source: trunk/source/visualization/OpenGL/src/G4OpenGLViewer.cc@ 947

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en OGLIX ca marche...

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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 *
22// * use in resulting scientific publications, and indicate your *
23// * acceptance of all terms of the Geant4 Software license. *
24// ********************************************************************
25//
26//
27// $Id: G4OpenGLViewer.cc,v 1.50 2009/03/05 16:36:13 lgarnier Exp $
28// GEANT4 tag $Name: $
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"
40#include "G4OpenGL2PSAction.hh"
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"
49#include "G4AttHolder.hh"
50#include "G4AttCheck.hh"
51
52// GL2PS
53#include "Geant4_gl2ps.h"
54
55#include <sstream>
56
57G4OpenGLViewer::G4OpenGLViewer (G4OpenGLSceneHandler& scene):
58G4VViewer (scene, -1),
59fPrintFilename ("G4OpenGL.eps"),
60fPrintColour (true),
61fVectoredPs (true),
62fPrintSizeX(0),
63fPrintSizeY(0),
64fOpenGLSceneHandler(scene),
65background (G4Colour(0.,0.,0.)),
66transparency_enabled (true),
67antialiasing_enabled (false),
68haloing_enabled (false),
69fStartTime(-DBL_MAX),
70fEndTime(DBL_MAX),
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.),
86fDisplayLightFrontBlue(0.),
87fPointSize (0)
88{
89 // Make changes to view parameters for OpenGL...
90 fVP.SetAutoRefresh(true);
91 fDefaultVP.SetAutoRefresh(true);
92 fWinSize_x = fVP.GetWindowSizeHintX();
93 fWinSize_y = fVP.GetWindowSizeHintY();
94
95 fGL2PSAction = new G4OpenGL2PSAction();
96
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
130
131/**
132 * Set the viewport of the scene
133 * MAXIMUM SIZE is :
134 * GLint dims[2];
135 * glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
136 */
137void G4OpenGLViewer::ResizeGLView()
138{
139 // Check size
140 GLint dims[2];
141 glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
142 if (fWinSize_x > (unsigned)dims[0]) {
143 G4cerr << "Try to resize view greater than max X viewport dimension. Desired size "<<dims[0] <<" is resize to "<< dims[0] << G4endl;
144 fWinSize_x = dims[0];
145 }
146 if (fWinSize_y > (unsigned)dims[1]) {
147 G4cerr << "Try to resize view greater than max Y viewport dimension. Desired size "<<dims[0] <<" is resize to "<< dims[1] << G4endl;
148 fWinSize_y = dims[1];
149 }
150 int side = fWinSize_x;
151 if (fWinSize_y < fWinSize_x) side = fWinSize_y;
152 glViewport((fWinSize_x - side) / 2, (fWinSize_y - side) / 2, side, side);
153}
154
155
156void G4OpenGLViewer::SetView () {
157
158 if (!fSceneHandler.GetScene()) {
159 G4cerr << "G4OpenGLStoredViewer: Creating a Viewer without a scene is not allowed. \nPlease use /vis/scene/create before /vis/open/.... "
160 << G4endl;
161 return;
162 }
163 // Calculates view representation based on extent of object being
164 // viewed and (initial) viewpoint. (Note: it can change later due
165 // to user interaction via visualization system's GUI.)
166
167 // Lighting.
168 GLfloat lightPosition [4];
169 lightPosition [0] = fVP.GetActualLightpointDirection().x();
170 lightPosition [1] = fVP.GetActualLightpointDirection().y();
171 lightPosition [2] = fVP.GetActualLightpointDirection().z();
172 lightPosition [3] = 0.;
173 // Light position is "true" light direction, so must come after gluLookAt.
174 GLfloat ambient [] = { 0.2, 0.2, 0.2, 1.};
175 GLfloat diffuse [] = { 0.8, 0.8, 0.8, 1.};
176 glEnable (GL_LIGHT0);
177 glLightfv (GL_LIGHT0, GL_AMBIENT, ambient);
178 glLightfv (GL_LIGHT0, GL_DIFFUSE, diffuse);
179
180 // Get radius of scene, etc.
181 // Note that this procedure properly takes into account zoom, dolly and pan.
