1 | // |
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2 | // ******************************************************************** |
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3 | // * License and Disclaimer * |
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4 | // * * |
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5 | // * The Geant4 software is copyright of the Copyright Holders of * |
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6 | // * the Geant4 Collaboration. It is provided under the terms and * |
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7 | // * conditions of the Geant4 Software License, included in the file * |
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8 | // * LICENSE and available at http://cern.ch/geant4/license . These * |
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9 | // * include a list of copyright holders. * |
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10 | // * * |
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11 | // * Neither the authors of this software system, nor their employing * |
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12 | // * institutes,nor the agencies providing financial support for this * |
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13 | // * work make any representation or warranty, express or implied, * |
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14 | // * regarding this software system or assume any liability for its * |
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15 | // * use. Please see the license in the file LICENSE and URL above * |
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16 | // * for the full disclaimer and the limitation of liability. * |
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17 | // * * |
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18 | // * This code implementation is the result of the scientific and * |
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19 | // * technical work of the GEANT4 collaboration. * |
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20 | // * By using, copying, modifying or distributing the software (or * |
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21 | // * any work based on the software) you agree to acknowledge its * |
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22 | // * use in resulting scientific publications, and indicate your * |
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23 | // * acceptance of all terms of the Geant4 Software license. * |
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24 | // ******************************************************************** |
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25 | // |
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26 | // |
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27 | // $Id: G4VRML1SceneHandlerFunc.icc,v 1.16 2006/06/29 21:26:03 gunter Exp $ |
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28 | // GEANT4 tag $Name: $ |
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29 | // |
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30 | // G4VRML1SceneHandlerFunc.icc |
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31 | // Satoshi Tanaka & Yasuhide Sawada |
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32 | |
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33 | //#define DEBUG_SCENE_FUNC |
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34 | |
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35 | // MACRO |
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36 | #define ADDTHIS_WITH_NAME(Solid) \ |
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37 | fCurrentDEF = #Solid "_" + Solid.GetName(); \ |
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38 | RequestPrimitives(Solid); \ |
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39 | fCurrentDEF = ""; |
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40 | |
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41 | // End of MACRO |
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42 | |
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43 | void G4VRML1SCENEHANDLER::AddSolid(const G4Trd& trd) |
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44 | { |
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45 | #if defined DEBUG_SCENE_FUNC |
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46 | G4cerr << "***** AddSolid trd" << "\n" ; |
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47 | #endif |
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48 | VRMLBeginModeling () ; |
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49 | ADDTHIS_WITH_NAME(trd) |
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50 | } |
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51 | |
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52 | void G4VRML1SCENEHANDLER::AddSolid(const G4Trap& trap) |
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53 | { |
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54 | #if defined DEBUG_SCENE_FUNC |
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55 | G4cerr << "***** AddSolid trap" << "\n" ; |
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56 | #endif |
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57 | VRMLBeginModeling () ; |
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58 | ADDTHIS_WITH_NAME(trap) |
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59 | } |
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60 | |
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61 | void G4VRML1SCENEHANDLER::AddSolid(const G4Para& para) |
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62 | { |
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63 | #if defined DEBUG_SCENE_FUNC |
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64 | G4cerr << "***** AddSolid para" << "\n" ; |
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65 | #endif |
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66 | VRMLBeginModeling () ; |
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67 | ADDTHIS_WITH_NAME(para) |
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68 | } |
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69 | |
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70 | void G4VRML1SCENEHANDLER::AddSolid(const G4Torus& torus ) |
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71 | { |
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72 | #if defined DEBUG_SCENE_FUNC |
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73 | G4cerr << "***** AddSolid torus" << "\n" ; |
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74 | #endif |
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75 | VRMLBeginModeling () ; |
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76 | ADDTHIS_WITH_NAME(torus) |
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77 | } |
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78 | |
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79 | |
