// // ******************************************************************** // * 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. * // ******************************************************************** // // // $Id$ // // // John Allison 31st December 1997. // // Class Description: // // Model for physical volumes. It describes a physical volume and its // daughters to any desired depth. Note: the "requested depth" is // specified in the modeling parameters; enum {UNLIMITED = -1}. // // For access to base class information, e.g., modeling parameters, // use GetModelingParameters() inherited from G4VModel. See Class // Description of the base class G4VModel. // // G4PhysicalVolumeModel assumes the modeling parameters have been set // up with meaningful information - default vis attributes and culling // policy in particular. // // The volumes are unpacked and sent to the scene handler. They are, // in effect, "touchables" as defined by G4TouchableHistory. A // touchable is defined not only by its physical volume name and copy // number but also by its position in the geometry hierarchy. // // It is guaranteed that touchables are presented to the scene handler // in top-down hierarchy order, i.e., ancesters first, mothers before // daughters, so the scene handler can be assured that, if it is // building its own scene graph tree, a mother, if any, will have // already been encountered and there will already be a node in place // on which to hang the current volume. But be aware that the // visibility and culling policy might mean that some touchables are // not passed to the scene handler so the drawn tree might have // missing layers. GetFullPVPath allows you to know the full // hierarchy. #ifndef G4PHYSICALVOLUMEMODEL_HH #define G4PHYSICALVOLUMEMODEL_HH #include "G4VModel.hh" #include "G4VTouchable.hh" #include "G4Transform3D.hh" #include "G4Plane3D.hh" #include #include #include class G4VPhysicalVolume; class G4LogicalVolume; class G4VSolid; class G4Material; class G4VisAttributes; class G4AttDef; class G4AttValue; class G4PhysicalVolumeModel: public G4VModel { public: // With description enum {UNLIMITED = -1}; enum ClippingMode {subtraction, intersection}; class G4PhysicalVolumeNodeID { public: G4PhysicalVolumeNodeID (G4VPhysicalVolume* pPV = 0, G4int iCopyNo = 0, G4int depth = 0, const G4Transform3D& transform = G4Transform3D(), G4bool drawn = true): fpPV(pPV), fCopyNo(iCopyNo), fNonCulledDepth(depth), fTransform(transform), fDrawn(drawn) {} G4VPhysicalVolume* GetPhysicalVolume() const {return fpPV;} G4int GetCopyNo() const {return fCopyNo;} G4int GetNonCulledDepth() const {return fNonCulledDepth;} const G4Transform3D& GetTransform() const {return fTransform;} G4bool GetDrawn() const {return fDrawn;} void SetDrawn(G4bool drawn) {fDrawn = drawn;} G4bool operator< (const G4PhysicalVolumeNodeID& right) const; private: G4VPhysicalVolume* fpPV; G4int fCopyNo; G4int fNonCulledDepth; G4Transform3D fTransform; G4bool fDrawn; }; // Nested class for identifying physical volume nodes. class G4PhysicalVolumeModelTouchable: public G4VTouchable { public: G4PhysicalVolumeModelTouchable (const std::vector& fullPVPath); const G4ThreeVector& GetTranslation(G4int depth) const; const G4RotationMatrix* GetRotation(G4int depth) const; G4VPhysicalVolume* GetVolume(G4int depth) const; G4VSolid* GetSolid(G4int depth) const; G4int GetReplicaNumber(G4int depth) const; G4int GetHistoryDepth() const {return fFullPVPath.size();} private: const std::vector& fFullPVPath; }; // Nested class for handling nested parameterisations. G4PhysicalVolumeModel (G4VPhysicalVolume* = 0, G4int requestedDepth = UNLIMITED, const G4Transform3D& modelTransformation = G4Transform3D(), const G4ModelingParameters* = 0, G4bool useFullExtent = false); virtual ~G4PhysicalVolumeModel (); void DescribeYourselfTo (G4VGraphicsScene&); // The main task of a model is to describe itself to the graphics scene // handler (a object which inherits G4VSceneHandler, which inherits // G4VGraphicsScene). G4String