182 const G4Point3D targetPoint
183 = fSceneHandler.GetScene()->GetStandardTargetPoint()
184 + fVP.GetCurrentTargetPoint ();
185 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
186 if(radius<=0.) radius = 1.;
187 const G4double cameraDistance = fVP.GetCameraDistance (radius);
188 const G4Point3D cameraPosition =
189 targetPoint + cameraDistance * fVP.GetViewpointDirection().unit();
190 const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
191 const GLdouble pfar = fVP.GetFarDistance (cameraDistance, pnear, radius);
192 const GLdouble right = fVP.GetFrontHalfHeight (pnear, radius);
193 const GLdouble left = -right;
194 const GLdouble bottom = left;
195 const GLdouble top = right;
196
197 // FIXME
198 ResizeGLView();
199 //SHOULD SetWindowsSizeHint()...
200
201 glMatrixMode (GL_PROJECTION); // set up Frustum.
202 glLoadIdentity();
203
204 const G4Vector3D scaleFactor = fVP.GetScaleFactor();
205 glScaled(scaleFactor.x(),scaleFactor.y(),scaleFactor.z());
206
207 if (fVP.GetFieldHalfAngle() == 0.) {
208 glOrtho (left, right, bottom, top, pnear, pfar);
209 }
210 else {
211 glFrustum (left, right, bottom, top, pnear, pfar);
212 }
213
214 glMatrixMode (GL_MODELVIEW); // apply further transformations to scene.
215 glLoadIdentity();
216
217 const G4Normal3D& upVector = fVP.GetUpVector ();
218 G4Point3D gltarget;
219 if (cameraDistance > 1.e-6 * radius) {
220 gltarget = targetPoint;
221 }
222 else {
223 gltarget = targetPoint - radius * fVP.GetViewpointDirection().unit();
224 }
225
226 const G4Point3D& pCamera = cameraPosition; // An alias for brevity.
227 gluLookAt (pCamera.x(), pCamera.y(), pCamera.z(), // Viewpoint.
228 gltarget.x(), gltarget.y(), gltarget.z(), // Target point.
229 upVector.x(), upVector.y(), upVector.z()); // Up vector.
230
231 // Light position is "true" light direction, so must come after gluLookAt.
232 glLightfv (GL_LIGHT0, GL_POSITION, lightPosition);
233
234 // OpenGL no longer seems to reconstruct clipped edges, so, when the
235 // BooleanProcessor is up to it, abandon this and use generic
236 // clipping in G4OpenGLSceneHandler::CreateSectionPolyhedron. Also,
237 // force kernel visit on change of clipping plane in
238 // G4OpenGLStoredViewer::CompareForKernelVisit.
239 if (fVP.IsSection () ) { // pair of back to back clip planes.
240 const G4Plane3D& s = fVP.GetSectionPlane ();
241 double sArray[4];
242 sArray[0] = s.a();
243 sArray[1] = s.b();
244 sArray[2] = s.c();
245 sArray[3] = s.d() + radius * 1.e-05;
246 glClipPlane (GL_CLIP_PLANE0, sArray);
247 glEnable (GL_CLIP_PLANE0);
248 sArray[0] = -s.a();
249 sArray[1] = -s.b();
250 sArray[2] = -s.c();
251 sArray[3] = -s.d() + radius * 1.e-05;
252 glClipPlane (GL_CLIP_PLANE1, sArray);
253 glEnable (GL_CLIP_PLANE1);
254 } else {
255 glDisable (GL_CLIP_PLANE0);
256 glDisable (GL_CLIP_PLANE1);
257 }
258
259 const G4Planes& cutaways = fVP.GetCutawayPlanes();
260 size_t nPlanes = cutaways.size();
261 if (fVP.IsCutaway() &&
262 fVP.GetCutawayMode() == G4ViewParameters::cutawayIntersection &&
263 nPlanes > 0) {
264 double a[4];
265 a[0] = cutaways[0].a();
266 a[1] = cutaways[0].b();
267 a[2] = cutaways[0].c();
268 a[3] = cutaways[0].d();
269 glClipPlane (GL_CLIP_PLANE2, a);
270 glEnable (GL_CLIP_PLANE2);
271 if (nPlanes > 1) {
272 a[0] = cutaways[1].a();
273 a[1] = cutaways[1].b();
274 a[2] = cutaways[1].c();
275 a[3] = cutaways[1].d();
276 glClipPlane (GL_CLIP_PLANE3, a);
277 glEnable (GL_CLIP_PLANE3);
278 }
279 if (nPlanes > 2) {
280 a[0] = cutaways[2].a();
281 a[1] = cutaways[2].b();
282 a[2] = cutaways[2].c();
283 a[3] = cutaways[2].d();
284 glClipPlane (GL_CLIP_PLANE4, a);
285 glEnable (GL_CLIP_PLANE4);
286 }
287 } else {
288 glDisable (GL_CLIP_PLANE2);
289 glDisable (GL_CLIP_PLANE3);
290 glDisable (GL_CLIP_PLANE4);
291 }
292
293 // Background.
