// // ******************************************************************** // * 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: G4XXXStoredSceneHandler.cc,v 1.9 2006/10/26 11:30:10 allison Exp $ // GEANT4 tag $Name: $ // // // John Allison 7th March 2006 // A template for a graphics driver with a store/database. //?? Lines beginning like this require specialisation for your driver. #include "G4XXXStoredSceneHandler.hh" #include "G4XXXStoredViewer.hh" #include "G4PhysicalVolumeModel.hh" #include "G4VPhysicalVolume.hh" #include "G4LogicalVolume.hh" #include "G4Box.hh" #include "G4Polyline.hh" #include "G4Text.hh" #include "G4Circle.hh" #include "G4Square.hh" #include "G4Polyhedron.hh" #include "G4UnitsTable.hh" #include "G4AttDef.hh" #include "G4AttValue.hh" #include "G4AttCheck.hh" #include G4int G4XXXStoredSceneHandler::fSceneIdCount = 0; // Counter for XXX scene handlers. G4XXXStoredSceneHandler::G4XXXStoredSceneHandler(G4VGraphicsSystem& system, const G4String& name): G4VSceneHandler(system, fSceneIdCount++, name) {} G4XXXStoredSceneHandler::~G4XXXStoredSceneHandler() {} #ifdef G4XXXStoredDEBUG // Useful function... void G4XXXStoredSceneHandler::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 G4XXXStoredSceneHandler::PreAddSolid (const G4Transform3D& objectTransformation, const G4VisAttributes& visAttribs) { G4VSceneHandler::PreAddSolid(objectTransformation, visAttribs); // Get user G4Atts... const std::map* userAttDefs = visAttribs.GetAttDefs(); if (userAttDefs) { #ifdef G4XXXStoredDEBUG const std::vector* userAttValues = visAttribs.CreateAttValues(); G4cout << "\nProvided G4Atts:\n" << G4AttCheck(userAttValues, userAttDefs); // Extra checks... G4AttCheck attCheck(userAttValues, userAttDefs); if (attCheck.Check()) G4cout << "Error" << G4endl; else { std::vector standardValues; std::map standardDefinitions; attCheck.Standard(&standardValues, &standardDefinitions); G4cout << "\nStandard G4Atts:\n" << G4AttCheck(&standardValues, &standardDefinitions); } // End of extra checks. delete userAttValues; // (Must be deleted after use.) #endif } // Get solid's G4Atts created by G4PhysicalVolumeModel... G4PhysicalVolumeModel* pPVModel = dynamic_cast(fpModel); if (pPVModel) { const std::map* solidAttDefs = pPVModel->GetAttDefs(); if (solidAttDefs) { #ifdef G4XXXStoredDEBUG std::vector* solidAttValues = pPVModel->CreateCurrentAttValues(); G4cout << "\nProvided G4Atts:\n" << G4AttCheck(solidAttValues, solidAttDefs); // Extra checks... G4AttCheck attCheck(solidAttValues,solidAttDefs); if (attCheck.Check()) G4cout << "Error" << G4endl; else { std::vector standardValues; std::map standardDefinitions; attCheck.Standard(&standardValues, &standardDefinitions); G4cout << "\nStandard G4Atts:\n" << G4AttCheck(&standardValues, &standardDefinitions); } // End of extra checks. delete solidAttValues; // (Must be deleted after use.) #endif } } // Create a place for current solid... fCurrentItem = fStore.insert(fStore.end(), G4String("\nPreAddSolid:\n")); if (fReadyForTransients) { fTransients.push_back(fCurrentItem); } else { fPermanents.push_back(fCurrentItem); } } void G4XXXStoredSceneHandler::PostAddSolid() { *fCurrentItem += "\nEndSolid\n"; G4VSceneHandler::PostAddSolid(); } void G4XXXStoredSceneHandler::BeginPrimitives (const G4Transform3D& objectTransformation) { G4VSceneHandler::BeginPrimitives(objectTransformation); // If thread of control has already passed through PreAddSolid, // avoid opening a graphical data base component again. if (!fProcessingSolid) { // Create a place for current primitive... fCurrentItem = fStore.insert(fStore.end(), G4String("\nBeginPrimitives:\n")); if (fReadyForTransients) { fTransients.push_back(fCurrentItem); } else { fPermanents.push_back(fCurrentItem); } } } void G4XXXStoredSceneHandler::EndPrimitives () { if (!fProcessingSolid) { // Already done if so. *fCurrentItem += "\nEndPrimitives\n"; } G4VSceneHandler::EndPrimitives (); } // Note: This