GetCurrentDescription () const; // A description which depends on the current state of the model. G4String GetCurrentTag () const; // A tag which depends on the current state of the model. G4VPhysicalVolume* GetTopPhysicalVolume () const {return fpTopPV;} G4int GetRequestedDepth () const {return fRequestedDepth;} const G4VSolid* GetClippingSolid () const {return fpClippingSolid;} G4int GetCurrentDepth() const {return fCurrentDepth;} // Current depth of geom. hierarchy. G4VPhysicalVolume* GetCurrentPV() const {return fpCurrentPV;} // Current physical volume. G4LogicalVolume* GetCurrentLV() const {return fpCurrentLV;} // Current logical volume. G4Material* GetCurrentMaterial() const {return fpCurrentMaterial;} // Current material. const std::vector& GetFullPVPath() const {return fFullPVPath;} // Vector of physical volume node identifiers for the current // touchable. It is its path in the geometry hierarchy, similar to // the concept of "touchable history" available from the navigator // during tracking. const std::vector& GetDrawnPVPath() const {return fDrawnPVPath;} // Path of the current drawn (non-culled) touchable in terms of // drawn (non-culled) ancesters. It is a vector of physical volume // node identifiers corresponding to the geometry hierarchy actually // selected, i.e., not culled. const std::map* GetAttDefs() const; // Attribute definitions for current solid. std::vector* CreateCurrentAttValues() const; // Attribute values for current solid. Each must refer to an // attribute definition in the above map; its name is the key. The // user must test the validity of this pointer (it must be non-zero // and conform to the G4AttDefs, which may be checked with // G4AttCheck) and delete the list after use. See // G4XXXStoredSceneHandler::PreAddSolid for how to access and // G4VTrajectory::ShowTrajectory for an example of the use of // G4Atts. void SetBaseFullPVPath (const std::vector& baseFullPVPath) { fBaseFullPVPath = baseFullPVPath; fFullPVPath = baseFullPVPath; } void SetRequestedDepth (G4int requestedDepth) { fRequestedDepth = requestedDepth; } void SetClippingSolid (G4VSolid* pClippingSolid) { fpClippingSolid = pClippingSolid; } void SetClippingMode (ClippingMode mode) { fClippingMode = mode; } G4bool Validate (G4bool warn); // Validate, but allow internal changes (hence non-const function). void CurtailDescent() {fCurtailDescent = true;} protected: void VisitGeometryAndGetVisReps (G4VPhysicalVolume*, G4int requestedDepth, const G4Transform3D&, G4VGraphicsScene&); void DescribeAndDescend (G4VPhysicalVolume*, G4int requestedDepth, G4LogicalVolume*, G4VSolid*, G4Material*, const G4Transform3D&, G4VGraphicsScene&); virtual void DescribeSolid (const G4Transform3D& theAT, G4VSolid* pSol, const G4VisAttributes* pVisAttribs, G4VGraphicsScene& sceneHandler); void CalculateExtent (); ///////////////////////////////////////////////////////// // Data members... G4VPhysicalVolume* fpTopPV; // The physical volume. G4String fTopPVName; // ...of the physical volume. G4int fTopPVCopyNo; // ...of the physical volume. G4int fRequestedDepth; // Requested depth of geom. hierarchy search. G4bool fUseFullExtent; // ...if requested. G4int fCurrentDepth; // Current depth of geom. hierarchy. G4VPhysicalVolume* fpCurrentPV; // Current physical volume. G4LogicalVolume* fpCurrentLV; // Current logical volume. G4Material* fpCurrentMaterial; // Current material. G4Transform3D* fpCurrentTransform; // Current transform. std::vector fBaseFullPVPath; std::vector fFullPVPath; std::vector fDrawnPVPath; G4bool fCurtailDescent;// Can be set to curtail descent. G4VSolid* fpClippingSolid; ClippingMode fClippingMode; private: // Private copy constructor and assigment operator - copying and // assignment not allowed. Keeps CodeWizard happy. G4PhysicalVolumeModel (const G4PhysicalVolumeModel&); G4PhysicalVolumeModel& operator = (const G4PhysicalVolumeModel&); }; std::ostream& operator<< (std::ostream& os, const G4PhysicalVolumeModel::G4PhysicalVolumeNodeID); #endif