Geant4  9.6.p02
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G4ArrowModel.cc
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27 // $Id$
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30 // John Allison 15th July 2012
31 // Model that knows how to draw an arrow.
32 
33 #include "G4ArrowModel.hh"
34 
35 #include "G4PhysicalConstants.hh"
36 #include "G4VGraphicsScene.hh"
37 #include "G4VisAttributes.hh"
38 #include "G4Tubs.hh"
39 #include "G4Polycone.hh"
40 #include "G4Polyhedron.hh"
41 #include "G4Vector3D.hh"
42 #include "G4Point3D.hh"
43 #include "G4Transform3D.hh"
44 
46 
50  G4double width, const G4Colour& colour,
51  const G4String& description)
52 {
53  fType = "G4ArrowModel";
54  fGlobalTag = fType;
55  fGlobalDescription = fType + ": " + description;
56  fExtent = G4VisExtent
57  (std::min(x1,x2),
58  std::max(x1,x2),
59  std::min(y1,y2),
60  std::max(y1,y2),
61  std::min(z1,z2),
62  std::max(z1,z2));
63 
64  // Make a cylinder slightly shorter than the arrow length so that it
65  // doesn't stick out of the head.
66  const G4double shaftLength = std::sqrt
67  (std::pow(x2-x1,2)+std::pow(y2-y1,2)+std::pow(z2-z1,2));
68  G4double shaftRadius = width/2.;
69  // Limit the radius
70  if (shaftRadius > shaftLength/100.) shaftRadius = shaftLength/100.;
71  const G4double halfShaftLength = shaftLength/2.;
72  const G4double halfReduction = 4.*shaftRadius;
73  const G4double halfLength = halfShaftLength-halfReduction;
74  G4Tubs shaft("shaft",0.,shaftRadius,halfLength,0.,twopi);
75  fpShaftPolyhedron = shaft.CreatePolyhedron();
76  // Move it a little so that the tail is at z = -halfShaftLength.
77  fpShaftPolyhedron->Transform(G4Translate3D(0,0,-halfReduction));
78 
79  // Locate the head at +halfShaftLength.
80  const G4int numRZ = 3;
81  G4double r[] = {0,4,0};
82  G4double z[] = {0,-6,-4};
83  for (G4int i = 0; i < numRZ; i++) {
84  r[i] *= 2.*shaftRadius;
85  z[i] = halfShaftLength + z[i] * 2.*shaftRadius;
86  }
87  G4Polycone head("head",0,twopi,numRZ,r,z);
88  fpHeadPolyhedron = head.CreatePolyhedron();
89 
90  // Transform to position
91  const G4Vector3D arrowDirection = G4Vector3D(x2-x1,y2-y1,z2-z1).unit();
92  const G4double theta = arrowDirection.theta();
93  const G4double phi = arrowDirection.phi();
94  const G4Point3D arrowCentre(0.5*(x1+x2),0.5*(y1+y2),0.5*(z1+z2));
95  const G4Transform3D tr =
96  G4Translate3D(arrowCentre) * G4RotateZ3D(phi) * G4RotateY3D(theta);
97  fpShaftPolyhedron->Transform(tr);
98  fpHeadPolyhedron->Transform(tr);
99 
100  G4VisAttributes va;
101  va.SetColour(colour);
102  va.SetForceSolid(true);
103  fpShaftPolyhedron->SetVisAttributes(va);
104  fpHeadPolyhedron->SetVisAttributes(va);
105 }
106 
108 {
109  sceneHandler.BeginPrimitives();
110  sceneHandler.AddPrimitive(*fpShaftPolyhedron);
111  sceneHandler.AddPrimitive(*fpHeadPolyhedron);
112  sceneHandler.EndPrimitives();
113 }