANT4 collaboration.                      *
20// * By using,  copying,  modifying or  distributing the software (or *
21// * any work based  on the software)  you  agree  to acknowledge its *
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24// ********************************************************************
25//
26//
[941]27// $Id: G4OpenGLViewer.cc,v 1.50 2009/03/05 16:36:13 lgarnier Exp $
[873]28// GEANT4 tag $Name:  $
[529]29//
30//
31// Andrew Walkden  27th March 1996
32// OpenGL view - opens window, hard copy, etc.
33
34#ifdef G4VIS_BUILD_OPENGL_DRIVER
35
36#include "G4ios.hh"
37#include "G4OpenGLViewer.hh"
38#include "G4OpenGLSceneHandler.hh"
39#include "G4OpenGLTransform3D.hh"
[923]40#include "G4OpenGL2PSAction.hh"
[529]41
42#include "G4Scene.hh"
43#include "G4VisExtent.hh"
44#include "G4LogicalVolume.hh"
45#include "G4VSolid.hh"
46#include "G4Point3D.hh"
47#include "G4Normal3D.hh"
48#include "G4Plane3D.hh"
[593]49#include "G4AttHolder.hh"
50#include "G4AttCheck.hh"
[918]51
[923]52// GL2PS
53#include "Geant4_gl2ps.h"
54
[593]55#include <sstream>
[529]56
57G4OpenGLViewer::G4OpenGLViewer (G4OpenGLSceneHandler& scene):
58G4VViewer (scene, -1),
[916]59fPrintFilename ("G4OpenGL.eps"),
60fPrintColour (true),
61fVectoredPs (true),
[941]62fPrintSizeX(0),
63fPrintSizeY(0),
[593]64fOpenGLSceneHandler(scene),
[529]65background (G4Colour(0.,0.,0.)),
66transparency_enabled (true),
67antialiasing_enabled (false),
68haloing_enabled (false),
[789]69fStartTime(-DBL_MAX),
70fEndTime(DBL_MAX),
[529]71fFadeFactor(0.),
72fDisplayHeadTime(false),
73fDisplayHeadTimeX(-0.9),
74fDisplayHeadTimeY(-0.9),
75fDisplayHeadTimeSize(24.),
76fDisplayHeadTimeRed(0.),
77fDisplayHeadTimeGreen(1.),
78fDisplayHeadTimeBlue(1.),
79fDisplayLightFront(false),
80fDisplayLightFrontX(0.),
81fDisplayLightFrontY(0.),
82fDisplayLightFrontZ(0.),
83fDisplayLightFrontT(0.),
84fDisplayLightFrontRed(0.),
85fDisplayLightFrontGreen(1.),
[916]86fDisplayLightFrontBlue(0.),
87fPointSize (0)
[529]88{
89  // Make changes to view parameters for OpenGL...
90  fVP.SetAutoRefresh(true);
91  fDefaultVP.SetAutoRefresh(true);
[897]92  fWinSize_x = fVP.GetWindowSizeHintX();
93  fWinSize_y = fVP.GetWindowSizeHintY();
[529]94
[921]95  fGL2PSAction = new G4OpenGL2PSAction();
96
[529]97  //  glClearColor (0.0, 0.0, 0.0, 0.0);
98  //  glClearDepth (1.0);
99  //  glDisable (GL_BLEND);
100  //  glDisable (GL_LINE_SMOOTH);
101  //  glDisable (GL_POLYGON_SMOOTH);
102
103}
104
105G4OpenGLViewer::~G4OpenGLViewer () {}
106
107void G4OpenGLViewer::InitializeGLView ()
108{
109  glClearColor (0.0, 0.0, 0.0, 0.0);
110  glClearDepth (1.0);
111  glDisable (GL_BLEND);
112  glDisable (GL_LINE_SMOOTH);
113  glDisable (GL_POLYGON_SMOOTH);
114
115
116void G4OpenGLViewer::ClearView () {
117  glClearColor (background.GetRed(),
118                background.GetGreen(),
119                background.GetBlue(),
120                1.);
121  glClearDepth (1.0);
122  //Below line does not compile with Mesa includes.
