source: trunk/source/visualization/OpenGL/src/G4OpenGLViewer.cc@ 942

Last change on this file since 942 was 942, checked in by garnier, 17 years ago

en test

  • Property svn:mime-type set to text/cpp
File size: 21.0 KB
Line 
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 */
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
142void G4OpenGLViewer::SetView () {
143
144 if (!fSceneHandler.GetScene()) {
145 G4cerr << "G4OpenGLStoredViewer: Creating a Viewer without a scene is not allowed. \nPlease use /vis/scene/create before /vis/open/.... "
146 << G4endl;
147 return;
148 }
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();
176 const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
177 const GLdouble pfar = fVP.GetFarDistance (cameraDistance, pnear, radius);
178 const GLdouble right = fVP.GetFrontHalfHeight (pnear, radius);
179 const GLdouble left = -right;
180 const GLdouble bottom = left;
181 const GLdouble top = right;
182
183 // FIXME
184 ResizeGLView();
185 //SHOULD SetWindowsSizeHint()...
186
187 glMatrixMode (GL_PROJECTION); // set up Frustum.
188 glLoadIdentity();
189
190 const G4Vector3D scaleFactor = fVP.GetScaleFactor();
191 glScaled(scaleFactor.x(),scaleFactor.y(),scaleFactor.z());
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);
198 }
199
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.
216
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
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
372
373
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
423void G4OpenGLViewer::printEPS() {
424 bool res;
425#ifdef G4DEBUG_VIS_OGL
426 printf("G4OpenGLViewer::printEPS file:%s Vec:%d\n",fPrintFilename.c_str(),fVectoredPs);
427#endif
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}
439
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
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
463 FILE* fp;
464 GLubyte* pixels;
465 GLubyte* curpix;
466 int components, pos, i;
467
468 pixels = grabPixels (fPrintColour, width, height);
469
470 if (pixels == NULL) {
471 G4cerr << "Failed to get pixels from OpenGl viewport" << G4endl;
472 return false;
473 }
474 if (fPrintColour) {
475 components = 3;
476 } else {
477 components = 1;
478 }
479
480 fp = fopen (fPrintFilename.c_str(), "w");
481 if (fp == NULL) {
482 G4cerr << "Can't open filename " << fPrintFilename.c_str() << G4endl;
483 return false;
484 }
485
486 fprintf (fp, "%%!PS-Adobe-2.0 EPSF-1.2\n");
487 fprintf (fp, "%%%%Title: %s\n", fPrintFilename.c_str());
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);
535
536 // Reset for next time (useful is size change)
537 fPrintSizeX = 0;
538 fPrintSizeY = 0;
539
540 return true;
541}
542
543
544bool G4OpenGLViewer::printGl2PS() {
545
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
560 if (!fGL2PSAction) return false;
561
562 fGL2PSAction->setFileName(fPrintFilename.c_str());
563 // try to resize
564 int X = fWinSize_x;
565 int Y = fWinSize_y;
566
567 fWinSize_x = width;
568 fWinSize_y = height;
569 ResizeGLView();
570 if (fGL2PSAction->enableFileWriting()) {
571 DrawView ();
572 fGL2PSAction->disableFileWriting();
573 }
574
575 fWinSize_x = X;
576 fWinSize_y = Y;
577 ResizeGLView();
578
579 // Reset for next time (useful is size change)
580 fPrintSizeX = 0;
581 fPrintSizeY = 0;
582
583 return true;
584}
585
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
625
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
674
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
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
715#endif
Note: See TracBrowser for help on using the repository browser.