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G4OpenGLStoredQtSceneHandler.cc
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27 // $Id: G4OpenGLStoredSceneHandler.cc,v 1.46 2010-11-10 17:11:20 allison Exp $
28 // GEANT4 tag $Name: not supported by cvs2svn $
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31 // Laurent Garnier 27th October 2011
32 
33 #ifdef G4VIS_BUILD_OPENGLQT_DRIVER
34 
36 
37 #include "G4PhysicalVolumeModel.hh"
38 #include "G4LogicalVolumeModel.hh"
39 #include "G4Text.hh"
40 #include "G4VPhysicalVolume.hh"
41 #include "G4OpenGLQtViewer.hh"
42 #include <typeinfo>
43 #include <sstream>
44 
45 G4OpenGLStoredQtSceneHandler::G4OpenGLStoredQtSceneHandler
46 (G4VGraphicsSystem& system,
47  const G4String& name):
48 G4OpenGLStoredSceneHandler (system, name)
49 {}
50 
51 G4OpenGLStoredQtSceneHandler::~G4OpenGLStoredQtSceneHandler ()
52 {}
53 
54 G4bool G4OpenGLStoredQtSceneHandler::ExtraPOProcessing
55 (const G4Visible& visible, size_t currentPOListIndex)
56 {
57  G4bool usesGLCommands = true;
58 
59  try {
60  const G4Text& g4Text = dynamic_cast<const G4Text&>(visible);
61  G4TextPlus* pG4TextPlus = new G4TextPlus(g4Text);
62  pG4TextPlus->fProcessing2D = fProcessing2D;
63  fPOList[currentPOListIndex].fpG4TextPlus = pG4TextPlus;
64  usesGLCommands = false;
65  }
66  catch (std::bad_cast) {} // No special action if not text. Just carry on.
67 
68  G4PhysicalVolumeModel* pPVModel =
69  dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
70  G4LogicalVolumeModel* pLVModel =
71  dynamic_cast<G4LogicalVolumeModel*>(pPVModel);
72  if (pPVModel && !pLVModel) {
73 
74  // This call comes from a G4PhysicalVolumeModel. drawnPVPath is
75  // the path of the current drawn (non-culled) volume in terms of
76  // drawn (non-culled) ancesters. Each node is identified by a
77  // PVNodeID object, which is a physical volume and copy number. It
78  // is a vector of PVNodeIDs corresponding to the geometry hierarchy
79  // actually selected, i.e., not culled.
81  typedef std::vector<PVNodeID> PVPath;
82 
83  // The simplest algorithm, used by the Open Inventor Driver
84  // developers, is to rely on the fact the G4PhysicalVolumeModel
85  // traverses the geometry hierarchy in an orderly manner. The last
86  // mother, if any, will be the node to which the volume should be
87  // added. So it is enough to keep a map of scene graph nodes keyed
88  // on the volume path ID. Actually, it is enough to use the logical
89  // volume as the key. (An alternative would be to keep the PVNodeID
90  // in the tree and match the PVPath from the root down.)
91 
92  // BUT IN OPENGL, IF THERE ARE TRANSPARENT OBJECTS, VOLUMES DO NOT
93  // ARRIVE IN THE ABOVE ORDER. (TRANSPARENT OBJECTS ARE DRWAN
94  // LAST.) SO WE MUST BE MORE SOPHISTICATED IN CONSTRUCTING A
95  // TREE.
96 
97  // build a path for tree viewer
98  G4OpenGLQtViewer* pGLViewer = dynamic_cast<G4OpenGLQtViewer*>(fpViewer);
99  if ( pGLViewer ) {
100  pGLViewer->addPVSceneTreeElement(fpModel->GetCurrentDescription(),pPVModel,currentPOListIndex);
101  }
102 
103  } else { // Not from a G4PhysicalVolumeModel.
104 
105  if (fpModel) {
106 
107 
108  // build a path for tree viewer
109  G4OpenGLQtViewer* pGLViewer = dynamic_cast<G4OpenGLQtViewer*>(fpViewer);
110  if ( pGLViewer ) {
111  pGLViewer->addNonPVSceneTreeElement(fpModel->GetType(),currentPOListIndex,fpModel->GetCurrentDescription().data(),visible);
112  }
113  }
114  }
115 
116  return usesGLCommands;
117 }
118 
119 G4bool G4OpenGLStoredQtSceneHandler::ExtraTOProcessing
120 (const G4Visible& visible, size_t currentTOListIndex)
121 {
122 
123  G4bool usesGLCommands = true;
124 
125  try {
126  const G4Text& g4Text = dynamic_cast<const G4Text&>(visible);
127  G4TextPlus* pG4TextPlus = new G4TextPlus(g4Text);
128  pG4TextPlus->fProcessing2D = fProcessing2D;
129  fTOList[currentTOListIndex].fpG4TextPlus = pG4TextPlus;
130  usesGLCommands = false;
131  }
132  catch (std::bad_cast) {} // Do nothing if not text.
133 
134  return usesGLCommands;
135 }
136 
137 void G4OpenGLStoredQtSceneHandler::ClearStore () {
138 
139  //G4cout << "G4OpenGLStoredQtSceneHandler::ClearStore" << G4endl;
140 
141  G4OpenGLStoredSceneHandler::ClearStore (); // Sets need kernel visit, etc.
142  // Should recreate the tree
143  G4OpenGLQtViewer* pGLQtViewer = dynamic_cast<G4OpenGLQtViewer*>(fpViewer);
144  if ( pGLQtViewer ) {
145 #ifdef G4DEBUG_VIS_OGL
146  printf("G4OpenGLStoredQtSceneHandler::ClearStore_________________________________\n" );
147 #endif
148  pGLQtViewer->clearTreeWidget();
149  }
150 }
151 
152 void G4OpenGLStoredQtSceneHandler::ClearTransientStore () {
153 
154  //G4cout << "G4OpenGLStoredQtSceneHandler::ClearTransientStore" << G4endl;
155 
156  G4OpenGLStoredSceneHandler::ClearTransientStore ();
157 
158  // Should recreate the tree
159  G4OpenGLQtViewer* pGLQtViewer = dynamic_cast<G4OpenGLQtViewer*>(fpViewer);
160  if ( pGLQtViewer ) {
161 #ifdef G4DEBUG_VIS_OGL
162  printf("G4OpenGLStoredQtSceneHandler::ClearTransient_________________________________\n" );
163 #endif
164  // pGLQtViewer->clearTreeWidget();
165  }
166  // Make sure screen corresponds to graphical database...
167  // FIXME : L.Garnier April 2012 : Could cause a infinite loop ?
168  if (fpViewer) {
169  fpViewer -> SetView ();
170  fpViewer -> ClearView ();
171  fpViewer -> DrawView ();
172  }
173 }
174 
175 void G4OpenGLStoredQtSceneHandler::SetScene(G4Scene* pScene){
176 
177  if (pScene != fpScene) {
178  G4OpenGLQtViewer* pGLQtViewer = dynamic_cast<G4OpenGLQtViewer*>(fpViewer);
179  if ( pGLQtViewer ) {
180  pGLQtViewer->clearTreeWidget();
181  }
182  }
184 }
185 
186 #endif