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: G4VRML2Viewer.cc,v 1.12 2006/06/29 21:26:35 gunter Exp $ |
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28 | // GEANT4 tag $Name: HEAD $ |
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29 | // |
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30 | // G4VRML2Viewer.cc |
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31 | // Satoshi Tanaka & Yasuhide Sawada |
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32 | |
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33 | #ifndef WIN32 |
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34 | |
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35 | //=================// |
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36 | #ifdef G4VIS_BUILD_VRML_DRIVER |
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37 | //=================// |
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38 | |
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39 | |
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40 | //#define DEBUG_FR_VIEW |
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41 | |
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42 | #include <cmath> |
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43 | |
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44 | #include "G4Scene.hh" |
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45 | #include "G4VRML2Viewer.hh" |
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46 | #include "G4VRML2SceneHandler.hh" |
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47 | #include "G4VRML2.hh" |
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48 | #include "G4ios.hh" |
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49 | |
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50 | G4VRML2Viewer::G4VRML2Viewer(G4VRML2SceneHandler& sceneHandler, const G4String& name) : |
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51 | G4VViewer(sceneHandler, |
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52 | sceneHandler.IncrementViewCount(), |
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53 | name), |
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54 | fSceneHandler(sceneHandler), |
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55 | fDest(sceneHandler.fDest) |
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56 | { |
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57 | fViewHalfAngle = 0.5 * 0.785398 ; // 0.5 * 45*deg |
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58 | fsin_VHA = std::sin ( fViewHalfAngle ) ; |
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59 | } |
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60 | |
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61 | G4VRML2Viewer::~G4VRML2Viewer() |
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62 | {} |
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63 | |
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64 | void G4VRML2Viewer::SetView() |
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65 | { |
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66 | #if defined DEBUG_FR_VIEW |
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67 | G4cerr << "***** G4VRML2Viewer::SetView(): No effects" << G4endl; |
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68 | #endif |
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69 | |
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70 | // Do nothing, since VRML a browser is running as a different process. |
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71 | // SendViewParameters () will do this job instead. |
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72 | |
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73 | } |
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74 | |
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75 | |
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76 | void G4VRML2Viewer::DrawView() |
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77 | { |
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78 | #if defined DEBUG_FR_VIEW |
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79 | G4cerr << "***** G4VRML2Viewer::DrawView()" << G4endl; |
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80 | #endif |
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81 | fSceneHandler.VRMLBeginModeling() ; |
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82 | |
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83 | // Viewpoint node |
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84 | SendViewParameters(); |
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85 | |
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86 | // Here is a minimal DrawView() function. |
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87 | NeedKernelVisit(); |
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88 | ProcessView(); |
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89 | FinishView(); |
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90 | } |
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91 | |
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92 | void G4VRML2Viewer::ClearView(void) |
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93 | { |
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94 | #if defined DEBUG_FR_VIEW |
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95 | G4cerr << "***** G4VRML2Viewer::ClearView(): No effects" << G4endl; |
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96 | #endif |
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97 | } |
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98 | |
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99 | void G4VRML2Viewer::ShowView(void) |
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100 | { |
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101 | #if defined DEBUG_FR_VIEW |
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102 | G4cerr << "***** G4VRML2Viewer::ShowView()" << G4endl; |
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103 | #endif |
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104 | fSceneHandler.VRMLEndModeling(); |
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105 | } |
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106 | |
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107 | void G4VRML2Viewer::FinishView(void) |
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108 | { |
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109 | #if defined DEBUG_FR_VIEW |
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110 | G4cerr << "***** G4VRML2Viewer::FinishView(): No effects" << G4endl; |
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111 | #endif |
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112 | } |
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113 | |
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114 | void G4VRML2Viewer::SendViewParameters () |
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115 | { |
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116 | // Calculates view representation based on extent of object being |
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117 | // viewed and (initial) direction of camera. (Note: it can change |
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118 | // later due to user interaction via visualization system's GUI.) |
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119 | |
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120 | #if defined DEBUG_FR_VIEW |
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121 | G4cerr << "***** G4VRML2Viewer::SendViewParameters()\n"; |
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122 | #endif |
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123 | // error recovery |
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124 | if ( fsin_VHA < 1.0e-6 ) { return ; } |
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125 | |
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126 | // camera distance |
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127 | G4double extent_radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius(); |
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128 | G4double camera_distance = extent_radius / fsin_VHA ; |
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129 | |
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130 | // camera position on Z axis |
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131 | const G4Point3D& target_point |
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132 | = fSceneHandler.GetScene()->GetStandardTargetPoint() |
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133 | + fVP.GetCurrentTargetPoint(); |
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134 | G4double E_z = target_point.z() + camera_distance; |
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135 | G4Point3D E(0.0, 0.0, E_z ); |
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136 | |
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137 | // VRML codes are generated below |
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138 | fDest << "\n"; |
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139 | fDest << "#---------- CAMERA" << "\n"; |
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140 | fDest << "Viewpoint {" << "\n"; |
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141 | fDest << "\t" << "position " ; |
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142 | fDest << E.x() << " " ; |
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143 | fDest << E.y() << " " ; |
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144 | fDest << E.z() << "\n" ; |
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145 | fDest << "}" << "\n"; |
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146 | fDest << "\n"; |
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147 | |
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148 | } |
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149 | |
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150 | |
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151 | |
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152 | #endif |
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153 | #endif //WIN32 |
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