source: trunk/source/visualization/management/include/G4VSceneHandler.hh@ 1346

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25//
26//
27// $Id: G4VSceneHandler.hh,v 1.44 2010/05/30 11:30:49 allison Exp $
28// GEANT4 tag $Name: $
29//
30//
31// John Allison 19th July 1996.
32//
33// Class description
34//
35// Abstract interface class for graphics scene handlers.
36// Inherits from G4VGraphicsScene, in the intercoms category, which is
37// a minimal abstract interface for the GEANT4 kernel.
38
39#ifndef G4VSCENEHANDLER_HH
40#define G4VSCENEHANDLER_HH
41
42#include "globals.hh"
43
44#include "G4VGraphicsScene.hh"
45#include "G4ViewerList.hh"
46#include "G4ViewParameters.hh"
47#include "G4THitsMap.hh"
48
49class G4Scene;
50class G4VViewer;
51class G4Colour;
52class G4Visible;
53class G4ModelingParameters;
54class G4VModel;
55class G4VGraphicsSystem;
56class G4LogicalVolume;
57class G4VPhysicalVolume;
58class G4Material;
59class G4Event;
60class G4AttHolder;
61
62class G4VSceneHandler: public G4VGraphicsScene {
63
64public: // With description
65
66 friend std::ostream& operator << (std::ostream& os, const G4VSceneHandler& s);
67
68 enum MarkerSizeType {world, screen};
69
70 G4VSceneHandler (G4VGraphicsSystem& system,
71 G4int id,
72 const G4String& name = "");
73
74 virtual ~G4VSceneHandler ();
75
76 ///////////////////////////////////////////////////////////////////
77 // Methods for adding raw GEANT4 objects to the scene handler. They
78 // must always be called in the triplet PreAddSolid, AddSolid and
79 // PostAddSolid. The transformation and visualization attributes
80 // must be set by the call to PreAddSolid. If your graphics system
81 // is sophisticated enough to handle a particular solid shape as a
82 // primitive, in your derived class write a function to override one
83 // or more of the following. See the implementation of
84 // G4VSceneHandler::AddSolid (const G4Box& box) for more
85 // suggestions. If not, please implement the base class invocation.
86
87 virtual void PreAddSolid (const G4Transform3D& objectTransformation,
88 const G4VisAttributes& visAttribs);
89 // objectTransformation is the transformation in the world
90 // coordinate system of the object about to be added, and visAttribs
91 // is its visualization attributes.
92 // IMPORTANT: invoke this from your polymorphic versions, e.g.:
93 // void MyXXXSceneHandler::PreAddSolid
94 // (const G4Transform3D& objectTransformation,
95 // const G4VisAttributes& visAttribs) {
96 // G4VSceneHandler::PreAddSolid (objectTransformation, visAttribs);
97 // ...
98 // }
99
100 virtual void PostAddSolid ();
101 // IMPORTANT: invoke this from your polymorphic versions, e.g.:
102 // void MyXXXSceneHandler::PostAddSolid () {
103 // ...
104 // G4VSceneHandler::PostAddSolid ();
105 // }
106
107 virtual void AddSolid (const G4Box&);
108 virtual void AddSolid (const G4Cons&);
109 virtual void AddSolid (const G4Tubs&);
110 virtual void AddSolid (const G4Trd&);
111 virtual void AddSolid (const G4Trap&);
112 virtual void AddSolid (const G4Sphere&);
113 virtual void AddSolid (const G4Para&);
114 virtual void AddSolid (const G4Torus&);
115 virtual void AddSolid (const G4Polycone&);
116 virtual void AddSolid (const G4Polyhedra&);
117 virtual void AddSolid (const G4VSolid&); // For solids not above.
118
119 ///////////////////////////////////////////////////////////////////
120 // Methods for adding "compound" GEANT4 objects to the scene
121 // handler. These methods may either (a) invoke "user code" that
122 // uses the "user interface", G4VVisManager (see, for example,
123 // G4VSceneHandler, which for trajectories uses
124 // G4VTrajectory::DrawTrajectory, via G4TrajectoriesModel in the
125 // Modeling Category) or (b) invoke AddPrimitives below (between
126 // calls to Begin/EndPrimitives) or (c) use graphics-system-specific
127 // code or (d) any combination of the above.
128
129 virtual void AddCompound (const G4VTrajectory&);
130 virtual void AddCompound (const G4VHit&);
131 virtual void AddCompound (const G4VDigi&);
132 virtual void AddCompound (const G4THitsMap<G4double>&);
133
134 //////////////////////////////////////////////////////////////
135 // Functions for adding primitives.
136
137 virtual void BeginModeling ();
138 // IMPORTANT: invoke this from your polymorphic versions, e.g.:
139 // void MyXXXSceneHandler::BeginModeling () {
140 // G4VSceneHandler::BeginModeling ();
141 // ...
142 // }
143
144 virtual void EndModeling ();
145 // IMPORTANT: invoke this from your polymorphic versions, e.g.:
146 // void MyXXXSceneHandler::EndModeling () {
147 // ...