294 background = fVP.GetBackgroundColour ();
295
296}
297
298void G4OpenGLViewer::HaloingFirstPass () {
299
300 //To perform haloing, first Draw all information to the depth buffer
301 //alone, using a chunky line width, and then Draw all info again, to
302 //the colour buffer, setting a thinner line width an the depth testing
303 //function to less than or equal, so if two lines cross, the one
304 //passing behind the other will not pass the depth test, and so not
305 //get rendered either side of the infront line for a short distance.
306
307 //First, disable writing to the colo(u)r buffer...
308 glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
309
310 //Now enable writing to the depth buffer...
311 glDepthMask (GL_TRUE);
312 glDepthFunc (GL_LESS);
313 glClearDepth (1.0);
314
315 //Finally, set the line width to something wide...
316 glLineWidth (3.0);
317
318}
319
320void G4OpenGLViewer::HaloingSecondPass () {
321
322 //And finally, turn the colour buffer back on with a sesible line width...
323 glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
324 glDepthFunc (GL_LEQUAL);
325 glLineWidth (1.0);
326
327}
328
329void G4OpenGLViewer::Pick(GLdouble x, GLdouble y)
330{
331 //G4cout << "X: " << x << ", Y: " << y << G4endl;
332 const G4int BUFSIZE = 512;
333 GLuint selectBuffer[BUFSIZE];
334 glSelectBuffer(BUFSIZE, selectBuffer);
335 glRenderMode(GL_SELECT);
336 glInitNames();
337 glPushName(0);
338 glMatrixMode(GL_PROJECTION);
339 G4double currentProjectionMatrix[16];
340 glGetDoublev(GL_PROJECTION_MATRIX, currentProjectionMatrix);
341 glPushMatrix();
342 glLoadIdentity();
343 GLint viewport[4];
344 glGetIntegerv(GL_VIEWPORT, viewport);
345 // Define 5x5 pixel pick area
346 gluPickMatrix(x, viewport[3] - y, 5., 5., viewport);
347 glMultMatrixd(currentProjectionMatrix);
348 glMatrixMode(GL_MODELVIEW);
349 DrawView();
350 GLint hits = glRenderMode(GL_RENDER);
351 if (hits < 0)
352 G4cout << "Too many hits. Zoom in to reduce overlaps." << G4cout;
353 else if (hits > 0) {
354 //G4cout << hits << " hit(s)" << G4endl;
355 GLuint* p = selectBuffer;
356 for (GLint i = 0; i < hits; ++i) {
357 GLuint nnames = *p++;
358 *p++; //OR GLuint zmin = *p++;
359 *p++; //OR GLuint zmax = *p++;
360 //G4cout << "Hit " << i << ": " << nnames << " names"
361 // << "\nzmin: " << zmin << ", zmax: " << zmax << G4endl;
362 for (GLuint j = 0; j < nnames; ++j) {
363 GLuint name = *p++;
364 //G4cout << "Name " << j << ": PickName: " << name << G4endl;
365 std::map<GLuint, G4AttHolder*>::iterator iter =
366 fOpenGLSceneHandler.fPickMap.find(name);
367 if (iter != fOpenGLSceneHandler.fPickMap.end()) {
368 G4AttHolder* attHolder = iter->second;
369 if(attHolder && attHolder->GetAttDefs().size()) {
370 for (size_t i = 0; i < attHolder->GetAttDefs().size(); ++i) {
371 G4cout << G4AttCheck(attHolder->GetAttValues()[i],
372 attHolder->GetAttDefs()[i]);
373 }
374 }
375 }
376 }
377 G4cout << G4endl;
378 }