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80 | void G4VRML1SCENEHANDLER::AddSolid(const G4VSolid& vsolid) |
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81 | { |
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82 | #if defined DEBUG_SCENE_FUNC |
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83 | G4cerr << "***** AddSolid vsolid" << "\n" ; |
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84 | #endif |
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85 | VRMLBeginModeling () ; |
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86 | ADDTHIS_WITH_NAME(vsolid) |
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87 | } |
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88 | |
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89 | void G4VRML1SCENEHANDLER::AddSolid(const G4Tubs& tubs) |
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90 | { |
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91 | #if defined DEBUG_SCENE_FUNC |
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92 | G4cerr << "***** AddSolid tubs" << "\n" ; |
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93 | #endif |
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94 | VRMLBeginModeling () ; |
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95 | |
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96 | // set current name |
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97 | fCurrentDEF = "tubs_" + tubs.GetName(); |
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98 | |
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99 | // Get data |
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100 | const G4double R = tubs.GetRMax(); // outside radius |
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101 | const G4double r = tubs.GetRMin(); // inside radius |
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102 | const G4double dz = tubs.GetDz(); // half length in z |
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103 | const G4double dp = tubs.GetDPhi(); // angle interval |
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104 | |
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105 | // Send data |
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106 | if ( r == 0.0 && dp >= 360. * deg ) { |
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107 | // Send a built-in VRML node (Cylinder) |
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108 | fDest << "Separator {" << "\n"; |
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109 | SendMatrixTransformNode( fpObjectTransformation ); |
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110 | |
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111 | fDest << "\t" << "DEF " << fCurrentDEF << " Separator {" << "\n"; |
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112 | SendMaterialNode(); |
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113 | SendCylinderNode(R, dz * 2); |
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114 | fDest << "\t" << "}" << "\n"; // DEF Separator |
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115 | fDest << "}" << "\n"; // Separator |
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116 | } else { |
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117 | // call AddPrimitive(Polyhedron) |
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118 | RequestPrimitives(tubs); |
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119 | } |
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120 | |
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121 | // reset current name to null |
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122 | fCurrentDEF = ""; |
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123 | } |
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124 | |
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125 | |
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126 | void G4VRML1SCENEHANDLER::AddSolid(const G4Cons& cons) |
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127 | { |
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128 | #if defined DEBUG_SCENE_FUNC |
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129 | G4cerr << "***** AddSolid cons" << "\n" ; |
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130 | #endif |
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131 | VRMLBeginModeling () ; |
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132 | |
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133 | // set current name |
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134 | fCurrentDEF = "cons_" + cons.GetName(); |
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135 | |
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136 | // Get data |
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137 | const G4double r1 = cons.GetRmin1(); // inside radius at -dz |
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138 | const G4double R1 = cons.GetRmax1(); // outside radius at -dz |
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139 | const G4double r2 = cons.GetRmin2(); // inside radius at +dz |
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140 | const G4double R2 = cons.GetRmax2(); // outside radius at +dz |
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141 | const G4double dz = cons.GetDz(); // half length in z |
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142 | //const G4double sp = cons.GetSPhi(); // starting angle |
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143 | const G4double dp = cons.GetDPhi(); // angle width |
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144 | |
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145 | // Send data |
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146 | if ( r1 == 0.0 && r2 == 0.0 && R1 == R2 && dp >= 360. * deg) { |
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147 | // Send a built-in VRML node (Cylinder) |
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148 | fDest << "Separator {" << "\n"; |
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149 | SendMatrixTransformNode( fpObjectTransformation ); |
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150 | |
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151 | fDest << "\t" << "DEF " << fCurrentDEF << " Separator {" << "\n"; |
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152 | SendMaterialNode(); |
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153 | SendCylinderNode(R1, dz * 2); |
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154 | fDest << "\t" << "}" << "\n"; // DEF Separator |
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155 | fDest << "}" << "\n"; // Separator |
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156 | } else { |
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157 | // call AddPrimitive(Polyhedron) |
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158 | RequestPrimitives(cons); |
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159 | } |
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160 | |
