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VRML2 File Format

VRML2FILE Geometry Export

TODO

  1. prevent culling,
    • DONE, only World volume was being culled
  2. chase export warnings,
    • DONE, but what to do about them not clear
  3. validation that complete geometry exported
    • seems OK, from dumping of the pv names BUT comparison against a GDML export would be good

GiGa python export

Export geometry by adding to opw/fmcpmuon.py, using inspiration from env:source:dybgaudi/trunk/Simulation/DetSim/python/visdet.py:

#
# tone down verbosity of G4RunManager,
# skipping the particle table dump for Verbosity less than 3
# https://wiki.bnl.gov/dayabay/index.php?title=FAQ:How_to_turn_off_long_particle_listing%3F
#
from GiGa.GiGaConf import GiGa, GiGaRunManager
giga = GiGa("GiGa")
gigarm = GiGaRunManager("GiGa.GiGaMgr")
gigarm.Verbosity = 2

#
# geometry export attempt
#
from GaussTools.GaussToolsConf import GiGaRunActionCommand
grac = GiGaRunActionCommand("GiGa.GiGaRunActionCommand")
grac.BeginOfRunCommands = [
     "/vis/open VRML2FILE",
     "/vis/drawVolume",
     "/vis/viewer/flush"
]
#from GiGa.GiGaConf import GiGa
giga = GiGa()
giga.RunAction = grac
giga.VisManager = "GiGaVisManager/GiGaVis"

G4VRML2FileViewer::SendViewParameters

116 void G4VRML2FileViewer::SendViewParameters ()
117 {
118   // Calculates view representation based on extent of object being
119   // viewed and (initial) direction of camera.  (Note: it can change
120   // later due to user interaction via visualization system's GUI.)
121
122 #if defined DEBUG_FR_VIEW
123       G4cerr << "***** G4VRML2FileViewer::SendViewParameters()\n";
124 #endif
125
126     // error recovery
127     if ( fsin_VHA < 1.0e-6 ) { return ; }
128
129     // camera distance
130     G4double extent_radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
131     G4double camera_distance = extent_radius / fsin_VHA ;
132
133     // camera position on Z axis
134     const G4Point3D&    target_point
135       = fSceneHandler.GetScene()->GetStandardTargetPoint()
136       + fVP.GetCurrentTargetPoint();
137     G4double        E_z = target_point.z() + camera_distance;
138     G4Point3D       E(0.0, 0.0, E_z );
139
140     // VRML codes are generated below
141     fDest << G4endl;
142     fDest << "#---------- CAMERA" << G4endl;
143     fDest << "Viewpoint {"         << G4endl;
144     fDest << "\t" << "position "           ;
145     fDest                 << E.x() << " "  ;
146     fDest                 << E.y() << " "  ;
147     fDest                 << E.z() << G4endl ;
148     fDest << "}" << G4endl;
149     fDest << G4endl;
150
151 }

G4VRML2FileViewer::DrawView

70 void G4VRML2FileViewer::DrawView()
71 {
72 #if defined DEBUG_FR_VIEW
73     G4cerr << "***** G4VRML2FileViewer::DrawView()" << G4endl;
74 #endif
75
76     fSceneHandler.VRMLBeginModeling() ;
77
78         // Viewpoint node
79         SendViewParameters();
80
81     // Here is a minimal DrawView() function.
82     NeedKernelVisit();
83     ProcessView();
84     FinishView();
85 }

export settings

Need to avoid culling for a complete export. Observe that the only volume being culled was the World volume.

/vis/viewer/set/culling global false
/vis/viewer/set/culling coveredDaughters false