379 }
380 glMatrixMode(GL_PROJECTION);
381 glPopMatrix();
382 glMatrixMode(GL_MODELVIEW);
383}
384
385
386
387
388GLubyte* G4OpenGLViewer::grabPixels (int inColor, unsigned int width, unsigned int height) {
389
390 GLubyte* buffer;
391 GLint swapbytes, lsbfirst, rowlength;
392 GLint skiprows, skippixels, alignment;
393 GLenum format;
394 int size;
395
396 if (inColor) {
397 format = GL_RGB;
398 size = width*height*3;
399 } else {
400 format = GL_LUMINANCE;
401 size = width*height*1;
402 }
403
404 buffer = new GLubyte[size];
405 if (buffer == NULL)
406 return NULL;
407
408 glGetIntegerv (GL_UNPACK_SWAP_BYTES, &swapbytes);
409 glGetIntegerv (GL_UNPACK_LSB_FIRST, &lsbfirst);
410 glGetIntegerv (GL_UNPACK_ROW_LENGTH, &rowlength);
411
412 glGetIntegerv (GL_UNPACK_SKIP_ROWS, &skiprows);
413 glGetIntegerv (GL_UNPACK_SKIP_PIXELS, &skippixels);
414 glGetIntegerv (GL_UNPACK_ALIGNMENT, &alignment);
415
416 glPixelStorei (GL_UNPACK_SWAP_BYTES, GL_FALSE);
417 glPixelStorei (GL_UNPACK_LSB_FIRST, GL_FALSE);
418 glPixelStorei (GL_UNPACK_ROW_LENGTH, 0);
419
420 glPixelStorei (GL_UNPACK_SKIP_ROWS, 0);
421 glPixelStorei (GL_UNPACK_SKIP_PIXELS, 0);
422 glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
423
424 glReadPixels (0, 0, (GLsizei)width, (GLsizei)height, format, GL_UNSIGNED_BYTE, (GLvoid*) buffer);
425
426 glPixelStorei (GL_UNPACK_SWAP_BYTES, swapbytes);
427 glPixelStorei (GL_UNPACK_LSB_FIRST, lsbfirst);
428 glPixelStorei (GL_UNPACK_ROW_LENGTH, rowlength);
429
430 glPixelStorei (GL_UNPACK_SKIP_ROWS, skiprows);
431 glPixelStorei (GL_UNPACK_SKIP_PIXELS, skippixels);
432 glPixelStorei (GL_UNPACK_ALIGNMENT, alignment);
433
434 return buffer;
435}
436
437void G4OpenGLViewer::printEPS() {
438 bool res;
439#ifdef G4DEBUG_VIS_OGL
440 printf("G4OpenGLViewer::printEPS file:%s Vec:%d\n",fPrintFilename.c_str(),fVectoredPs);
441#endif
442 if (fVectoredPs) {
443 res = printVectoredEPS();
444 } else {
445 res = printNonVectoredEPS();
446 }
447 if (res == false) {
448 G4cerr << "Error while saving file... "<<fPrintFilename.c_str()<< G4endl;
449 } else {
450 G4cout << "File "<<fPrintFilename.c_str()<<" has been saved " << G4endl;
451 }
452}
453
454bool G4OpenGLViewer::printVectoredEPS() {
455 return printGl2PS();
456}
457
458bool G4OpenGLViewer::printNonVectoredEPS () {
459
460 int width = 0;
461 int height = 0;
462
463 if (fPrintSizeX == 0) {
464 width = fWinSize_x;
465 } else {
466 width = fPrintSizeX;
467 }
468 if (fPrintSizeY == 0) {
469 height = fWinSize_y;
470 } else {
471 height = fPrintSizeY;
472 }
473
474#ifdef G4DEBUG_VIS_OGL
475 printf("G4OpenGLViewer::printNonVectoredEPS file:%s Vec:%d X:%d Y:%d col:%d\n",fPrintFilename.c_str(),fVectoredPs,width,height,fPrintColour);
476#endif
477 FILE* fp;
478 GLubyte* pixels;
479 GLubyte* curpix;
480 int components, pos, i;
481
482 pixels = grabPixels (fPrintColour, width, height);
483
484 if (pixels == NULL) {
485 G4cerr << "Failed to get pixels from OpenGl viewport" << G4endl;