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161 | // reset current name to null |
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162 | fCurrentDEF = ""; |
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163 | } |
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164 | |
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165 | void G4VRML1SCENEHANDLER::AddSolid(const G4Box& box) |
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166 | { |
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167 | #if defined DEBUG_SCENE_FUNC |
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168 | G4cerr << "***** AddSolid box" << "\n" ; |
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169 | #endif |
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170 | VRMLBeginModeling () ; |
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171 | |
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172 | // set current name |
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173 | fCurrentDEF = "box_" + box.GetName(); |
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174 | |
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175 | // Send a built-in VRML node (Cube) |
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176 | fDest << "Separator {" << "\n"; |
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177 | |
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178 | //fDest << "\t" << "renderCulling ON" << "\n"; |
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179 | SendMatrixTransformNode( fpObjectTransformation ); |
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180 | |
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181 | fDest << "\t" << "DEF " << fCurrentDEF << " Separator {" << "\n"; |
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182 | SendMaterialNode(); |
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183 | SendCubeNode(box.GetXHalfLength() * 2, box.GetYHalfLength() * 2, box.GetZHalfLength() * 2); |
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184 | fDest << "\t" << "}" << "\n"; // DEF Separator |
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185 | |
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186 | fDest << "}" << "\n"; // Separator |
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187 | |
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188 | // reset current name to null |
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189 | fCurrentDEF = ""; |
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190 | } |
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191 | |
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192 | |
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193 | void G4VRML1SCENEHANDLER::AddSolid(const G4Sphere& sphere) |
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194 | { |
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195 | #if defined DEBUG_SCENE_FUNC |
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196 | G4cerr << "***** AddSolid sphere" << "\n" ; |
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197 | #endif |
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198 | VRMLBeginModeling () ; |
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199 | |
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200 | // set current name |
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201 | fCurrentDEF = "sphere_" + sphere.GetName(); |
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202 | |
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203 | // Get data |
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204 | G4double dphi = sphere.GetDPhi () ; |
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205 | G4double dtheta = sphere.GetDTheta() ; |
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206 | G4double rmax = sphere.GetRmax () ; |
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207 | G4double rmin = sphere.GetRmin () ; |
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208 | |
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209 | // Send data |
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210 | if ( (dphi >= 360. * deg) && (dtheta >= 180. * deg) && (rmin == 0.0) ) { |
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211 | // Send a built-in VRML node (Sphere) |
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212 | fDest << "Separator {" << "\n"; |
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213 | SendMatrixTransformNode( fpObjectTransformation ); |
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214 | |
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215 | fDest << "\t" << "DEF " << fCurrentDEF << " Separator {" << "\n"; |
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216 | SendMaterialNode(); |
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217 | SendSphereNode( rmax ); |
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218 | fDest << "\t" << "}" << "\n"; // DEF Separator |
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219 | fDest << "}" << "\n"; // Separator |
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220 | } else { |
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221 | // call AddPrimitive(Polyhedron) |
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222 | RequestPrimitives( sphere ); |
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223 | } |
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224 | |
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225 | // reset current name to null |
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226 | fCurrentDEF = ""; |
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227 | } |
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228 | |
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229 | void G4VRML1SCENEHANDLER::AddPrimitive(const G4Polyline& polyline) |
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230 | { |
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231 | #if defined DEBUG_SCENE_FUNC |
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232 | G4cerr << "***** AddPrimitive polyline" << "\n" ; |
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233 | #endif |
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234 | VRMLBeginModeling () ; |
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235 | |
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236 | fDest << "Separator {" << "\n"; |
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237 | |
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238 | SendMatrixTransformNode (fpObjectTransformation ); |
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239 | |
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240 | SendMaterialNode( polyline.GetVisAttributes() ); |
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241 | |
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242 | fDest << "\t" << "Coordinate3 {" << "\n"; |
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243 | fDest << "\t\t" << "point [" << "\n"; |
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244 | G4int e, i; |