123  //glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
124  glClear (GL_COLOR_BUFFER_BIT);
125  glClear (GL_DEPTH_BUFFER_BIT);
126  glClear (GL_STENCIL_BUFFER_BIT);
127  glFlush ();
128}
129
[906]130
131/**
132 * Set the viewport of the scene
133 */
134void G4OpenGLViewer::ResizeGLView()
135{
136  int side = fWinSize_x;
137  if (fWinSize_y < fWinSize_x) side = fWinSize_y;
138  glViewport((fWinSize_x - side) / 2, (fWinSize_y - side) / 2, side, side); 
139}
140
141
[529]142void G4OpenGLViewer::SetView () {
[858]143
144  if (!fSceneHandler.GetScene()) {
[908]145    G4cerr << "G4OpenGLStoredViewer: Creating a Viewer without a scene is not allowed. \nPlease use /vis/scene/create before /vis/open/.... "
[858]146           << G4endl;
147    return;
148  }
[529]149  // Calculates view representation based on extent of object being
150  // viewed and (initial) viewpoint.  (Note: it can change later due
151  // to user interaction via visualization system's GUI.)
152 
153  // Lighting.
154  GLfloat lightPosition [4];
155  lightPosition [0] = fVP.GetActualLightpointDirection().x();
156  lightPosition [1] = fVP.GetActualLightpointDirection().y();
157  lightPosition [2] = fVP.GetActualLightpointDirection().z();
158  lightPosition [3] = 0.;
159  // Light position is "true" light direction, so must come after gluLookAt.
160  GLfloat ambient [] = { 0.2, 0.2, 0.2, 1.};
161  GLfloat diffuse [] = { 0.8, 0.8, 0.8, 1.};
162  glEnable (GL_LIGHT0);
163  glLightfv (GL_LIGHT0, GL_AMBIENT, ambient);
164  glLightfv (GL_LIGHT0, GL_DIFFUSE, diffuse);
165 
166  // Get radius of scene, etc.
167  // Note that this procedure properly takes into account zoom, dolly and pan.
168  const G4Point3D targetPoint
169    = fSceneHandler.GetScene()->GetStandardTargetPoint()
170    + fVP.GetCurrentTargetPoint ();
171  G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
172  if(radius<=0.) radius = 1.;
173  const G4double cameraDistance = fVP.GetCameraDistance (radius);
174  const G4Point3D cameraPosition =
175    targetPoint + cameraDistance * fVP.GetViewpointDirection().unit();
[906]176  const GLdouble pnear  = fVP.GetNearDistance (cameraDistance, radius);
177  const GLdouble pfar   = fVP.GetFarDistance  (cameraDistance, pnear, radius);
[529]178  const GLdouble right  = fVP.GetFrontHalfHeight (pnear, radius);
179  const GLdouble left   = -right;
180  const GLdouble bottom = left;
181  const GLdouble top    = right;
182 
[906]183  // FIXME
184  ResizeGLView();
[908]185  //SHOULD SetWindowsSizeHint()...
[906]186
[529]187  glMatrixMode (GL_PROJECTION); // set up Frustum.
188  glLoadIdentity();
189
[906]190  const G4Vector3D scaleFactor = fVP.GetScaleFactor();
191  glScaled(scaleFactor.x(),scaleFactor.y(),scaleFactor.z());
[529]192 
193  if (fVP.GetFieldHalfAngle() == 0.) {
194    glOrtho (left, right, bottom, top, pnear, pfar);
195  }
196  else {
197    glFrustum (left, right, bottom, top, pnear, pfar);
[908]198  } 
[906]199
[529]200  glMatrixMode (GL_MODELVIEW); // apply further transformations to scene.
201  glLoadIdentity();
202 
203  const G4Normal3D& upVector = fVP.GetUpVector (); 
204  G4Point3D gltarget;
205  if (cameraDistance > 1.e-6 * radius) {
206    gltarget = targetPoint;
207  }
208  else {
209    gltarget = targetPoint - radius * fVP.GetViewpointDirection().unit();
210  }
211
212  const G4Point3D& pCamera = cameraPosition;  // An alias for brevity.
213  gluLookAt (pCamera.x(),  pCamera.y(),  pCamera.z(),       // Viewpoint.