486 return false;
487 }
488 if (fPrintColour) {
489 components = 3;
490 } else {
491 components = 1;
492 }
493
494 fp = fopen (fPrintFilename.c_str(), "w");
495 if (fp == NULL) {
496 G4cerr << "Can't open filename " << fPrintFilename.c_str() << G4endl;
497 return false;
498 }
499
500 fprintf (fp, "%%!PS-Adobe-2.0 EPSF-1.2\n");
501 fprintf (fp, "%%%%Title: %s\n", fPrintFilename.c_str());
502 fprintf (fp, "%%%%Creator: OpenGL pixmap render output\n");
503 fprintf (fp, "%%%%BoundingBox: 0 0 %d %d\n", width, height);
504 fprintf (fp, "%%%%EndComments\n");
505 fprintf (fp, "gsave\n");
506 fprintf (fp, "/bwproc {\n");
507 fprintf (fp, " rgbproc\n");
508 fprintf (fp, " dup length 3 idiv string 0 3 0 \n");
509 fprintf (fp, " 5 -1 roll {\n");
510 fprintf (fp, " add 2 1 roll 1 sub dup 0 eq\n");
511 fprintf (fp, " { pop 3 idiv 3 -1 roll dup 4 -1 roll dup\n");
512 fprintf (fp, " 3 1 roll 5 -1 roll } put 1 add 3 0 \n");
513 fprintf (fp, " { 2 1 roll } ifelse\n");
514 fprintf (fp, " }forall\n");
515 fprintf (fp, " pop pop pop\n");
516 fprintf (fp, "} def\n");
517 fprintf (fp, "systemdict /colorimage known not {\n");
518 fprintf (fp, " /colorimage {\n");
519 fprintf (fp, " pop\n");
520 fprintf (fp, " pop\n");
521 fprintf (fp, " /rgbproc exch def\n");
522 fprintf (fp, " { bwproc } image\n");
523 fprintf (fp, " } def\n");
524 fprintf (fp, "} if\n");
525 fprintf (fp, "/picstr %d string def\n", width * components);
526 fprintf (fp, "%d %d scale\n", width, height);
527 fprintf (fp, "%d %d %d\n", width, height, 8);
528 fprintf (fp, "[%d 0 0 %d 0 0]\n", width, height);
529 fprintf (fp, "{currentfile picstr readhexstring pop}\n");
530 fprintf (fp, "false %d\n", components);
531 fprintf (fp, "colorimage\n");
532
533 curpix = (GLubyte*) pixels;
534 pos = 0;
535 for (i = width*height*components; i>0; i--) {
536 fprintf (fp, "%02hx ", *(curpix++));
537 if (++pos >= 32) {
538 fprintf (fp, "\n");
539 pos = 0;
540 }
541 }
542 if (pos)
543 fprintf (fp, "\n");
544
545 fprintf (fp, "grestore\n");
546 fprintf (fp, "showpage\n");
547 delete pixels;
548 fclose (fp);
549
550 // Reset for next time (useful is size change)
551 fPrintSizeX = 0;
552 fPrintSizeY = 0;
553
554 return true;
555}
556
557
558bool G4OpenGLViewer::printGl2PS() {
559
560 int width = 0;
561 int height = 0;
562
563 if (fPrintSizeX == 0) {
564 width = fWinSize_x;
565 } else {
566 width = fPrintSizeX;
567 }
568 if (fPrintSizeY == 0) {
569 height = fWinSize_y;
570 } else {
571 height = fPrintSizeY;
572 }
573
574 if (!fGL2PSAction) return false;
575
576
577 fGL2PSAction->setFileName(fPrintFilename.c_str());
578 // try to resize
579 int X = fWinSize_x;
580 int Y = fWinSize_y;
581
582 fWinSize_x = width;
583 fWinSize_y = height;
584
585 ResizeGLView();
586 if (fGL2PSAction->enableFileWriting()) {
587
588 // FIXME : How to get the point size.... ?
589 // fGL2PSAction->setLineWidth(1);
590 // FIXME : How to get the line width.... ?