function overrides G4VSceneHandler::AddSolid(const // G4Box&). You may not want to do this, but this is how it's done if // you do. Certain other specific solids may be treated this way - // see G4VSceneHandler.hh. The simplest possible driver would *not* // implement these polymorphic functions, with the effect that the // default versions in G4VSceneHandler are used, which simply call // G4VSceneHandler::RequestPrimitives to turn the solid into a // G4Polyhedron usually. // Don't forget, solids can be transients too (e.g., representing a hit). void G4XXXStoredSceneHandler::AddSolid(const G4Box& box) { #ifdef G4XXXStoredDEBUG G4cout << "G4XXXStoredSceneHandler::AddSolid(const G4Box& box) called for " << box.GetName() << G4endl; #endif //?? Process your box... std::ostringstream oss; oss << "G4Box(" << G4String (G4BestUnit (G4ThreeVector (box.GetXHalfLength(), box.GetYHalfLength(), box.GetZHalfLength()), "Length")).strip() << ')'; *fCurrentItem += oss.str(); } void G4XXXStoredSceneHandler::AddPrimitive(const G4Polyline& polyline) { #ifdef G4XXXStoredDEBUG G4cout << "G4XXXStoredSceneHandler::AddPrimitive(const G4Polyline& polyline) called.\n" << polyline << G4endl; #endif // Get vis attributes - pick up defaults if none. //const G4VisAttributes* pVA = // fpViewer -> GetApplicableVisAttributes (polyline.GetVisAttributes ()); //?? Process polyline. std::ostringstream oss; oss << polyline; *fCurrentItem += oss.str(); } void G4XXXStoredSceneHandler::AddPrimitive(const G4Text& text) { #ifdef G4XXXStoredDEBUG G4cout << "G4XXXStoredSceneHandler::AddPrimitive(const G4Text& text) called.|n" << text << G4endl; #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. std::ostringstream oss; oss << text; *fCurrentItem += oss.str(); } void G4XXXStoredSceneHandler::AddPrimitive(const G4Circle& circle) { #ifdef G4XXXStoredDEBUG G4cout << "G4XXXStoredSceneHandler::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; #endif // Get vis attributes - pick up defaults if none. //const G4VisAttributes* pVA = // fpViewer -> GetApplicableVisAttributes (circle.GetVisAttributes ()); //?? Process circle. std::ostringstream oss; oss << circle; *fCurrentItem += oss.str(); } void G4XXXStoredSceneHandler::AddPrimitive(const G4Square& square) { #ifdef G4XXXStoredDEBUG G4cout << "G4XXXStoredSceneHandler::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; #endif // Get vis attributes - pick up defaults if none. //const G4VisAttributes* pVA = // fpViewer -> GetApplicableVisAttributes (square.GetVisAttributes ()); //?? Process square. std::ostringstream oss; oss << square; *fCurrentItem += oss.str(); } void G4XXXStoredSceneHandler::AddPrimitive(const G4Polyhedron& polyhedron) { #ifdef G4XXXStoredDEBUG G4cout << "G4XXXStoredSceneHandler::AddPrimitive(const G4Polyhedron&) called.\n" << polyhedron << G4endl; #endif //?? Process polyhedron. std::ostringstream oss; oss << polyhedron; *fCurrentItem += oss.str(); //?? Or... here are some ideas for decomposing into polygons... //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 G4XXXStoredSceneHandler::AddPrimitive(const G4NURBS&) { #ifdef G4XXXStoredDEBUG G4cout << "G4XXXStoredSceneHandler::AddPrimitive(const G4NURBS& nurbs) called." << G4endl; #endif //?? Don't bother implementing this. NURBS are not functional. } void G4XXXStoredSceneHandler::ClearStore () { G4VSceneHandler::ClearStore (); // Sets need kernel visit, etc. fStore.clear(); fPermanents.clear(); fTransients.clear(); } void G4XXXStoredSceneHandler::ClearTransientStore () { G4VSceneHandler::ClearTransientStore (); typedef std::list Store; typedef std::list::iterator StoreIterator; typedef std::vector::iterator StoreIteratorIterator; for (StoreIteratorIterator i = fTransients.begin(); i != fTransients.end(); ++i) { fStore.erase(*i); } fTransients.clear(); // Make sure screen corresponds to graphical database... if (fpViewer) { fpViewer -> SetView (); fpViewer -> ClearView (); fpViewer -> DrawView (); } }