visualization/management/src/G4VisManager.cc

650 void G4VisManager::CreateViewer (G4String name,G4String XGeometry) {
651
652   if (!fInitialised) Initialise ();
653
654   if (fpSceneHandler) {
655     G4VViewer* p = fpGraphicsSystem -> CreateViewer (*fpSceneHandler, name);
656
...
660     G4ViewParameters vp = p->GetViewParameters();
661     vp.SetXGeometryString(XGeometry);
662     p->SetViewParameters(vp); //parse string and store parameters
...
680       } else {
681     fpViewer = p;                             // Make current.
682     fpSceneHandler -> AddViewerToList (fpViewer);
683     fpSceneHandler -> SetCurrentViewer (fpViewer);
684
685     if (fVerbosity >= confirmations) {
686       G4cout << "G4VisManager::CreateViewer: new viewer created."
687          << G4endl;
688     }
689
690     const G4ViewParameters& vp = fpViewer->GetViewParameters();
691     if (fVerbosity >= parameters) {
692       G4cout << " view parameters are:\n  " << vp << G4endl;
693     }
694
695     if (vp.IsCulling () && vp.IsCullingInvisible ()) {
696       static G4bool warned = false;
697       if (fVerbosity >= confirmations) {
698         if (!warned) {
699           G4cout <<
700   "NOTE: objects with visibility flag set to \"false\""
701   " will not be drawn!"
702   "\n  \"/vis/viewer/set/culling global false\" to Draw such objects."
703   "\n  Also see other \"/vis/viewer/set\" commands."
704              << G4endl;
705           warned = true;
706         }
707       }
708     }
709     if (vp.IsCullingCovered ()) {
710       static G4bool warned = false;
711       if (fVerbosity >= warnings) {
712         if (!warned) {
713           G4cout <<
714   "WARNING: covered objects in solid mode will not be rendered!"
715   "\n  \"/vis/viewer/set/culling coveredDaughters false\" to reverse this."
716   "\n  Also see other \"/vis/viewer/set\" commands."
717              << G4endl;
718           warned = true;
719         }
720       }
/vis/sceneHandler/create VRML2FILE
G4VisManager::SetCurrentGraphicsSystem: system now VRML2FILE
Graphics system set to VRML2FILE
New scene handler "scene-handler-0" created.
/vis/viewer/create ! ! 600

G4VisManager::CreateViewer: new viewer created.
 view parameters are:
  View parameters and options:
  Drawing style: wireframe
  Auxiliary edges: invisible
  Representation style: polyhedron
  Culling: on
  Culling invisible objects: on
  Density culling: off
  Culling daughters covered by opaque mothers: off
  Section flag: false
  No cutaway planes
  Explode factor: 1 about centre: (0,0,0)
  No. of sides used in circle polygon approximation: 24
  Viewpoint direction:  (0,0,1)
  Up vector:            (0,1,0)
  Field half angle:     0
  Zoom factor:          1
  Scale factor:         (1,1,1)
  Current target point: (0,0,0)
  Dolly distance:       0
  Light does not move with camera
  Relative lightpoint direction: (1,1,1)
  Actual lightpoint direction: (1,1,1)
  Derived parameters for standard view of object of unit radius:
    Camera distance:   1
    Near distance:     1e-06
    Far distance:      2
    Front half height: 1
  Default VisAttributes:
  G4VisAttributes: visible, daughters visible, colour: (1,1,1,1)
  linestyle: solid, line width: 1
  drawing style: not forced, auxiliary edge visibility: not forced
  line segments per circle: not forced.
  time range: (-1.79769e+308,1.79769e+308)
  G4AttValue pointer is zero, G4AttDef pointer is zero
  Default TextVisAttributes:
  G4VisAttributes: visible, daughters visible, colour: (0,0,1,1)
  linestyle: solid, line width: 1
  drawing style: not forced, auxiliary edge visibility: not forced
  line segments per circle: not forced.
  time range: (-1.79769e+308,1.79769e+308)
  G4AttValue pointer is zero, G4AttDef pointer is zero
  Default marker: G4VMarker: position: (0,0,0), world size: 0, screen size: 5
           fill style: no fill
           No Visualization Attributes
  Global marker scale: 1
  Global lineWidth scale: 1
  Marker not hidden by surfaces.
  Window size hint: 600x600
  X geometry string: 600x600
  Auto refresh: false
  Background colour: (0,0,0,1)
  Picking requested: false

NOTE: objects with visibility flag set to "false" will not be drawn!
  "/vis/viewer/set/culling global false" to Draw such objects.
  Also see other "/vis/viewer/set" commands.

