Geant4 9.6.0
Toolkit for the simulation of the passage of particles through matter
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SoTrd.cc
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27//
28// $Id$
29//
30/*-----------------------------HEPVis---------------------------------------*/
31/* */
32/* Node: SoTrd */
33/* Description: Represents the G4Trd Geant Geometry entity */
34/* Author: Joe Boudreau Nov 11 1996 */
35/* */
36/*--------------------------------------------------------------------------*/
37
38#ifdef G4VIS_BUILD_OI_DRIVER
39
40#include <assert.h>
41#include <cmath>
42
43#include <Inventor/SbBox.h>
44#include <Inventor/actions/SoAction.h>
45#include <Inventor/fields/SoSFFloat.h>
46#include <Inventor/misc/SoChildList.h>
47#include <Inventor/nodes/SoSeparator.h>
48#include <Inventor/nodes/SoIndexedFaceSet.h>
49#include <Inventor/nodes/SoNormal.h>
50#include <Inventor/nodes/SoCoordinate3.h>
51#include <Inventor/nodes/SoNormalBinding.h>
52#include <Inventor/SoPrimitiveVertex.h>
53#include <Inventor/elements/SoTextureCoordinateElement.h>
54
55#include "HEPVis/SbMath.h"
56#include "HEPVis/nodes/SoTrd.h"
57
58// This statement is required
59SO_NODE_SOURCE(SoTrd)
60
61// initClass
62void SoTrd::initClass(){
63 SO_NODE_INIT_CLASS(SoTrd,SoShape,"Shape");
64}
65// Constructor
67 // This statement is required
68 SO_NODE_CONSTRUCTOR(SoTrd);
69 // Data fields are initialized like this:
70 SO_NODE_ADD_FIELD(fDx1,(1.0));
71 SO_NODE_ADD_FIELD(fDx2,(1.0));
72 SO_NODE_ADD_FIELD(fDy1,(1.0));
73 SO_NODE_ADD_FIELD(fDy2,(1.0));
74 SO_NODE_ADD_FIELD(fDz,(1.0));
75 SO_NODE_ADD_FIELD(alternateRep,(NULL));
76 children = new SoChildList(this);
77}
78// Destructor
80 delete children;
81}
82// generatePrimitives
83void SoTrd::generatePrimitives(SoAction *action) {
84 // This variable is used to store each vertex
85 SoPrimitiveVertex pv;
86
87 // Access the stat from the action
88 SoState *state = action->getState();
89
90 // See if we have to use a texture coordinate function,
91 // rather than generating explicit texture coordinates.
92 SbBool useTexFunction=
93 (SoTextureCoordinateElement::getType(state) ==
94 SoTextureCoordinateElement::FUNCTION);
95
96 // If we need to generate texture coordinates with a function,
97 // we'll need an SoGLTextureCoordinateElement. Otherwise, we'll
98 // set up the coordinates directly.
99 const SoTextureCoordinateElement *tce = NULL;
100 SbVec4f texCoord;
101 if (useTexFunction) {
102 tce = SoTextureCoordinateElement::getInstance(state);
103 }
104 else {
105 texCoord[2] = 0.0;
106 texCoord[3] = 1.0;
107 }
108 SbVec3f point, normal;
109
110
111 //////////////////////////////////////////
112 //----------------------------------------
113#define GEN_VERTEX(pv,x,y,z,s,t,nx,ny,nz) \
114 point.setValue(x,y,z); \
115 normal.setValue(nx,ny,nz); \
116 if (useTexFunction) { \
117 texCoord=tce->get(point,normal); \
118 } \
119 else { \
120 texCoord[0]=s; \
121 texCoord[1]=t; \
122 } \
123 pv.setPoint(point); \
124 pv.setNormal(normal); \
125 pv.setTextureCoords(texCoord); \
126 shapeVertex(&pv);
127 //----------------------------------------
128 //////////////////////////////////////////
129
130 const int NPOINTS=8, NFACES=6, NINDICES = NFACES*5;
131 int indices[NINDICES] = {3,2,1,0, SO_END_FACE_INDEX, //z back.