214             gltarget.x(), gltarget.y(), gltarget.z(),      // Target point.
215             upVector.x(), upVector.y(), upVector.z());     // Up vector.
[906]216
[529]217  // Light position is "true" light direction, so must come after gluLookAt.
218  glLightfv (GL_LIGHT0, GL_POSITION, lightPosition);
219
220  // OpenGL no longer seems to reconstruct clipped edges, so, when the
221  // BooleanProcessor is up to it, abandon this and use generic
222  // clipping in G4OpenGLSceneHandler::CreateSectionPolyhedron.  Also,
223  // force kernel visit on change of clipping plane in
224  // G4OpenGLStoredViewer::CompareForKernelVisit.
225  if (fVP.IsSection () ) {  // pair of back to back clip planes.
226    const G4Plane3D& s = fVP.GetSectionPlane ();
227    double sArray[4];
228    sArray[0] = s.a();
229    sArray[1] = s.b();
230    sArray[2] = s.c();
231    sArray[3] = s.d() + radius * 1.e-05;
232    glClipPlane (GL_CLIP_PLANE0, sArray);
233    glEnable (GL_CLIP_PLANE0);
234    sArray[0] = -s.a();
235    sArray[1] = -s.b();
236    sArray[2] = -s.c();
237    sArray[3] = -s.d() + radius * 1.e-05;
238    glClipPlane (GL_CLIP_PLANE1, sArray);
239    glEnable (GL_CLIP_PLANE1);
240  } else {
241    glDisable (GL_CLIP_PLANE0);
242    glDisable (GL_CLIP_PLANE1);
243  }
244
245  const G4Planes& cutaways = fVP.GetCutawayPlanes();
246  size_t nPlanes = cutaways.size();
247  if (fVP.IsCutaway() &&
248      fVP.GetCutawayMode() == G4ViewParameters::cutawayIntersection &&
249      nPlanes > 0) {
250    double a[4];
251    a[0] = cutaways[0].a();
252    a[1] = cutaways[0].b();
253    a[2] = cutaways[0].c();
254    a[3] = cutaways[0].d();
255    glClipPlane (GL_CLIP_PLANE2, a);
256    glEnable (GL_CLIP_PLANE2);
257    if (nPlanes > 1) {
258      a[0] = cutaways[1].a();
259      a[1] = cutaways[1].b();
260      a[2] = cutaways[1].c();
261      a[3] = cutaways[1].d();
262      glClipPlane (GL_CLIP_PLANE3, a);
263      glEnable (GL_CLIP_PLANE3);
264    }
265    if (nPlanes > 2) {
266      a[0] = cutaways[2].a();
267      a[1] = cutaways[2].b();
268      a[2] = cutaways[2].c();
269      a[3] = cutaways[2].d();
270      glClipPlane (GL_CLIP_PLANE4, a);
271      glEnable (GL_CLIP_PLANE4);
272    }
273  } else {
274    glDisable (GL_CLIP_PLANE2);
275    glDisable (GL_CLIP_PLANE3);
276    glDisable (GL_CLIP_PLANE4);
277  }
278
279  // Background.
280  background = fVP.GetBackgroundColour ();
281
282}
283
284void G4OpenGLViewer::HaloingFirstPass () {
285 
286  //To perform haloing, first Draw all information to the depth buffer
287  //alone, using a chunky line width, and then Draw all info again, to
288  //the colour buffer, setting a thinner line width an the depth testing
289  //function to less than or equal, so if two lines cross, the one
290  //passing behind the other will not pass the depth test, and so not
291  //get rendered either side of the infront line for a short distance.
292
293  //First, disable writing to the colo(u)r buffer...
294  glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
295
296  //Now enable writing to the depth buffer...
297  glDepthMask (GL_TRUE);
298  glDepthFunc (GL_LESS);
299  glClearDepth (1.0);
300
301  //Finally, set the line width to something wide...
302  glLineWidth (3.0);
303
304}
305
306void G4OpenGLViewer::HaloingSecondPass () {
307
308  //And finally, turn the colour buffer back on with a sesible line width...