/////////   end from G4VisManager::CreateViewer

New viewer "viewer-0 (VRML2FILE)" created.
Issue /vis/viewer/refresh to see effect.
/vis/scene/create
New empty scene "scene-0" created.
/vis/scene/add/volume world
First occurrence of "Universe"
  found at depth 0,
  with a requested depth of further descent of <0 (unlimited),
  has been added to scene "scene-0".
/vis/sceneHandler/attach
Scene "scene-0" attached to scene handler "scene-handler-0.
  (You may have to refresh with "/vis/viewer/flush" if view is not "auto-refresh".)
NOTE: For systems which are not "auto-refresh" you will need to
  issue "/vis/viewer/refresh" or "/vis/viewer/flush".
/vis/viewer/refresh viewer-0
Refreshing viewer "viewer-0 (VRML2FILE)"...
===========================================
Output VRML 2.0 file: g4_00.wrl
Maximum number of files in the destination directory: 100
  (Customizable with the environment variable: G4VRMLFILE_MAX_FILE_NUM)
===========================================

where is the export steered from

[blyth@cms01 source]$ find visualization -name '*.cc' -exec grep -H vis/drawVolume {} \;
visualization/management/src/G4VisCommandsCompound.cc:  UImanager->ApplyCommand(G4String("/vis/drawVolume " + pvname));
visualization/management/src/G4VisCommandsCompound.cc:////////////// /vis/drawVolume ///////////////////////////////////////
visualization/management/src/G4VisCommandsCompound.cc:  fpCommand = new G4UIcmdWithAString("/vis/drawVolume", this);
visualization/management/src/G4VisCommandsSceneAdd.cc:       << "\n  /vis/drawVolume " << name
visualization/management/src/G4VisManager.cc:     "\n  Null scene pointer. Use \"/vis/drawVolume\" or"
visualization/management/src/G4VisCommandsViewer.cc:    "\n  (or use compound command \"/vis/drawVolume\")."
visualization/management/src/G4VisCommandsViewer.cc:    "\n  (or use compound command \"/vis/drawVolume\")."
visualization/RayTracer/src/G4RayTracerSceneHandler.cc:  // "/vis/drawVolume"...
170 ////////////// /vis/drawVolume ///////////////////////////////////////
171
172 G4VisCommandDrawVolume::G4VisCommandDrawVolume() {
173   G4bool omitable;
174   fpCommand = new G4UIcmdWithAString("/vis/drawVolume", this);
175   fpCommand->SetGuidance
176     ("Creates a scene containing this physical volume and asks the"
177      "\ncurrent viewer to draw it.  The scene becomes current.");
178   fpCommand -> SetGuidance
179     ("If physical-volume-name is \"world\" (the default), the main geometry"
180      "\ntree (material world) is drawn.  If \"worlds\", all worlds - material"
181      "\nworld and parallel worlds, if any - are drawn.  Otherwise a search of"
182      "\nall worlds is made, taking the first matching occurence only.  To see"
183      "\na representation of the geometry hierarchy of the worlds, try"
184      "\n\"/vis/drawTree [worlds]\" or one of the driver/browser combinations"
185      "\nthat have the required functionality, e.g., HepRep");
186   fpCommand->SetParameterName("physical-volume-name", omitable = true);
187   fpCommand->SetDefaultValue("world");
188 }

export warnings

Total of ~220 warning lines.:

120 Traversing scene data...
121 BooleanProcessor::triangulateContour : could not generate a triangle (infinite loop)
122 BooleanProcessor: boolean operation failed
123 BooleanProcessor::triangulateFace : too small contour
124 BooleanProcessor::triangulateContour : could not generate a triangle (infinite loop)
125 BooleanProcessor: boolean operation failed
126 BooleanProcessor::triangulateContour : could not generate a triangle (infinite loop)
127 BooleanProcessor: boolean operation failed
...
151 BooleanProcessor::triangulateContour : could not generate a triangle (infinite loop)
152 BooleanProcessor: boolean operation failed
153 BooleanProcessor::assembleFace(74) : could not find next edge of the contour
154 BooleanProcessor: boolean operation failed
155 BooleanProcessor::caseIE : unimplemented case
156 BooleanProcessor::caseIE : unimplemented case
...
218 BooleanProcessor::caseIE : unimplemented case
219 BooleanProcessor: boolean operation failed
220 BooleanProcessor::execute : unknown faces !!!
221 BooleanProcessor: boolean operation failed
222 BooleanProcessor::execute : unknown faces !!!
223 BooleanProcessor: boolean operation failed
224 BooleanProcessor::triangulateFace : too small contour
225 BooleanProcessor::triangulateContour : could not generate a triangle (infinite loop)
226 BooleanProcessor: boolean operation failed
227 BooleanProcessor::execute : unknown faces !!!
228 BooleanProcessor: boolean operation failed
229 BooleanProcessor::caseIE : unimplemented case
...
335 BooleanProcessor::caseIE : unimplemented case
336 BooleanProcessor::caseIE : unimplemented case
337 BooleanProcessor: boolean operation failed
338 Viewer "viewer-0 (VRML2FILE)" refreshed.
339   (You might also need "/vis/viewer/update".)
340 /vis/viewer/update viewer-0
341 Viewer "viewer-0 (VRML2FILE)" post-processing triggered.
342 *** VRML 2.0 File  g4_00.wrl  is generated.

But from examining the graphics_reps/src/BooleanProcessor.src, the boolean operation failed marks PROCESSOR_ERROR returns from HepPolyhedron BooleanProcessor::execute. There are only 45 of those:

simon:geant4 blyth$ grep boolean\ operation\ failed export.txt | wc -l
      45
786 void BooleanProcessor::caseIE(ExtEdge &, ExtEdge &)
787 /***********************************************************************
788  *                                                                     *
789  * Name: BooleanProcessor::caseIE                    Date:    19.01.00 *
790  * Author: E.Chernyaev                               Revised:          *
791  *                                                                     *
792  * Function: Intersection/Edge-touch case                              *
793  *                                                                     *
794  ***********************************************************************/
795 {
796   processor_error = 1;
797   std::cout
798     << "BooleanProcessor::caseIE : unimplemented case"
799     << std::endl;
800 }
(gdb) b 'BooleanProcessor::caseIE(ExtEdge&, ExtEdge&)'
Breakpoint 1 at 0xb55591a8: file src/BooleanProcessor.src, line 796.
(gdb) c
Continuing.
...
===========================================
Output VRML 2.0 file: g4_04.wrl
Maximum number of files in the destination directory: 100
  (Customizable with the environment variable: G4VRMLFILE_MAX_FILE_NUM)
===========================================
Traversing scene data...
BooleanProcessor::triangulateContour : could not generate a triangle (infinite loop)
BooleanProcessor: boolean operation failed
BooleanProcessor::triangulateFace : too small contour
BooleanProcessor::triangulateContour : could not generate a triangle (infinite loop)
BooleanProcessor: boolean operation failed
BooleanProcessor::triangulateContour : could not generate a triangle (infinite loop)
BooleanProcessor: boolean operation failed
BooleanProcessor::triangulateContour : could not generate a triangle (infinite loop)
BooleanProcessor: boolean operation failed
BooleanProcessor::triangulateContour : could not generate a triangle (infinite loop)
BooleanProcessor: boolean operation failed
BooleanProcessor::triangulateContour : could not generate a triangle (infinite loop)
BooleanProcessor: boolean operation failed
BooleanProcessor::triangulateContour : could not generate a triangle (infinite loop)
BooleanProcessor: boolean operation failed
BooleanProcessor::triangulateContour : could not generate a triangle (infinite loop)
BooleanProcessor: boolean operation failed
BooleanProcessor::triangulateFace : too small contour
BooleanProcessor::triangulateContour : could not generate a triangle (infinite loop)
BooleanProcessor: boolean operation failed
BooleanProcessor::triangulateContour : could not generate a triangle (infinite loop)
BooleanProcessor: boolean operation failed
BooleanProcessor::triangulateContour : could not generate a triangle (infinite loop)
BooleanProcessor: boolean operation failed
BooleanProcessor::triangulateContour : could not generate a triangle (infinite loop)
BooleanProcessor: boolean operation failed
BooleanProcessor::triangulateContour : could not generate a triangle (infinite loop)
BooleanProcessor: boolean operation failed
BooleanProcessor::triangulateContour : could not generate a triangle (infinite loop)
BooleanProcessor: boolean operation failed
BooleanProcessor::triangulateContour : could not generate a triangle (infinite loop)
BooleanProcessor: boolean operation failed
BooleanProcessor::assembleFace(74) : could not find next edge of the contour
BooleanProcessor: boolean operation failed