148 // G4VSceneHandler::EndModeling ();
149 // }
150
151 virtual void BeginPrimitives
152 (const G4Transform3D& objectTransformation);
153 // IMPORTANT: invoke this from your polymorphic versions, e.g.:
154 // void MyXXXSceneHandler::BeginPrimitives
155 // (const G4Transform3D& objectTransformation) {
156 // G4VSceneHandler::BeginPrimitives (objectTransformation);
157 // ...
158 // }
159
160 virtual void EndPrimitives ();
161 // IMPORTANT: invoke this from your polymorphic versions, e.g.:
162 // void MyXXXSceneHandler::EndPrimitives () {
163 // ...
164 // G4VSceneHandler::EndPrimitives ();
165 // }
166
167 virtual void BeginPrimitives2D
168 (const G4Transform3D& objectTransformation);
169 // The x,y coordinates of the primitives passed to AddPrimitive are
170 // intrepreted as screen coordinates, -1 < x,y < 1. The
171 // z-coordinate is ignored.
172 // IMPORTANT: invoke this from your polymorphic versions, e.g.:
173 // void MyXXXSceneHandler::BeginPrimitives2D
174 // (const G4Transform3D& objectTransformation) {
175 // G4VSceneHandler::BeginPrimitives2D ();
176 // ...
177 // }
178
179 virtual void EndPrimitives2D ();
180 // IMPORTANT: invoke this from your polymorphic versions, e.g.:
181 // void MyXXXSceneHandler::EndPrimitives2D () {
182 // ...
183 // G4VSceneHandler::EndPrimitives2D ();
184 // }
185
186 virtual void AddPrimitive (const G4Polyline&) = 0;
187 virtual void AddPrimitive (const G4Scale&);
188 // Default implementation in this class but can be over-ridden.
189 virtual void AddPrimitive (const G4Text&) = 0;
190 virtual void AddPrimitive (const G4Circle&) = 0;
191 virtual void AddPrimitive (const G4Square&) = 0;
192 virtual void AddPrimitive (const G4Polymarker&);
193 // Default implementation in this class but can be over-ridden.
194 virtual void AddPrimitive (const G4Polyhedron&) = 0;
195 virtual void AddPrimitive (const G4NURBS&) = 0;
196
197 //////////////////////////////////////////////////////////////
198 // Access functions.
199 const G4String& GetName () const;
200 G4int GetSceneHandlerId () const;
201 G4int GetViewCount () const;
202 G4VGraphicsSystem* GetGraphicsSystem () const;
203 G4Scene* GetScene () const;
204 const G4ViewerList& GetViewerList () const;
205 G4VModel* GetModel () const;
206 G4VViewer* GetCurrentViewer () const;
207 G4bool GetMarkForClearingTransientStore () const;
208 G4bool IsReadyForTransients () const;
209 G4bool GetTransientsDrawnThisEvent () const;
210 G4bool GetTransientsDrawnThisRun () const;
211 void SetName (const G4String&);
212 void SetCurrentViewer (G4VViewer*);
213 void SetScene (G4Scene*);
214 G4ViewerList& SetViewerList (); // Non-const so you can change.
215 void SetModel (G4VModel*);
216 void SetMarkForClearingTransientStore (G4bool);
217 // Sets flag which will cause transient store to be cleared at the
218 // next call to BeginPrimitives(). Maintained by vis manager.
219 void SetTransientsDrawnThisEvent (G4bool);
220 void SetTransientsDrawnThisRun (G4bool);
221 // Maintained by vis manager.
222
223 //////////////////////////////////////////////////////////////
224 // Public utility functions.
225
226 const G4Colour& GetColour (const G4Visible&);
227 const G4Colour& GetColor (const G4Visible&);
228 // Returns colour of G4Visible object, or default global colour.
229
230 const G4Colour& GetTextColour (const G4Text&);
231 const G4Colour& GetTextColor (const G4Text&);
232 // Returns colour of G4Text object, or default text colour.
233
234 G4double GetLineWidth(const G4VisAttributes*);
235 // Returns line width of G4VisAttributes multiplied by GlobalLineWidthScale.
236
237 G4ViewParameters::DrawingStyle GetDrawingStyle (const G4VisAttributes*);
238 // Returns drawing style from current view parameters, unless the user
239 // has forced through the vis attributes, thereby over-riding the
240 // current view parameter.
241
242 G4bool GetAuxEdgeVisible (const G4VisAttributes*);
243 // Returns auxiliary edge visibility from current view parameters,
244 // unless the user has forced through the vis attributes, thereby
245 // over-riding the current view parameter.
246
247 G4int GetNoOfSides(const G4VisAttributes*);
248 // Returns no. of sides (lines segments per circle) from current
249 // view parameters, unless the user has forced through the vis
250 // attributes, thereby over-riding the current view parameter.
251
252 G4double GetMarkerSize (const G4VMarker&, MarkerSizeType&);
253 // Returns applicable marker size (diameter) and type (in second
254 // argument). Uses global default marker if marker sizes are not
255 // set. Multiplies by GlobalMarkerScale.