132 4,5,6,7, SO_END_FACE_INDEX, //z front.
133 0,1,5,4, SO_END_FACE_INDEX, //y up.
134 1,2,6,5, SO_END_FACE_INDEX, //x left.
135 2,3,7,6, SO_END_FACE_INDEX, //y down.
136 3,0,4,7, SO_END_FACE_INDEX}; //x right.
137
138
139 // points for the eight vertices
140 float points[NPOINTS][3];
141 points[0][0] = fDx1.getValue();
142 points[0][1] = fDy1.getValue();
143 points[0][2] = -fDz.getValue();
144
145 points[1][0] = -fDx1.getValue();
146 points[1][1] = fDy1.getValue();
147 points[1][2] = -fDz.getValue();
148
149 points[2][0] = -fDx1.getValue();
150 points[2][1] = -fDy1.getValue();
151 points[2][2] = -fDz.getValue();
152
153 points[3][0] = fDx1.getValue();
154 points[3][1] = -fDy1.getValue();
155 points[3][2] = -fDz.getValue();
156
157 points[4][0] = fDx2.getValue();
158 points[4][1] = fDy2.getValue();
159 points[4][2] = fDz.getValue();
160
161 points[5][0] = -fDx2.getValue();
162 points[5][1] = fDy2.getValue();
163 points[5][2] = fDz.getValue();
164
165 points[6][0] = -fDx2.getValue();
166 points[6][1] = -fDy2.getValue();
167 points[6][2] = fDz.getValue();
168
169 points[7][0] = fDx2.getValue();
170 points[7][1] = -fDy2.getValue();
171 points[7][2] = fDz.getValue();
172
173 float t1 = FATAN((fDx2.getValue()-fDx1.getValue())/(2*fDz.getValue()));
174 float t2 = FATAN((fDy2.getValue()-fDy1.getValue())/(2*fDz.getValue()));
175 float st1 = FSIN(t1);
176 float st2 = FSIN(t2);
177 float ct1 = FCOS(t1);
178 float ct2 = FCOS(t2);
179
180 float normals[NFACES][3];
181 //z back.
182 normals[0][0] = 0 ; normals[0][1] = 0; normals [0][2] = -1;
183 //z front.
184 normals[1][0] = 0 ; normals[1][1] = 0; normals [1][2] = 1;
185 //y up.
186 normals[2][0] = 0 ; normals[2][1] = ct2; normals [2][2] = -st2;
187 //x left.
188 normals[3][0] = -ct1; normals[3][1] = 0; normals [3][2] = -st1;
189 //y down.
190 normals[4][0] = 0 ; normals[4][1] = -ct2; normals [4][2] = -st2;
191 //x right.