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245 | for (i = 0, e = polyline.size(); e; i++, e--) { |
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246 | fDest << "\t\t\t"; |
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247 | fDest << polyline[i].x() << " "; |
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248 | fDest << polyline[i].y() << " "; |
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249 | fDest << polyline[i].z() << "," << "\n"; |
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250 | } |
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251 | fDest << "\t\t" << "]" << "\n"; |
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252 | fDest << "\t" << "}" << "\n"; // Coordinate3 |
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253 | |
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254 | fDest << "\t" << "IndexedLineSet {" << "\n"; |
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255 | fDest << "\t\t" << "coordIndex ["; |
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256 | for (i = 0, e = polyline.size(); e; i++, e--) { |
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257 | if (i % 10 == 0) |
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258 | fDest << "\n" << "\t\t\t"; |
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259 | fDest << i << ", "; |
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260 | } |
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261 | fDest << "-1" << "\n"; |
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262 | fDest << "\t\t" << "]" << "\n"; |
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263 | fDest << "\t" << "}" << "\n"; // IndexedLineSet |
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264 | |
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265 | fDest << "}" << "\n"; // Separator |
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266 | } |
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267 | |
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268 | void G4VRML1SCENEHANDLER::AddPrimitive(const G4Polyhedron& polyhedron) |
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269 | { |
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270 | #if defined DEBUG_SCENE_FUNC |
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271 | G4cerr << "***** AddPrimitive(G4Polyhedron)" << "\n"; |
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272 | #endif |
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273 | |
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274 | if (polyhedron.GetNoFacets() == 0) return; |
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275 | |
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276 | VRMLBeginModeling () ; |
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277 | |
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278 | fDest << "Separator {" << "\n"; |
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279 | |
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280 | SendMatrixTransformNode( fpObjectTransformation ); |
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281 | |
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282 | fDest << "\t"; |
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283 | if (fCurrentDEF != "") |
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284 | fDest << "DEF " << fCurrentDEF << " "; |
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285 | |
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286 | fDest << "Separator {" << "\n"; |
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287 | |
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288 | //fDest << "\t\t" << "renderCulling ON" << "\n"; |
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289 | |
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290 | fDest << "\t\t" << "ShapeHints {" << "\n"; |
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291 | fDest << "\t\t\t" << "vertexOrdering COUNTERCLOCKWISE" << "\n"; |
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292 | fDest << "\t\t\t" << "shapeType SOLID" << "\n"; |
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293 | fDest << "\t\t\t" << "faceType CONVEX" << "\n"; |
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294 | fDest << "\t\t" << "}" << "\n"; |
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295 | |
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296 | SendMaterialNode(); |
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297 | |
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298 | fDest << "\t\t" << "Coordinate3 {" << "\n"; |
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299 | fDest << "\t\t\t" << "point [" << "\n"; |
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300 | G4int i, j; |
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301 | for (i = 1, j = polyhedron.GetNoVertices(); j; j--, i++) { |
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302 | G4Point3D point = polyhedron.GetVertex(i); |
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303 | fDest << "\t\t\t\t"; |
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304 | fDest << point.x() << " "; |
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305 | fDest << point.y() << " "; |
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306 | fDest << point.z() << "," << "\n"; |
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307 | } |
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308 | fDest << "\t\t\t" << "]" << "\n"; |
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309 | fDest << "\t\t" << "}" << "\n"; // Coordinate3 |
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310 | |
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311 | fDest << "\t\t" << "IndexedFaceSet {" << "\n"; |
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312 | fDest << "\t\t\t" << "coordIndex [" << "\n"; |
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313 | |
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314 | // facet loop |
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315 | G4int f; |
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316 | for (f = polyhedron.GetNoFacets(); f; f--) { |
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317 | |
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318 | // edge loop |
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319 | G4bool notLastEdge; |
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320 | G4int index = -1, edgeFlag = 1; |
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321 | fDest << "\t\t\t\t"; |
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322 | do { |
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323 | notLastEdge = polyhedron.GetNextVertexIndex(index, edgeFlag); |
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324 | fDest << index - 1 << ", "; |
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325 | } while (notLastEdge); |
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326 | fDest << "-1," << "\n"; |