309  glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
310  glDepthFunc (GL_LEQUAL);
311  glLineWidth (1.0);
312
313}
314
[593]315void G4OpenGLViewer::Pick(GLdouble x, GLdouble y)
316{
317  //G4cout << "X: " << x << ", Y: " << y << G4endl;
318  const G4int BUFSIZE = 512;
319  GLuint selectBuffer[BUFSIZE];
320  glSelectBuffer(BUFSIZE, selectBuffer);
321  glRenderMode(GL_SELECT);
322  glInitNames();
323  glPushName(0);
324  glMatrixMode(GL_PROJECTION);
325  G4double currentProjectionMatrix[16];
326  glGetDoublev(GL_PROJECTION_MATRIX, currentProjectionMatrix);
327  glPushMatrix();
328  glLoadIdentity();
329  GLint viewport[4];
330  glGetIntegerv(GL_VIEWPORT, viewport);
331  // Define 5x5 pixel pick area
332  gluPickMatrix(x, viewport[3] - y, 5., 5., viewport);
333  glMultMatrixd(currentProjectionMatrix);
334  glMatrixMode(GL_MODELVIEW);
335  DrawView();
336  GLint hits = glRenderMode(GL_RENDER);
337  if (hits < 0)
338    G4cout << "Too many hits.  Zoom in to reduce overlaps." << G4cout;
339  else if (hits > 0) {
340    //G4cout << hits << " hit(s)" << G4endl;
341    GLuint* p = selectBuffer;
342    for (GLint i = 0; i < hits; ++i) {
343      GLuint nnames = *p++;
344      *p++; //OR GLuint zmin = *p++;
345      *p++; //OR GLuint zmax = *p++;
346      //G4cout << "Hit " << i << ": " << nnames << " names"
347      //     << "\nzmin: " << zmin << ", zmax: " << zmax << G4endl;
348      for (GLuint j = 0; j < nnames; ++j) {
349        GLuint name = *p++;
350        //G4cout << "Name " << j << ": PickName: " << name << G4endl;
351        std::map<GLuint, G4AttHolder*>::iterator iter =
352          fOpenGLSceneHandler.fPickMap.find(name);
353        if (iter != fOpenGLSceneHandler.fPickMap.end()) {
354          G4AttHolder* attHolder = iter->second;
355          if(attHolder && attHolder->GetAttDefs().size()) {
356            for (size_t i = 0; i < attHolder->GetAttDefs().size(); ++i) {
357              G4cout << G4AttCheck(attHolder->GetAttValues()[i],
358                                   attHolder->GetAttDefs()[i]);
359            }
360          }
361        }
362      }
363      G4cout << G4endl;
364    }
365  }
366  glMatrixMode(GL_PROJECTION);
367  glPopMatrix();
368  glMatrixMode(GL_MODELVIEW);
369}
370
371
[754]372
[593]373
[914]374GLubyte* G4OpenGLViewer::grabPixels (int inColor, unsigned int width, unsigned int height) {
375 
376  GLubyte* buffer;
377  GLint swapbytes, lsbfirst, rowlength;
378  GLint skiprows, skippixels, alignment;
379  GLenum format;
380  int size;
381
382  if (inColor) {
383    format = GL_RGB;
384    size = width*height*3;
385  } else {
386    format = GL_LUMINANCE;
387    size = width*height*1;
388  }
389
390  buffer = new GLubyte[size];
391  if (buffer == NULL)
392    return NULL;
393
394  glGetIntegerv (GL_UNPACK_SWAP_BYTES, &swapbytes);
395  glGetIntegerv (GL_UNPACK_LSB_FIRST, &lsbfirst);
396  glGetIntegerv (GL_UNPACK_ROW_LENGTH, &rowlength);
397
398  glGetIntegerv (GL_UNPACK_SKIP_ROWS, &skiprows);
399  glGetIntegerv (GL_UNPACK_SKIP_PIXELS, &skippixels);
400  glGetIntegerv (GL_UNPACK_ALIGNMENT, &alignment);
401
402  glPixelStorei (GL_UNPACK_SWAP_BYTES, GL_FALSE);
403  glPixelStorei (GL_UNPACK_LSB_FIRST, GL_FALSE);