192 normals[5][0] = ct1; normals[5][1] = 0; normals [5][2] = -st1;
193
194 float x,y,z;
195 int index;
196 for (int nf=0;nf<NFACES;nf++) {
197 beginShape(action,TRIANGLE_FAN);
198 index = indices[nf * 5];
199 x = points[index][0];
200 y = points[index][1];
201 z = points[index][2];
202 GEN_VERTEX(pv,x,y,z,0.0,0.0,normals[nf][0],normals[nf][1],normals[nf][2]);
203 index = indices[nf * 5 + 1];
204 x = points[index][0];
205 y = points[index][1];
206 z = points[index][2];
207 GEN_VERTEX(pv,x,y,z,0.0,0.0,normals[nf][0],normals[nf][1],normals[nf][2]);
208 index = indices[nf * 5 + 2];
209 x = points[index][0];
210 y = points[index][1];
211 z = points[index][2];
212 GEN_VERTEX(pv,x,y,z,0.0,0.0,normals[nf][0],normals[nf][1],normals[nf][2]);
213 index = indices[nf * 5 + 3];
214 x = points[index][0];
215 y = points[index][1];
216 z = points[index][2];
217 GEN_VERTEX(pv,x,y,z,0.0,0.0,normals[nf][0],normals[nf][1],normals[nf][2]);
218 endShape();
219 }
220}
221
222// getChildren
223SoChildList *SoTrd::getChildren() const {
224 return children;
225}
226
227
228// computeBBox
229void SoTrd::computeBBox(SoAction *, SbBox3f &box, SbVec3f &center ){
230 float fDx= fDx1.getValue(),fDy=fDy1.getValue();
231
232 if (fDx2.getValue() > fDx) fDx = fDx2.getValue();
233 if (fDy2.getValue() > fDy) fDy = fDy2.getValue();
234
235 SbVec3f vmin(-fDx,-fDy,-fDz.getValue()),
236 vmax( fDx, fDy, fDz.getValue());
237
238 center.setValue(0,0,0);
239 box.setBounds(vmin,vmax);
240}
241
242
243
244
245// updateChildren
246void SoTrd::updateChildren() {
247
248
249 // Redraw the G4Trd....
250
251 assert(children->getLength()==1);
252 SoSeparator *sep = (SoSeparator *) ( *children)[0];
253 SoCoordinate3 *theCoordinates = (SoCoordinate3 *) ( sep->getChild(0));
254 SoNormal *theNormals = (SoNormal *) ( sep->getChild(1));
255 SoNormalBinding *theNormalBinding = (SoNormalBinding *) ( sep->getChild(2));
256 SoIndexedFaceSet *theFaceSet = (SoIndexedFaceSet *) ( sep->getChild(3));
257
258 const int NPOINTS=8, NFACES=6, NINDICES = NFACES*5;
259 float points[NPOINTS][3];
260 float normals[NFACES][3]= {{0,0,-1}, {0,0,1}, {0,1,0}, {-1, 0, 0}, {0, -1, 0}, {1,0,0}};
261
262 // Indices for the eight faces
263#ifdef INVENTOR2_0
264 static long
265#else
266 static int32_t
267#endif
268 indices[NINDICES] = {3,2,1,0, SO_END_FACE_INDEX, // bottom
269 4,5,6,7, SO_END_FACE_INDEX, // top
270 0,1,5,4, SO_END_FACE_INDEX,
271 1,2,6,5, SO_END_FACE_INDEX,
272 2,3,7,6, SO_END_FACE_INDEX,
273 3,0,4,7, SO_END_FACE_INDEX};
274
275
276 // points for the eight vertices
277 points[0][0] = fDx1.getValue(); points[0][1] = fDy1.getValue(); points[0][2] = -fDz.getValue();
278 points[1][0] = -fDx1.getValue(); points[1][1] = fDy1.getValue(); points[1][2] = -fDz.getValue();
279 points[2][0] = -fDx1.getValue(); points[2][1] = -fDy1.getValue(); points[2][2] = -fDz.getValue();
280 points[3][0] = fDx1.getValue(); points[3][1] = -fDy1.getValue(); points[3][2] = -fDz.getValue();
281 points[4][0] = fDx2.getValue(); points[4][1] = fDy2.getValue(); points[4][2] = fDz.getValue();
282 points[5][0] = -fDx2.getValue(); points[5][1] = fDy2.getValue(); points[5][2] = fDz.getValue();
283 points[6][0] = -fDx2.getValue(); points[6][1] = -fDy2.getValue(); points[6][2] = fDz.getValue();
284 points[7][0] = fDx2.getValue(); points[7][1] = -fDy2.getValue(); points[7][2] = fDz.getValue();