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327 | } |
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328 | fDest << "\t\t\t" << "]" << "\n"; |
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329 | fDest << "\t\t" << "}" << "\n"; // IndexFaceSet |
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330 | |
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331 | fDest << "\t" << "}" << "\n"; // (DEF) Separator |
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332 | fDest << "}" << "\n"; // Separator |
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333 | |
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334 | } |
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335 | |
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336 | |
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337 | void G4VRML1SCENEHANDLER::AddPrimitive(const G4NURBS&) |
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338 | { |
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339 | #if defined DEBUG_SCENE_FUNC |
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340 | G4cerr << "***** AddPrimitive nurbs" << "\n" ; |
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341 | #endif |
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342 | G4cerr << "G4VRML1File::AddPrimitive(G4NURBS&): not implemented. " << "\n" ; |
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343 | VRMLBeginModeling () ; |
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344 | |
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345 | } |
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346 | |
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347 | void G4VRML1SCENEHANDLER::AddPrimitive( const G4Text& ) |
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348 | { |
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349 | #if defined DEBUG_SCENE_FUNC |
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350 | G4cerr << "***** AddPrimitive text" << "\n" ; |
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351 | #endif |
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352 | G4cerr << |
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353 | "***** void G4VRML1SCENEHANDLER::AddPrimitive( const G4Text& text )" |
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354 | " not implemented yet." |
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355 | << "\n"; |
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356 | |
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357 | VRMLBeginModeling () ; |
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358 | } |
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359 | |
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360 | void G4VRML1SCENEHANDLER::AddPrimitive( const G4Circle& circle ) |
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361 | { |
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362 | #if defined DEBUG_SCENE_FUNC |
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363 | G4cerr << "***** AddPrimitive circle" << "\n" ; |
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364 | #endif |
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365 | |
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366 | VRMLBeginModeling () ; |
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367 | |
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368 | // begin sending a mark |
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369 | fDest << "Separator {" << "\n"; |
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370 | |
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371 | // send color |
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372 | SendMarkerColor ( circle ) ; |
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373 | |
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374 | // position |
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375 | SendMarkerWorldPosition ( circle ) ; |
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376 | |
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377 | // Calc size |
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378 | G4double size = GetMarkerHalfSize ( circle ); |
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379 | |
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380 | // send shape with size |
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381 | fDest << "\t" << "Sphere {" << "\n"; |
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382 | fDest << "\t\t" << "radius " << size << "\n"; |
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383 | fDest << "\t" << "}" << "\n"; |
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384 | |
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385 | // end sending a mark |
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386 | fDest << "}" << "\n"; // Separator |
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387 | } |
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388 | |
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389 | |
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390 | void G4VRML1SCENEHANDLER::AddPrimitive(const G4Square& square) |
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391 | { |
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392 | #if defined DEBUG_SCENE_FUNC |
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393 | G4cerr << "***** AddPrimitive square" << "\n" ; |
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394 | #endif |
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395 | |
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396 | VRMLBeginModeling () ; |
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397 | |
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398 | // begin sending a mark |
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399 | fDest << "Separator {" << "\n"; |
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400 | |
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401 | // send color |
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402 | SendMarkerColor ( square ); |
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403 | |
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404 | // position |
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405 | SendMarkerWorldPosition ( square ); |
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406 | |
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407 | // Calc size |
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408 | G4double size = GetMarkerHalfSize ( square ); |
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409 | size *= 2.; |
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410 | |
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411 | // send shape with size |
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412 | fDest << "\t" << "Cube {" << "\n"; |
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413 | fDest << "\t\t" << "width " << size << "\n"; |
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414 | fDest << "\t\t" << "height " << size << "\n"; |