404  glPixelStorei (GL_UNPACK_ROW_LENGTH, 0);
405
406  glPixelStorei (GL_UNPACK_SKIP_ROWS, 0);
407  glPixelStorei (GL_UNPACK_SKIP_PIXELS, 0);
408  glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
409
410  glReadPixels (0, 0, (GLsizei)width, (GLsizei)height, format, GL_UNSIGNED_BYTE, (GLvoid*) buffer);
411
412  glPixelStorei (GL_UNPACK_SWAP_BYTES, swapbytes);
413  glPixelStorei (GL_UNPACK_LSB_FIRST, lsbfirst);
414  glPixelStorei (GL_UNPACK_ROW_LENGTH, rowlength);
415 
416  glPixelStorei (GL_UNPACK_SKIP_ROWS, skiprows);
417  glPixelStorei (GL_UNPACK_SKIP_PIXELS, skippixels);
418  glPixelStorei (GL_UNPACK_ALIGNMENT, alignment);
419 
420  return buffer;
421}
422
[941]423void G4OpenGLViewer::printEPS() {
424  bool res;
[942]425#ifdef G4DEBUG_VIS_OGL
426  printf("G4OpenGLViewer::printEPS file:%s Vec:%d\n",fPrintFilename.c_str(),fVectoredPs);
427#endif
[941]428  if (fVectoredPs) {
429    res = printVectoredEPS();
430  } else {
431    res = printNonVectoredEPS();
432  }
433  if (res == false) {
434    G4cerr << "Error while saving file... "<<fPrintFilename.c_str()<< G4endl;
435  } else {
436    G4cout << "File "<<fPrintFilename.c_str()<<" has been saved " << G4endl;
437  }
438}
[914]439
[941]440bool G4OpenGLViewer::printVectoredEPS() {
441  return printGl2PS();
442}
443
444bool G4OpenGLViewer::printNonVectoredEPS () {
445
446  int width = 0;
447  int height = 0;
448
449  if (fPrintSizeX == 0) {
450    width = fWinSize_x;
451  } else {
452    width = fPrintSizeX;
453  }
454  if (fPrintSizeY == 0) {
455    height = fWinSize_y;
456  } else {
457    height = fPrintSizeY;
458  }
459
[942]460#ifdef G4DEBUG_VIS_OGL
461  printf("G4OpenGLViewer::printNonVectoredEPS file:%s Vec:%d X:%d Y:%d col:%d\n",fPrintFilename.c_str(),fVectoredPs,width,height,fPrintColour);
462#endif
[914]463  FILE* fp;
464  GLubyte* pixels;
465  GLubyte* curpix;
466  int components, pos, i;
467
[941]468  pixels = grabPixels (fPrintColour, width, height);
[914]469
[941]470  if (pixels == NULL) {
471      G4cerr << "Failed to get pixels from OpenGl viewport" << G4endl;
472    return false;
473  }
474  if (fPrintColour) {
[914]475    components = 3;
476  } else {
477    components = 1;
478  }
479 
[938]480  fp = fopen (fPrintFilename.c_str(), "w");
[914]481  if (fp == NULL) {
[941]482    G4cerr << "Can't open filename " << fPrintFilename.c_str() << G4endl;
483    return false;
[914]484  }
485 
486  fprintf (fp, "%%!PS-Adobe-2.0 EPSF-1.2\n");
[938]487  fprintf (fp, "%%%%Title: %s\n", fPrintFilename.c_str());
[914]488  fprintf (fp, "%%%%Creator: OpenGL pixmap render output\n");
489  fprintf (fp, "%%%%BoundingBox: 0 0 %d %d\n", width, height);
490  fprintf (fp, "%%%%EndComments\n");
491  fprintf (fp, "gsave\n");
492  fprintf (fp, "/bwproc {\n");
493  fprintf (fp, "    rgbproc\n");
494  fprintf (fp, "    dup length 3 idiv string 0 3 0 \n");
495  fprintf (fp, "    5 -1 roll {\n");
496  fprintf (fp, "    add 2 1 roll 1 sub dup 0 eq\n");
497  fprintf (fp, "    { pop 3 idiv 3 -1 roll dup 4 -1 roll dup\n");
498  fprintf (fp, "       3 1 roll 5 -1 roll } put 1 add 3 0 \n");
499  fprintf (fp, "    { 2 1 roll } ifelse\n");
500  fprintf (fp, "    }forall\n");
501  fprintf (fp, "    pop pop pop\n");
502  fprintf (fp, "} def\n");