285
286 float t1 = FATAN((fDx2.getValue()-fDx1.getValue())/(2*fDz.getValue()));
287 float t2 = FATAN((fDy2.getValue()-fDy1.getValue())/(2*fDz.getValue()));
288 float st1 = FSIN(t1);
289 float st2 = FSIN(t2);
290 float ct1 = FCOS(t1);
291 float ct2 = FCOS(t2);
292
293 normals[0][0] = 0 ; normals[0][1] = 0; normals [0][2] = -1;
294 normals[1][0] = 0 ; normals[1][1] = 0; normals [1][2] = 1;
295 normals[2][0] = 0 ; normals[2][1] = ct2; normals [2][2] = -st2;
296 normals[3][0] = -ct1; normals[3][1] = 0; normals [3][2] = -st1;
297 normals[4][0] = 0 ; normals[4][1] = -ct2; normals [4][2] = -st2;
298 normals[5][0] = ct1; normals[5][1] = 0; normals [5][2] = -st1;
299
300 for (int np=0;np<NPOINTS;np++) theCoordinates->point.set1Value(np,points[np][0],points[np][1],points[np][2]);
301 theFaceSet->coordIndex.setValues(0,NINDICES,indices);
302 for (int nf=0;nf<NFACES;nf++) theNormals->vector.set1Value(nf,normals[nf][0],normals[nf][1],normals[nf][2]);
303 theNormalBinding->value=SoNormalBinding::PER_FACE;
304}
305
306// generateChildren
307void SoTrd::generateChildren() {
308
309 // This routines creates one SoSeparator, one SoCoordinate3, and
310 // one SoLineSet, and puts it in the child list. This is done only
311 // once, whereas redrawing the position of the coordinates occurs each
312 // time an update is necessary, in the updateChildren routine.
313
314 assert(children->getLength() ==0);
315 SoSeparator *sep = new SoSeparator();
316 SoCoordinate3 *theCoordinates = new SoCoordinate3();
317 SoNormal *theNormals = new SoNormal();
318 SoNormalBinding *theNormalBinding = new SoNormalBinding();
319 SoIndexedFaceSet *theFaceSet = new SoIndexedFaceSet();
320 //
321 // This line costs some in render quality! but gives speed.
322 //
323 sep->addChild(theCoordinates);
324 sep->addChild(theNormals);
325 sep->addChild(theNormalBinding);
326 sep->addChild(theFaceSet);
327 children->append(sep);
328}
329
330// generateAlternateRep
332
333 // This routine sets the alternate representation to the child
334 // list of this mode.
335
336 if (children->getLength() == 0) generateChildren();
337 updateChildren();
338 alternateRep.setValue((SoSeparator *) ( *children)[0]);
339}
340
341// clearAlternateRep
343 alternateRep.setValue(NULL);
344}
345
346#endif
#define FCOS(x)
Definition: SbMath.h:41
#define FSIN(x)
Definition: SbMath.h:42
#define FATAN(x)
Definition: SbMath.h:46
Definition: SoTrd.h:63
virtual void computeBBox(SoAction *action, SbBox3f &box, SbVec3f &center)
compute bounding Box, required
SoSFFloat fDx2
half-length of x, at +fDz
Definition: SoTrd.h:80
virtual void generateAlternateRep()
virtual void clearAlternateRep()
We better be able to clear it, too!
SoTrd()
Constructor, required.
virtual void generatePrimitives(SoAction *action)
Generate Primitives, required.
virtual ~SoTrd()
Destructor, required.
SoSFFloat fDy2
half-length of y, at +fDz
Definition: SoTrd.h:90
SoSFFloat fDy1
half-length of y, at -fDz
Definition: SoTrd.h:85
SoSFNode alternateRep
Alternate rep - required.
Definition: SoTrd.h:100
static void initClass()
Class Initializer, required.
SoSFFloat fDx1
half-length of x, at -fDz
Definition: SoTrd.h:75
virtual SoChildList * getChildren() const
GetChildList, required whenever the class has hidden children.
SoSFFloat fDz
half-length along Z
Definition: SoTrd.h:95