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415 | fDest << "\t\t" << "depth " << size << "\n"; |
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416 | fDest << "\t" << "}" << "\n"; |
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417 | |
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418 | // end sending a mark |
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419 | fDest << "}" << "\n"; // Separator |
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420 | } |
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421 | |
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422 | void G4VRML1SCENEHANDLER::BeginModeling() |
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423 | { |
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424 | #if defined DEBUG_SCENE_FUNC |
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425 | G4cerr << "***** BeginModeling " << "\n" ; |
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426 | #endif |
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427 | G4VSceneHandler::BeginModeling(); |
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428 | } |
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429 | |
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430 | void G4VRML1SCENEHANDLER::EndModeling() |
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431 | { |
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432 | #if defined DEBUG_SCENE_FUNC |
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433 | G4cerr << "***** EndModeling " << "\n" ; |
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434 | #endif |
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435 | G4VSceneHandler::EndModeling(); |
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436 | } |
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437 | |
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438 | void G4VRML1SCENEHANDLER::BeginPrimitives(const G4Transform3D& objectTransformation) |
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439 | { |
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440 | G4VSceneHandler::BeginPrimitives (objectTransformation); |
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441 | fpObjectTransformation = &objectTransformation; |
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442 | #if defined DEBUG_SCENE_FUNC |
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443 | G4cerr << "***** BeginPrimitives " << "\n" ; |
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444 | #endif |
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445 | VRMLBeginModeling(); |
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446 | } |
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447 | |
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448 | void G4VRML1SCENEHANDLER::EndPrimitives() |
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449 | { |
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450 | #if defined DEBUG_SCENE_FUNC |
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451 | G4cerr << "***** EndPrimitives " << "\n" ; |
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452 | #endif |
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453 | G4VSceneHandler::EndPrimitives(); |
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454 | } |
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455 | |
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456 | void G4VRML1SCENEHANDLER::SendMaterialNode( const G4VisAttributes* pVA ) |
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457 | { |
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458 | // const double TRANSPARENCY = 0.9 ; |
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459 | const double TRANSPARENCY = 0.5 ; |
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460 | |
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461 | if (!pVA) |
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462 | return; |
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463 | |
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464 | const G4Color& color = pVA->GetColor(); |
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465 | |
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466 | fDest << "\t\t" << "Material {" << "\n"; |
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467 | |
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468 | if (pVA->IsForceDrawingStyle() && |
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469 | (pVA->GetForcedDrawingStyle() == G4VisAttributes::wireframe)) { |
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470 | fDest << "\t\t\t" << "transparency " << TRANSPARENCY << "\n"; |
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471 | } |
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472 | |
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473 | fDest << "\t\t\t" << "diffuseColor"; |
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474 | fDest << " " << color.GetRed(); |
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475 | fDest << " " << color.GetGreen(); |
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476 | fDest << " " << color.GetBlue(); |
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477 | fDest << "\n"; |
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478 | fDest << "\t\t" << "}" << "\n"; |
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479 | } |
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480 | |
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481 | |
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482 | void G4VRML1SCENEHANDLER::SendMaterialNode() |
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483 | { |
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484 | SendMaterialNode |
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485 | ( fpViewer->GetApplicableVisAttributes (fpVisAttribs) ); |
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486 | } |
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487 | |
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488 | |
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489 | void G4VRML1SCENEHANDLER::SendMatrixTransformNode(const G4Transform3D *trans) |
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490 | { |
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491 | G4Point3D B (0.0, 0.0, 0.0); |
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492 | |
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493 | G4Point3D x1 (1.0, 0.0, 0.0); |
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494 | G4Point3D y1 (0.0, 1.0, 0.0); |
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495 | |
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496 | G4Vector3D e1 (1.0, 0.0, 0.0); |
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497 | G4Vector3D e2 (0.0, 1.0, 0.0); |
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498 | G4Vector3D e3 (0.0, 0.0, 1.0); |
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499 | |
