// // ******************************************************************** // * License and Disclaimer * // * * // * The Geant4 software is copyright of the Copyright Holders of * // * the Geant4 Collaboration. It is provided under the terms and * // * conditions of the Geant4 Software License, included in the file * // * LICENSE and available at http://cern.ch/geant4/license . These * // * include a list of copyright holders. * // * * // * Neither the authors of this software system, nor their employing * // * institutes,nor the agencies providing financial support for this * // * work make any representation or warranty, express or implied, * // * regarding this software system or assume any liability for its * // * use. Please see the license in the file LICENSE and URL above * // * for the full disclaimer and the limitation of liability. * // * * // * This code implementation is the result of the scientific and * // * technical work of the GEANT4 collaboration. * // * By using, copying, modifying or distributing the software (or * // * any work based on the software) you agree to acknowledge its * // * use in resulting scientific publications, and indicate your * // * acceptance of all terms of the Geant4 Software license. * // ******************************************************************** // // // $Id: G4XXXSceneHandler.cc,v 1.32 2006/07/03 16:52:49 allison Exp $ // GEANT4 tag $Name: HEAD $ // // // John Allison 5th April 2001 // A template for a simplest possible graphics driver. //?? Lines or sections marked like this require specialisation for your driver. #include "G4XXXSceneHandler.hh" #include "G4PhysicalVolumeModel.hh" #include "G4VPhysicalVolume.hh" #include "G4LogicalVolume.hh" #include "G4Polyline.hh" #include "G4Text.hh" #include "G4Circle.hh" #include "G4Square.hh" #include "G4Polyhedron.hh" #include "G4UnitsTable.hh" G4int G4XXXSceneHandler::fSceneIdCount = 0; // Counter for XXX scene handlers. G4XXXSceneHandler::G4XXXSceneHandler(G4VGraphicsSystem& system, const G4String& name): G4VSceneHandler(system, fSceneIdCount++, name) {} G4XXXSceneHandler::~G4XXXSceneHandler() {} #ifdef G4XXXDEBUG void G4XXXSceneHandler::PrintThings() { G4cout << " with transformation " << (void*)fpObjectTransformation; if (fpModel) { G4cout << " from " << fpModel->GetCurrentDescription() << " (tag " << fpModel->GetCurrentTag() << ')'; } else { G4cout << "(not from a model)"; } G4PhysicalVolumeModel* pPVModel = dynamic_cast(fpModel); if (pPVModel) { G4cout << "\n current physical volume: " << pPVModel->GetCurrentPV()->GetName() << "\n current logical volume: " << pPVModel->GetCurrentLV()->GetName() << "\n current depth of geometry tree: " << pPVModel->GetCurrentDepth(); } G4cout << G4endl; } #endif void G4XXXSceneHandler::AddPrimitive(const G4Polyline& #ifdef G4XXXDEBUG polyline #endif ) { #ifdef G4XXXDEBUG G4cout << "G4XXXSceneHandler::AddPrimitive(const G4Polyline& polyline) called.\n" << polyline << G4endl; PrintThings(); #endif // Get vis attributes - pick up defaults if none. //const G4VisAttributes* pVA = // fpViewer -> GetApplicableVisAttributes (polyline.GetVisAttributes ()); //?? Process polyline. } void G4XXXSceneHandler::AddPrimitive(const G4Text& #ifdef G4XXXDEBUG text #endif ) { #ifdef G4XXXDEBUG G4cout << "G4XXXSceneHandler::AddPrimitive(const G4Text& text) called.\n" << text << G4endl; PrintThings(); #endif // Get text colour - special method since default text colour is // determined by the default text vis attributes, which may be // specified independent of default vis attributes of other types of // visible objects. //const G4Colour& c = GetTextColour (text); // Picks up default if none. //?? Process text. } void G4XXXSceneHandler::AddPrimitive(const G4Circle& #ifdef G4XXXDEBUG circle #endif ) { #ifdef G4XXXDEBUG G4cout << "G4XXXSceneHandler::AddPrimitive(const G4Circle& circle) called.\n" << circle << G4endl; MarkerSizeType sizeType; G4double size = GetMarkerSize (circle, sizeType); switch (sizeType) { default: case screen: // Draw in screen coordinates. G4cout << "screen"; break; case world: // Draw in world coordinates. G4cout << "world"; break; } G4cout << " size: " << size << G4endl; PrintThings(); #endif // Get vis attributes - pick up defaults if none. //const G4VisAttributes* pVA = // fpViewer -> GetApplicableVisAttributes (circle.GetVisAttributes ()); //?? Process circle. } void G4XXXSceneHandler::AddPrimitive(const G4Square& #ifdef G4XXXDEBUG square #endif ) { #ifdef G4XXXDEBUG G4cout << "G4XXXSceneHandler::AddPrimitive(const G4Square& square) called.\n" << square << G4endl; MarkerSizeType sizeType; G4double size = GetMarkerSize (square, sizeType); switch (sizeType) { default: case screen: // Draw in screen coordinates. G4cout << "screen"; break; case world: // Draw in world coordinates. G4cout << "world"; break; } G4cout << " size: " << size << G4endl; PrintThings(); #endif // Get vis attributes - pick up defaults if none. //const G4VisAttributes* pVA = // fpViewer -> GetApplicableVisAttributes (square.GetVisAttributes ()); //?? Process square. } void G4XXXSceneHandler::AddPrimitive(const G4Polyhedron& polyhedron) { #ifdef G4XXXDEBUG G4cout << "G4XXXSceneHandler::AddPrimitive(const G4Polyhedron& polyhedron) called.\n" << polyhedron << G4endl; PrintThings(); #endif //?? Process polyhedron. Here are some ideas... //Assume all facets are convex quadrilaterals. //Draw each G4Facet individually //Get colour, etc.. if (polyhedron.GetNoFacets() == 0) return; // Get vis attributes - pick up defaults if none. const G4VisAttributes* pVA = fpViewer -> GetApplicableVisAttributes (polyhedron.GetVisAttributes ()); // Get view parameters that the user can force through the vis // attributes, thereby over-riding the current view parameter. G4ViewParameters::DrawingStyle drawing_style = GetDrawingStyle (pVA); //G4bool isAuxEdgeVisible = GetAuxEdgeVisible (pVA); //Get colour, etc.. //const G4Colour& c = pVA -> GetColour (); // Initial action depending on drawing style. switch (drawing_style) { case (G4ViewParameters::hsr): { break; } case (G4ViewParameters::hlr): { break; } case (G4ViewParameters::wireframe): { break; } default: { break; } } // Loop through all the facets... // Look at G4OpenGLSceneHandler::AddPrimitive(const G4Polyhedron&) // for an example of how to get facets out of a G4Polyhedron, // including how to cope with triangles if that's a problem. } void G4XXXSceneHandler::AddPrimitive(const G4NURBS&) { #ifdef G4XXXDEBUG G4cout << "G4XXXSceneHandler::AddPrimitive(const G4NURBS& nurbs) called." << G4endl; PrintThings(); #endif //?? Don't bother implementing this. NURBS are not functional. }