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SimpleOpenGLStoredQtScenehandler.cpp
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SimpleOpenGLStoredQtScenehandler.cpp
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// File modified by Deepak Samuel on 25 Sep 2019
//
// ********************************************************************
// * 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. *
// ********************************************************************
//
//
//
//
// Laurent Garnier 27th October 2011
#include "SimpleOpenGLStoredQtScenehandler.h"
#include "G4PhysicalVolumeModel.hh"
#include "G4LogicalVolumeModel.hh"
#include "G4Text.hh"
#include "G4VPhysicalVolume.hh"
#include "SimpleOpenGLQtViewer.h"
#include <typeinfo>
#include <sstream>
SimpleOpenGLStoredQtSceneHandler::SimpleOpenGLStoredQtSceneHandler
(G4VGraphicsSystem& system,
const G4String& name):
G4OpenGLStoredSceneHandler (system, name)
{}
SimpleOpenGLStoredQtSceneHandler::~SimpleOpenGLStoredQtSceneHandler ()
{}
G4bool SimpleOpenGLStoredQtSceneHandler::ExtraPOProcessing
(const G4Visible& visible, size_t currentPOListIndex)
{
G4bool usesGLCommands = true;
try {
const G4Text& g4Text = dynamic_cast<const G4Text&>(visible);
G4TextPlus* pG4TextPlus = new G4TextPlus(g4Text);
pG4TextPlus->fProcessing2D = fProcessing2D;
fPOList[currentPOListIndex].fpG4TextPlus = pG4TextPlus;
usesGLCommands = false;
}
catch (const std::bad_cast&) {} // No special action if not text. Just carry on.
G4PhysicalVolumeModel* pPVModel =
dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
G4LogicalVolumeModel* pLVModel =
dynamic_cast<G4LogicalVolumeModel*>(pPVModel);
if (pPVModel && !pLVModel) {
// This call comes from a G4PhysicalVolumeModel. drawnPVPath is
// the path of the current drawn (non-culled) volume in terms of
// drawn (non-culled) ancestors. Each node is identified by a
// PVNodeID object, which is a physical volume and copy number. It
// is a vector of PVNodeIDs corresponding to the geometry hierarchy
// actually selected, i.e., not culled.
// typedef G4PhysicalVolumeModel::G4PhysicalVolumeNodeID PVNodeID;
// typedef std::vector<PVNodeID> PVPath;
// The simplest algorithm, used by the Open Inventor Driver
// developers, is to rely on the fact the G4PhysicalVolumeModel
// traverses the geometry hierarchy in an orderly manner. The last
// mother, if any, will be the node to which the volume should be
// added. So it is enough to keep a map of scene graph nodes keyed
// on the volume path ID. Actually, it is enough to use the logical
// volume as the key. (An alternative would be to keep the PVNodeID
// in the tree and match the PVPath from the root down.)
// BUT IN OPENGL, IF THERE ARE TRANSPARENT OBJECTS, VOLUMES DO NOT
// ARRIVE IN THE ABOVE ORDER. (TRANSPARENT OBJECTS ARE DRWAN
// LAST.) SO WE MUST BE MORE SOPHISTICATED IN CONSTRUCTING A
// TREE.
// build a path for tree viewer
SimpleOpenGLQtViewer* pGLViewer = dynamic_cast<SimpleOpenGLQtViewer*>(fpViewer);
if ( pGLViewer ) {
pGLViewer->addPVSceneTreeElement(fpModel->GetCurrentDescription(),pPVModel,currentPOListIndex);
}
} else { // Not from a G4PhysicalVolumeModel.
if (fpModel) {
// build a path for tree viewer
SimpleOpenGLQtViewer* pGLViewer = dynamic_cast<SimpleOpenGLQtViewer*>(fpViewer);
if ( pGLViewer ) {
pGLViewer->addNonPVSceneTreeElement(fpModel->GetType(),currentPOListIndex,fpModel->GetCurrentDescription().data(),visible);
}
}
}
return usesGLCommands;
}
G4bool SimpleOpenGLStoredQtSceneHandler::ExtraTOProcessing
(const G4Visible& visible, size_t currentTOListIndex)
{
G4bool usesGLCommands = true;
try {
const G4Text& g4Text = dynamic_cast<const G4Text&>(visible);
G4TextPlus* pG4TextPlus = new G4TextPlus(g4Text);
pG4TextPlus->fProcessing2D = fProcessing2D;
fTOList[currentTOListIndex].fpG4TextPlus = pG4TextPlus;
usesGLCommands = false;
}
catch (const std::bad_cast&) {} // Do nothing if not text.
return usesGLCommands;
}
void SimpleOpenGLStoredQtSceneHandler::ClearStore () {
//G4cout << "SimpleOpenGLStoredQtSceneHandler::ClearStore" << G4endl;
G4OpenGLStoredSceneHandler::ClearStore (); // Sets need kernel visit, etc.
// Should recreate the tree
SimpleOpenGLQtViewer* pGLQtViewer = dynamic_cast<SimpleOpenGLQtViewer*>(fpViewer);
if ( pGLQtViewer ) {
pGLQtViewer->clearTreeWidget();
}
}
void SimpleOpenGLStoredQtSceneHandler::ClearTransientStore () {
//G4cout << "SimpleOpenGLStoredQtSceneHandler::ClearTransientStore" << G4endl;
G4OpenGLStoredSceneHandler::ClearTransientStore ();
// Should recreate the tree
// Make sure screen corresponds to graphical database...
// FIXME : L.Garnier April 2012 : Could cause a infinite loop ?
if (fpViewer) {
fpViewer -> SetView ();
fpViewer -> ClearView ();
fpViewer -> DrawView ();
}
}
void SimpleOpenGLStoredQtSceneHandler::SetScene(G4Scene* pScene){
if (pScene != fpScene) {
SimpleOpenGLQtViewer* pGLQtViewer = dynamic_cast<SimpleOpenGLQtViewer*>(fpViewer);
if ( pGLQtViewer ) {
pGLQtViewer->clearTreeWidget();
}
}
G4VSceneHandler::SetScene(pScene);
}