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500 | //----- transformed origin of body coord |
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501 | B.transform(*trans); |
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502 | |
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503 | //----- transformed base vectors of body coord |
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504 | x1.transform(*trans); |
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505 | e1 = x1 - B; |
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506 | |
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507 | y1.transform(*trans); |
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508 | e2 = y1 - B; |
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509 | |
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510 | e3 = e1.cross(e2); |
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511 | |
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512 | e1 = e1.unit(); // normalize again for accuracy |
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513 | e2 = e2.unit(); // |
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514 | e3 = e3.unit(); // |
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515 | |
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516 | fDest << "\t" << "MatrixTransform {" << "\n"; |
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517 | fDest << "\t\t" << "matrix "; |
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518 | fDest << e1.x() << " " << e1.y() << " " << e1.z() << " 0 "; |
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519 | fDest << e2.x() << " " << e2.y() << " " << e2.z() << " 0 "; |
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520 | fDest << e3.x() << " " << e3.y() << " " << e3.z() << " 0 "; |
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521 | fDest << B.x() << " " << B.y() << " " << B.z() << " 1" << "\n"; |
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522 | fDest << "\t" << "}" << "\n"; |
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523 | } |
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524 | |
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525 | void G4VRML1SCENEHANDLER::SendCubeNode(G4double w, G4double h, G4double d) |
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526 | { |
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527 | fDest << "\t\t" << "Cube {" << "\n"; |
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528 | fDest << "\t\t\t" << "width " << w << "\n"; |
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529 | fDest << "\t\t\t" << "height " << h << "\n"; |
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530 | fDest << "\t\t\t" << "depth " << d << "\n"; |
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531 | fDest << "\t\t" << "}" << "\n"; |
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532 | } |
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533 | |
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534 | void G4VRML1SCENEHANDLER::SendCylinderNode(G4double R, G4double h) |
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535 | { |
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536 | fDest << "\t\t" << "Transform {" << "\n"; |
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537 | fDest << "\t\t\t" << "rotation 1 0 0 " << (90. * deg) << "\n"; |
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538 | fDest << "\t\t" << "}" << "\n"; |
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539 | |
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540 | fDest << "\t\t" << "Cylinder {" << "\n"; |
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541 | fDest << "\t\t\t" << "radius " << R << "\n"; |
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542 | fDest << "\t\t\t" << "height " << h << "\n"; |
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543 | fDest << "\t\t" << "}" << "\n"; |
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544 | } |
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545 | |
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546 | void G4VRML1SCENEHANDLER::SendSphereNode(G4double R) |
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547 | { |
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548 | fDest << "\t\t" << "Sphere {" << "\n"; |
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549 | fDest << "\t\t\t" << "radius " << R << "\n"; |
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550 | fDest << "\t\t" << "}" << "\n"; |
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551 | } |
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552 | |
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553 | void G4VRML1SCENEHANDLER::VRMLBeginModeling() |
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554 | { |
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555 | if (!IS_CONNECTED ) { |
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556 | #if defined DEBUG_SCENE_FUNC |
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557 | G4cerr << "***** VRMLBeginModeling() (started)" << "\n" ; |
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558 | #endif |
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559 | this->connectPort(); |
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560 | fDest << "#VRML V1.0 ascii" << "\n"; |
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561 | fDest << "# Generated by VRML 1.0 driver of GEANT4\n" << "\n"; |
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562 | } |
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563 | } |
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564 | |
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565 | void G4VRML1SCENEHANDLER::VRMLEndModeling() |
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566 | { |
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567 | if ( IS_CONNECTED ) { |
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568 | #if defined DEBUG_SCENE_FUNC |
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569 | G4cerr << "***** VRMLEndModeling() (started)" << "\n" ; |
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570 | #endif |
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571 | |
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572 | fDest << "#End of file." << "\n"; |
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573 | this->closePort(); |
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574 | } |
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575 | } |
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576 | |
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577 | void G4VRML1SCENEHANDLER::SendMarkerColor ( const G4VMarker& mark ) |
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578 | { |
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579 | const G4Color& color = GetColor( mark ); |
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580 | |
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581 | fDest << "\t" << "Material {" << "\n"; |