Breakpoint 1, BooleanProcessor::caseIE (this=0xb5575620) at src/BooleanProcessor.src:796
796       processor_error = 1;
Current language:  auto; currently c++
(gdb) bt
#0  BooleanProcessor::caseIE (this=0xb5575620) at src/BooleanProcessor.src:796
#1  0xb5559487 in BooleanProcessor::testFaceVsFace (this=0xb5575620, iface1=32, iface2=129) at src/BooleanProcessor.src:873
#2  0xb555cd6f in BooleanProcessor::execute (this=0xb5575620, op=0, a=@0xfba7d18, b=@0xfba7d40) at src/BooleanProcessor.src:1888
#3  0xb555d172 in HepPolyhedron::add (this=0xfba7d18, p=@0xfba7d40) at src/HepPolyhedron.cc:2269
#4  0x04ee9019 in G4UnionSolid::CreatePolyhedron (this=0xb612c90) at src/G4UnionSolid.cc:459
#5  0x04ee0c12 in G4BooleanSolid::GetPolyhedron (this=0xb612c90) at src/G4BooleanSolid.cc:229
#6  0xb6b0df34 in G4VSceneHandler::RequestPrimitives (this=0xfb58a90, solid=@0xb612c90) at src/G4VSceneHandler.cc:449
#7  0xb6b0c99b in G4VSceneHandler::AddSolid (this=0xfb58a90, solid=@0xb612c90) at src/G4VSceneHandler.cc:252
#8  0x0560f889 in G4VRML2FileSceneHandler::AddSolid (this=0xfb58a90, vsolid=@0xb612c90) at src/G4VRML2SceneHandlerFunc.icc:78
#9  0x04ee7eb1 in G4UnionSolid::DescribeYourselfTo (this=0xb612c90, scene=@0xfb58a90) at src/G4UnionSolid.cc:446
#10 0xb59df186 in G4PhysicalVolumeModel::DescribeSolid (this=0xfb58fd0, theAT=@0xbfc99d50, pSol=0xb612c90, pVisAttribs=0xfb5acd0, sceneHandler=@0xfb58a90) at src/G4PhysicalVolumeModel.cc:551
#11 0xb59e0bf2 in G4PhysicalVolumeModel::DescribeAndDescend (this=0xfb58fd0, pVPV=0xb390228, requestedDepth=-12, pLV=0xb39ddb0, pSol=0xb612c90, pMaterial=0xb2e57b8, theAT=@0xbfc9a530, sceneHandler=@0xfb58a90) at src/G4PhysicalVolumeModel.cc:456
#12 0xb59dfba3 in G4PhysicalVolumeModel::VisitGeometryAndGetVisReps (this=0xfb58fd0, pVPV=0xb390228, requestedDepth=-12, theAT=@0xbfc9a530, sceneHandler=@0xfb58a90) at src/G4PhysicalVolumeModel.cc:222
#13 0xb59e0dc1 in G4PhysicalVolumeModel::DescribeAndDescend (this=0xfb58fd0, pVPV=0xb5932e0, requestedDepth=-11, pLV=0xb2e7bb0, pSol=0xb5fd350, pMaterial=0xb472c58, theAT=@0xbfc9ad10, sceneHandler=@0xfb58a90) at src/G4PhysicalVolumeModel.cc:523
#14 0xb59dfba3 in G4PhysicalVolumeModel::VisitGeometryAndGetVisReps (this=0xfb58fd0, pVPV=0xb5932e0, requestedDepth=-11, theAT=@0xbfc9ad10, sceneHandler=@0xfb58a90) at src/G4PhysicalVolumeModel.cc:222
#15 0xb59e0dc1 in G4PhysicalVolumeModel::DescribeAndDescend (this=0xfb58fd0, pVPV=0xb2c3620, requestedDepth=-10, pLV=0xb57a940, pSol=0xb629f10, pMaterial=0xb2e57b8, theAT=@0xbfc9b4f0, sceneHandler=@0xfb58a90) at src/G4PhysicalVolumeModel.cc:523
#16 0xb59dfba3 in G4PhysicalVolumeModel::VisitGeometryAndGetVisReps (this=0xfb58fd0, pVPV=0xb2c3620, requestedDepth=-10, theAT=@0xbfc9b4f0, sceneHandler=@0xfb58a90) at src/G4PhysicalVolumeModel.cc:222
#17 0xb59e0dc1 in G4PhysicalVolumeModel::DescribeAndDescend (this=0xfb58fd0, pVPV=0xb4721e8, requestedDepth=-9, pLV=0xb469910, pSol=0xb468d98, pMaterial=0xb488ff8, theAT=@0xbfc9bcd0, sceneHandler=@0xfb58a90) at src/G4PhysicalVolumeModel.cc:523
#18 0xb59dfba3 in G4PhysicalVolumeModel::VisitGeometryAndGetVisReps (this=0xfb58fd0, pVPV=0xb4721e8, requestedDepth=-9, theAT=@0xbfc9bcd0, sceneHandler=@0xfb58a90) at src/G4PhysicalVolumeModel.cc:222
...
(gdb) frame 10
#10 0xb59df186 in G4PhysicalVolumeModel::DescribeSolid (this=0xfb58fd0, theAT=@0xbfc99d50, pSol=0xb612c90, pVisAttribs=0xfb5acd0, sceneHandler=@0xfb58a90) at src/G4PhysicalVolumeModel.cc:551
551         pSol -> DescribeYourselfTo (sceneHandler);  // Standard treatment.
(gdb) p this->GetCurrentLV()
$1 = (G4LogicalVolume *) 0xb39ddb0
(gdb) p this->GetCurrentLV()->GetName()
$2 = {<std::basic_string<char,std::char_traits<char>,std::allocator<char> >> = {static npos = 4294967295, _M_dataplus = {<std::allocator<char>> = {<__gnu_cxx::new_allocator<char>> = {<No data fields>}, <No data fields>},
      _M_p = 0xb39dccc "/dd/Geometry/PMT/lvHeadonPmtMount"}}, <No data fields>}
(gdb)