503  fprintf (fp, "systemdict /colorimage known not {\n");
504  fprintf (fp, "   /colorimage {\n");
505  fprintf (fp, "       pop\n");
506  fprintf (fp, "       pop\n");
507  fprintf (fp, "       /rgbproc exch def\n");
508  fprintf (fp, "       { bwproc } image\n");
509  fprintf (fp, "   }  def\n");
510  fprintf (fp, "} if\n");
511  fprintf (fp, "/picstr %d string def\n", width * components);
512  fprintf (fp, "%d %d scale\n", width, height);
513  fprintf (fp, "%d %d %d\n", width, height, 8);
514  fprintf (fp, "[%d 0 0 %d 0 0]\n", width, height);
515  fprintf (fp, "{currentfile picstr readhexstring pop}\n");
516  fprintf (fp, "false %d\n", components);
517  fprintf (fp, "colorimage\n");
518 
519  curpix = (GLubyte*) pixels;
520  pos = 0;
521  for (i = width*height*components; i>0; i--) {
522    fprintf (fp, "%02hx ", *(curpix++));
523    if (++pos >= 32) {
524      fprintf (fp, "\n");
525      pos = 0;
526    }
527  }
528  if (pos)
529    fprintf (fp, "\n");
530
531  fprintf (fp, "grestore\n");
532  fprintf (fp, "showpage\n");
533  delete pixels;
534  fclose (fp);
[941]535
536  // Reset for next time (useful is size change)
537  fPrintSizeX = 0;
538  fPrintSizeY = 0;
539
540  return true;
[914]541}
542
[918]543
[941]544bool G4OpenGLViewer::printGl2PS() {
[918]545
[941]546  int width = 0;
547  int height = 0;
548
549  if (fPrintSizeX == 0) {
550    width = fWinSize_x;
551  } else {
552    width = fPrintSizeX;
553  }
554  if (fPrintSizeY == 0) {
555    height = fWinSize_y;
556  } else {
557    height = fPrintSizeY;
558  }
559
[938]560  if (!fGL2PSAction) return false;
[929]561
[938]562  fGL2PSAction->setFileName(fPrintFilename.c_str());
563  // try to resize
564  int X = fWinSize_x;
565  int Y = fWinSize_y;
[929]566
[938]567  fWinSize_x = width;
568  fWinSize_y = height;
569  ResizeGLView();
[921]570  if (fGL2PSAction->enableFileWriting()) {
[931]571    DrawView ();
[921]572    fGL2PSAction->disableFileWriting();
573  }
[929]574
[938]575  fWinSize_x = X;
576  fWinSize_y = Y;
577  ResizeGLView();
[929]578
[941]579  // Reset for next time (useful is size change)
580  fPrintSizeX = 0;
581  fPrintSizeY = 0;
582
[938]583  return true;
[918]584}
585
[712]586GLdouble G4OpenGLViewer::getSceneNearWidth()
587{
588  const G4Point3D targetPoint
589    = fSceneHandler.GetScene()->GetStandardTargetPoint()
590    + fVP.GetCurrentTargetPoint ();
591  G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
592  if(radius<=0.) radius = 1.;
593  const G4double cameraDistance = fVP.GetCameraDistance (radius);
594  const GLdouble pnear   = fVP.GetNearDistance (cameraDistance, radius);
595  return 2 * fVP.GetFrontHalfHeight (pnear, radius);
596}
597
598GLdouble G4OpenGLViewer::getSceneFarWidth()
599{
600  const G4Point3D targetPoint
601    = fSceneHandler.GetScene()->GetStandardTargetPoint()
602    + fVP.GetCurrentTargetPoint ();
603  G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
604  if(radius<=0.) radius = 1.;
605  const G4double cameraDistance = fVP.GetCameraDistance (radius);
606  const GLdouble pnear   = fVP.GetNearDistance (cameraDistance, radius);
607  const GLdouble pfar    = fVP.GetFarDistance  (cameraDistance, pnear, radius);
608  return 2 * fVP.GetFrontHalfHeight (pfar, radius);