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582 | fDest << "\t\t"; |
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583 | fDest << "ambientColor [] "; |
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584 | fDest << "specularColor [] "; |
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585 | fDest << "\t\t" << "diffuseColor"; |
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586 | fDest << " " << color.GetRed(); |
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587 | fDest << " " << color.GetGreen(); |
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588 | fDest << " " << color.GetBlue(); |
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589 | fDest << "\n"; |
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590 | fDest << "\t\t" << "emissiveColor"; |
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591 | fDest << " " << color.GetRed(); |
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592 | fDest << " " << color.GetGreen(); |
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593 | fDest << " " << color.GetBlue(); |
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594 | fDest << "\n"; |
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595 | fDest << "\t" << "}" << "\n"; |
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596 | } |
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597 | |
---|
598 | void |
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599 | G4VRML1SCENEHANDLER::SendMarkerWorldPosition ( const G4VMarker& mark ) |
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600 | { |
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601 | G4Point3D point = mark.GetPosition(); |
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602 | |
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603 | SendMatrixTransformNode( fpObjectTransformation ); |
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604 | |
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605 | fDest << "\t\t" << "Transform {" << "\n"; |
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606 | fDest << "\t\t\t" << "translation "; |
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607 | fDest << point.x() << " " << point.y() << " " << point.z() << "\n"; |
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608 | fDest << "\t\t" << "}" << "\n" ; |
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609 | } |
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610 | |
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611 | |
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612 | G4double G4VRML1SCENEHANDLER::GetMarkerHalfSize ( const G4VMarker& mark ) |
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613 | { |
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614 | //----- return value ( marker radius in 3d units) |
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615 | G4double size = 1.0 ; // initialization |
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616 | |
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617 | //----- parameters to calculate 3d size from 2d size |
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618 | const double HALF_SCREEN_SIZE_2D = 300.0 ; // pixels |
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619 | double zoom_factor = fpViewer->GetViewParameters().GetZoomFactor() ; |
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620 | if ( zoom_factor <= 0.0 ) { zoom_factor = 1.0 ; } |
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621 | double extent_radius_3d = GetScene()->GetExtent().GetExtentRadius() ; |
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622 | if ( extent_radius_3d <= 0.0 ) { extent_radius_3d = 1.0 ; } |
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623 | |
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624 | //----- get marker radius in 3D units |
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625 | if ( mark.GetWorldSize() > 0.0 ) { |
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626 | // get mark radius in 3D units |
---|
627 | size = 0.5 * mark.GetWorldSize() ; |
---|
628 | |
---|
629 | } else if ( mark.GetScreenSize() > 0.0 ) { |
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630 | // local |
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631 | double mark_radius_2d = 0.5 * mark.GetScreenSize() ; |
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632 | |
---|
633 | // get mark radius in 3D units |
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634 | size \ |
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635 | = extent_radius_3d * ( mark_radius_2d / HALF_SCREEN_SIZE_2D ); |
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636 | size *= zoom_factor ; |
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637 | |
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638 | } else { |
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639 | // local |
---|
640 | double mark_radius_2d \ |
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641 | = fpViewer->GetViewParameters().GetDefaultMarker().GetScreenSize(); |
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642 | mark_radius_2d *= 0.1 ; // Magic number? |
---|
643 | |
---|
644 | // get mark radius in 3D units |
---|
645 | size \ |
---|
646 | = extent_radius_3d * ( mark_radius_2d / HALF_SCREEN_SIZE_2D ); |
---|
647 | size *= zoom_factor ; |
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648 | } |
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649 | |
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650 | //----- global rescaling |
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651 | size *= fpViewer->GetViewParameters().GetGlobalMarkerScale(); |
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652 | |
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653 | //----- return size |
---|
654 | return size ; |
---|
655 | |
---|
656 | } |
---|
657 | |
---|
658 | void G4VRML1SCENEHANDLER::ClearTransientStore() |
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659 | { |
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660 | G4VSceneHandler::ClearTransientStore (); |
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661 | // This is typically called after an update and before drawing hits |
---|
662 | // of the next event. To simulate the clearing of "transients" |
---|
663 | // (hits, etc.) the detector is redrawn... |
---|
664 | if (fpViewer) { |
---|
665 | fpViewer -> SetView (); |
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666 | fpViewer -> ClearView (); |
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667 | fpViewer -> DrawView (); |
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668 | } |
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669 | } |
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670 | |
---|
671 | |
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672 | // #undef ADDTHIS_WITH_NAME(Solid) |
---|
673 | // #undef MAKE_NAME(Solid) |
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674 | // End of file. |
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