source: trunk/source/visualization/VRML/src/G4VRML2Viewer.cc@ 1258

Last change on this file since 1258 was 944, checked in by garnier, 17 years ago

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1//
2// ********************************************************************
3// * License and Disclaimer *
4// * *
5// * The Geant4 software is copyright of the Copyright Holders of *
6// * the Geant4 Collaboration. It is provided under the terms and *
7// * conditions of the Geant4 Software License, included in the file *
8// * LICENSE and available at http://cern.ch/geant4/license . These *
9// * include a list of copyright holders. *
10// * *
11// * Neither the authors of this software system, nor their employing *
12// * institutes,nor the agencies providing financial support for this *
13// * work make any representation or warranty, express or implied, *
14// * regarding this software system or assume any liability for its *
15// * use. Please see the license in the file LICENSE and URL above *
16// * for the full disclaimer and the limitation of liability. *
17// * *
18// * This code implementation is the result of the scientific and *
19// * technical work of the GEANT4 collaboration. *
20// * By using, copying, modifying or distributing the software (or *
21// * any work based on the software) you agree to acknowledge its *
22// * use in resulting scientific publications, and indicate your *
23// * acceptance of all terms of the Geant4 Software license. *
24// ********************************************************************
25//
26//
27// $Id: G4VRML2Viewer.cc,v 1.12 2006/06/29 21:26:35 gunter Exp $
28// GEANT4 tag $Name: $
29//
30// G4VRML2Viewer.cc
31// Satoshi Tanaka & Yasuhide Sawada
32
33#ifndef WIN32
34
35//=================//
36#ifdef G4VIS_BUILD_VRML_DRIVER
37//=================//
38
39
40//#define DEBUG_FR_VIEW
41
42#include <cmath>
43
44#include "G4Scene.hh"
45#include "G4VRML2Viewer.hh"
46#include "G4VRML2SceneHandler.hh"
47#include "G4VRML2.hh"
48#include "G4ios.hh"
49
50G4VRML2Viewer::G4VRML2Viewer(G4VRML2SceneHandler& sceneHandler, const G4String& name) :
51 G4VViewer(sceneHandler,
52 sceneHandler.IncrementViewCount(),
53 name),
54 fSceneHandler(sceneHandler),
55 fDest(sceneHandler.fDest)
56{
57 fViewHalfAngle = 0.5 * 0.785398 ; // 0.5 * 45*deg
58 fsin_VHA = std::sin ( fViewHalfAngle ) ;
59}
60
61G4VRML2Viewer::~G4VRML2Viewer()
62{}
63
64void G4VRML2Viewer::SetView()
65{
66#if defined DEBUG_FR_VIEW
67 G4cerr << "***** G4VRML2Viewer::SetView(): No effects" << G4endl;
68#endif
69
70// Do nothing, since VRML a browser is running as a different process.
71// SendViewParameters () will do this job instead.
72
73}
74
75
76void G4VRML2Viewer::DrawView()
77{
78#if defined DEBUG_FR_VIEW
79 G4cerr << "***** G4VRML2Viewer::DrawView()" << G4endl;
80#endif
81 fSceneHandler.VRMLBeginModeling() ;
82
83 // Viewpoint node
84 SendViewParameters();
85
86 // Here is a minimal DrawView() function.
87 NeedKernelVisit();
88 ProcessView();
89 FinishView();
90}
91
92void G4VRML2Viewer::ClearView(void)
93{
94#if defined DEBUG_FR_VIEW
95 G4cerr << "***** G4VRML2Viewer::ClearView(): No effects" << G4endl;
96#endif
97}
98
99void G4VRML2Viewer::ShowView(void)
100{
101#if defined DEBUG_FR_VIEW
102 G4cerr << "***** G4VRML2Viewer::ShowView()" << G4endl;
103#endif
104 fSceneHandler.VRMLEndModeling();
105}
106
107void G4VRML2Viewer::FinishView(void)
108{
109#if defined DEBUG_FR_VIEW
110 G4cerr << "***** G4VRML2Viewer::FinishView(): No effects" << G4endl;
111#endif
112}
113
114void G4VRML2Viewer::SendViewParameters ()
115{
116 // Calculates view representation based on extent of object being
117 // viewed and (initial) direction of camera. (Note: it can change
118 // later due to user interaction via visualization system's GUI.)
119
120#if defined DEBUG_FR_VIEW
121 G4cerr << "***** G4VRML2Viewer::SendViewParameters()\n";
122#endif
123 // error recovery
124 if ( fsin_VHA < 1.0e-6 ) { return ; }
125
126 // camera distance
127 G4double extent_radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
128 G4double camera_distance = extent_radius / fsin_VHA ;
129
130 // camera position on Z axis
131 const G4Point3D& target_point
132 = fSceneHandler.GetScene()->GetStandardTargetPoint()
133 + fVP.GetCurrentTargetPoint();
134 G4double E_z = target_point.z() + camera_distance;
135 G4Point3D E(0.0, 0.0, E_z );
136
137 // VRML codes are generated below
138 fDest << "\n";
139 fDest << "#---------- CAMERA" << "\n";
140 fDest << "Viewpoint {" << "\n";
141 fDest << "\t" << "position " ;
142 fDest << E.x() << " " ;
143 fDest << E.y() << " " ;
144 fDest << E.z() << "\n" ;
145 fDest << "}" << "\n";
146 fDest << "\n";
147
148}
149
150
151
152#endif
153#endif //WIN32
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