609}
610
611
612GLdouble G4OpenGLViewer::getSceneDepth()
613{
614  const G4Point3D targetPoint
615    = fSceneHandler.GetScene()->GetStandardTargetPoint()
616    + fVP.GetCurrentTargetPoint ();
617  G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
618  if(radius<=0.) radius = 1.;
619  const G4double cameraDistance = fVP.GetCameraDistance (radius);
620  const GLdouble pnear   = fVP.GetNearDistance (cameraDistance, radius);
621  return fVP.GetFarDistance  (cameraDistance, pnear, radius)- pnear;
622}
623
624
[593]625
[798]626void G4OpenGLViewer::rotateScene(G4double dx, G4double dy,G4double deltaRotation)
627{
628
629  G4Vector3D vp;
630  G4Vector3D up;
631 
632  G4Vector3D xprime;
633  G4Vector3D yprime;
634  G4Vector3D zprime;
635 
636  G4double delta_alpha;
637  G4double delta_theta;
638 
639  G4Vector3D new_vp;
640  G4Vector3D new_up;
641 
642  G4double cosalpha;
643  G4double sinalpha;
644 
645  G4Vector3D a1;
646  G4Vector3D a2;
647  G4Vector3D delta;
648  G4Vector3D viewPoint;
649
650   
651  //phi spin stuff here
652 
653  vp = fVP.GetViewpointDirection ().unit ();
654  up = fVP.GetUpVector ().unit ();
655 
656  yprime = (up.cross(vp)).unit();
657  zprime = (vp.cross(yprime)).unit();
658 
659  if (fVP.GetLightsMoveWithCamera()) {
660    delta_alpha = dy * deltaRotation;
661    delta_theta = -dx * deltaRotation;
662  } else {
663    delta_alpha = -dy * deltaRotation;
664    delta_theta = dx * deltaRotation;
665  }   
666 
667  delta_alpha *= deg;
668  delta_theta *= deg;
669 
670  new_vp = std::cos(delta_alpha) * vp + std::sin(delta_alpha) * zprime;
671 
672  // to avoid z rotation flipping
673  // to allow more than 360° rotation
[847]674
[801]675  const G4Point3D targetPoint
676    = fSceneHandler.GetScene()->GetStandardTargetPoint()
677    + fVP.GetCurrentTargetPoint ();
678  G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
679  if(radius<=0.) radius = 1.;
680  const G4double cameraDistance = fVP.GetCameraDistance (radius);
681  const G4Point3D cameraPosition =
682    targetPoint + cameraDistance * fVP.GetViewpointDirection().unit();
683
[798]684  if (fVP.GetLightsMoveWithCamera()) {
685    new_up = (new_vp.cross(yprime)).unit();
686    if (new_vp.z()*vp.z() <0) {
687      new_up.set(new_up.x(),-new_up.y(),new_up.z());
688    }
689  } else {
690    new_up = up;
691    if (new_vp.z()*vp.z() <0) {
692      new_up.set(new_up.x(),-new_up.y(),new_up.z());
693    }
694  }
695  fVP.SetUpVector(new_up);
696  ////////////////
697  // Rotates by fixed azimuthal angle delta_theta.
698 
699  cosalpha = new_up.dot (new_vp.unit());
700  sinalpha = std::sqrt (1. - std::pow (cosalpha, 2));
701  yprime = (new_up.cross (new_vp.unit())).unit ();
702  xprime = yprime.cross (new_up);
703  // Projection of vp on plane perpendicular to up...
704  a1 = sinalpha * xprime;
705  // Required new projection...
706  a2 = sinalpha * (std::cos (delta_theta) * xprime + std::sin (delta_theta) * yprime);
707  // Required Increment vector...
708  delta = a2 - a1;
709  // So new viewpoint is...
710  viewPoint = new_vp.unit() + delta;
711 
712  fVP.SetViewAndLights (viewPoint);
713}
714
[529]715#endif
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