591 // fGL2PSAction->setPointSize(30);
592
593 DrawView ();
594 fGL2PSAction->disableFileWriting();
595 }
596
597 fWinSize_x = X;
598 fWinSize_y = Y;
599 ResizeGLView();
600
601 // Reset for next time (useful is size change)
602 fPrintSizeX = 0;
603 fPrintSizeY = 0;
604
605 return true;
606}
607
608GLdouble G4OpenGLViewer::getSceneNearWidth()
609{
610 const G4Point3D targetPoint
611 = fSceneHandler.GetScene()->GetStandardTargetPoint()
612 + fVP.GetCurrentTargetPoint ();
613 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
614 if(radius<=0.) radius = 1.;
615 const G4double cameraDistance = fVP.GetCameraDistance (radius);
616 const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
617 return 2 * fVP.GetFrontHalfHeight (pnear, radius);
618}
619
620GLdouble G4OpenGLViewer::getSceneFarWidth()
621{
622 const G4Point3D targetPoint
623 = fSceneHandler.GetScene()->GetStandardTargetPoint()
624 + fVP.GetCurrentTargetPoint ();
625 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
626 if(radius<=0.) radius = 1.;
627 const G4double cameraDistance = fVP.GetCameraDistance (radius);
628 const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
629 const GLdouble pfar = fVP.GetFarDistance (cameraDistance, pnear, radius);
630 return 2 * fVP.GetFrontHalfHeight (pfar, radius);
631}
632
633
634GLdouble G4OpenGLViewer::getSceneDepth()
635{
636 const G4Point3D targetPoint
637 = fSceneHandler.GetScene()->GetStandardTargetPoint()
638 + fVP.GetCurrentTargetPoint ();
639 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
640 if(radius<=0.) radius = 1.;
641 const G4double cameraDistance = fVP.GetCameraDistance (radius);
642 const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
643 return fVP.GetFarDistance (cameraDistance, pnear, radius)- pnear;
644}
645
646
647
648void G4OpenGLViewer::rotateScene(G4double dx, G4double dy,G4double deltaRotation)
649{
650
651 G4Vector3D vp;
652 G4Vector3D up;
653
654 G4Vector3D xprime;
655 G4Vector3D yprime;
656 G4Vector3D zprime;
657
658 G4double delta_alpha;
659 G4double delta_theta;
660
661 G4Vector3D new_vp;
662 G4Vector3D new_up;
663
664 G4double cosalpha;
665 G4double sinalpha;
666
667 G4Vector3D a1;
668 G4Vector3D a2;
669 G4Vector3D delta;
670 G4Vector3D viewPoint;
671
672
673 //phi spin stuff here
674
675 vp = fVP.GetViewpointDirection ().unit ();
676 up = fVP.GetUpVector ().unit ();
677
678 yprime = (up.cross(vp)).unit();
679 zprime = (vp.cross(yprime)).unit();
680
681 if (fVP.GetLightsMoveWithCamera()) {
682 delta_alpha = dy * deltaRotation;
683 delta_theta = -dx * deltaRotation;
684 } else {
685 delta_alpha = -dy * deltaRotation;
686 delta_theta = dx * deltaRotation;
687 }
688
689 delta_alpha *= deg;
690 delta_theta *= deg;
691
692 new_vp = std::cos(delta_alpha) * vp + std::sin(delta_alpha) * zprime;
693
694 // to avoid z rotation flipping
695 // to allow more than 360° rotation
696
697 const G4Point3D targetPoint
698 = fSceneHandler.GetScene()->GetStandardTargetPoint()
699 + fVP.GetCurrentTargetPoint ();
700 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
701 if(radius<=0.) radius = 1.;
702 const G4double cameraDistance = fVP.GetCameraDistance (radius);
703 const G4Point3D cameraPosition =
704 targetPoint + cameraDistance * fVP.GetViewpointDirection().unit();
705
706 if (fVP.GetLightsMoveWithCamera()) {
707 new_up = (new_vp.cross(yprime)).unit();
708 if (new_vp.z()*vp.z() <0) {
709 new_up.set(new_up.x(),-new_up.y(),new_up.z());
710 }
711 } else {
712 new_up = up;
713 if (new_vp.z()*vp.z() <0) {
714 new_up.set(new_up.x(),-new_up.y(),new_up.z());
715 }
716 }
717 fVP.SetUpVector(new_up);
718 ////////////////
719 // Rotates by fixed azimuthal angle delta_theta.
720
721 cosalpha = new_up.dot (new_vp.unit());
722 sinalpha = std::sqrt (1. - std::pow (cosalpha, 2));
723 yprime = (new_up.cross (new_vp.unit())).unit ();
724 xprime = yprime.cross (new_up);
725 // Projection of vp on plane perpendicular to up...
726 a1 = sinalpha * xprime;
727 // Required new projection...
728 a2 = sinalpha * (std::cos (delta_theta) * xprime + std::sin (delta_theta) * yprime);
729 // Required Increment vector...
730 delta = a2 - a1;
731 // So new viewpoint is...
732 viewPoint = new_vp.unit() + delta;
733
734 fVP.SetViewAndLights (viewPoint);
735}
736
737#endif
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