256
257 G4double GetMarkerDiameter (const G4VMarker&, MarkerSizeType&);
258 // Alias for GetMarkerSize.
259
260 G4double GetMarkerRadius (const G4VMarker&, MarkerSizeType&);
261 // GetMarkerSize / 2.
262
263 G4ModelingParameters* CreateModelingParameters ();
264 // Only the scene handler and view know what the Modeling Parameters should
265 // be. For historical reasons, the GEANT4 Visualization Environment
266 // maintains its own Scene Data and View Parameters, which must be
267 // converted, when needed, to Modeling Parameters.
268
269 void DrawEvent(const G4Event*);
270 // Checks scene's end-of-event model list and draws trajectories,
271 // hits, etc.
272
273 void DrawEndOfRunModels();
274 // Draws end-of-run models.
275
276 //////////////////////////////////////////////////////////////
277 // Administration functions.
278
279 G4int IncrementViewCount ();
280
281 virtual void ClearStore ();
282 // Clears graphics database (display lists) if any. This base class
283 // implements some common functionality so...
284 // IMPORTANT: invoke this from your polymorphic versions, e.g.:
285 // void MyXXXSceneHandler::ClearStore () {
286 // G4VSceneHandler::ClearStore ();
287 // ...
288 // }
289
290 virtual void ClearTransientStore ();
291 // Clears transient part of graphics database (display lists) if any.
292 // This base class implements some common functionality so...
293 // IMPORTANT: invoke this from your polymorphic versions, e.g.:
294 // void MyXXXSceneHandler::ClearTransientStore () {
295 // G4VSceneHandler::ClearTransientStore ();
296 // ...
297 // }
298
299 void AddViewerToList (G4VViewer* pView); // Add view to view List.
300 void RemoveViewerFromList (G4VViewer* pView); // Remove view from view List.
301
302protected:
303
304 //////////////////////////////////////////////////////////////
305 // Default routine used by default AddSolid ().
306
307 virtual void RequestPrimitives (const G4VSolid& solid);
308
309 //////////////////////////////////////////////////////////////
310 // Other internal routines...
311
312 virtual G4VSolid* CreateSectionSolid ();
313 virtual G4VSolid* CreateCutawaySolid ();
314 // Generic clipping using the BooleanProcessor in graphics_reps is
315 // implemented in this class. Subclasses that implement their own
316 // clipping should provide an override that returns zero.
317
318 void LoadAtts(const G4Visible&, G4AttHolder*);
319 // Load G4AttValues and G4AttDefs associated with the G4Visible
320 // object onto the G4AttHolder object. It checks fpModel, and also
321 // loads the G4AttValues and G4AttDefs from G4PhysicalVolumeModel,
322 // G4VTrajectory, G4VTrajectoryPoint, G4VHit or G4VDigi, as
323 // appropriate. The G4AttHolder object is an object of a class that
324 // publicly inherits G4AttHolder - see, e.g., SoG4Polyhedron in the
325 // Open Inventor driver. G4AttHolder deletes G4AttValues in its
326 // destructor to ensure proper clean-up of G4AttValues.
327
328 //////////////////////////////////////////////////////////////
329 // Data members
330
331 G4VGraphicsSystem& fSystem; // Graphics system.
332 const G4int fSceneHandlerId; // Id of this instance.
333 G4String fName;
334 G4int fViewCount; // To determine view ids.
335 G4ViewerList fViewerList; // Viewers.
336 G4VViewer* fpViewer; // Current viewer.
337 G4Scene* fpScene; // Scene for this scene handler.
338 G4bool fMarkForClearingTransientStore;
339 G4bool fReadyForTransients; // I.e., not processing the
340 // run-duration part of scene.
341 G4bool fTransientsDrawnThisEvent; // Maintained by vis
342 G4bool fTransientsDrawnThisRun; // manager.
343 G4bool fProcessingSolid; // True if within Pre/PostAddSolid.
344 G4bool fSecondPassRequested;
345 G4bool fSecondPass; // ...in process.
346 G4VModel* fpModel; // Current model.
347 const G4Transform3D* fpObjectTransformation; // Current accumulated
348 // object transformation.
349 G4int fNestingDepth; // For Begin/EndPrimitives.
350 const G4VisAttributes* fpVisAttribs; // Working vis attributes.
351 const G4Transform3D fIdentityTransformation;
352
353private:
354
355 G4VSceneHandler (const G4VSceneHandler&);
356 G4VSceneHandler& operator = (const G4VSceneHandler&);
357
358 //////////////////////////////////////////////////////////////
359 // Friend function accessed only by views of this scene.
360
361 friend void G4VViewer::ProcessView ();
362
363 //////////////////////////////////////////////////////////////
364 // Private functions, etc..
365
366 void ProcessScene (G4VViewer& view);
367 // Accessed by G4VViewer::ProcessView ().
368
369};
370
371#include "G4VSceneHandler.icc"
372
373#endif
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