(gdb) frame 11
#11 0xb59e0bf2 in G4PhysicalVolumeModel::DescribeAndDescend (this=0xfb58fd0, pVPV=0xb390228, requestedDepth=-12, pLV=0xb39ddb0, pSol=0xb612c90, pMaterial=0xb2e57b8, theAT=@0xbfc9a530, sceneHandler=@0xfb58a90) at src/G4PhysicalVolumeModel.cc:456
456         DescribeSolid (theNewAT, pSol, pVisAttribs, sceneHandler);

(gdb) p pLV
$3 = (G4LogicalVolume *) 0xb39ddb0

(gdb) p pLV->GetName()
$4 = {<std::basic_string<char,std::char_traits<char>,std::allocator<char> >> = {static npos = 4294967295, _M_dataplus = {<std::allocator<char>> = {<__gnu_cxx::new_allocator<char>> = {<No data fields>}, <No data fields>},
      _M_p = 0xb39dccc "/dd/Geometry/PMT/lvHeadonPmtMount"}}, <No data fields>}

(gdb) p pVPV
$5 = (class G4VPhysicalVolume *) 0xb390228

(gdb) p pVPV->GetName()
$6 = (const G4String &) @0xb39024c: {<std::basic_string<char,std::char_traits<char>,std::allocator<char> >> = {static npos = 4294967295, _M_dataplus = {<std::allocator<char>> = {<__gnu_cxx::new_allocator<char>> = {<No data fields>}, <No data fields>},
      _M_p = 0xb3901dc "/dd/Geometry/AD/lvOIL#pvAdPmtArray#pvAd2inPmt:1#pvHeadonPmtMount"}}, <No data fields>}

Another caseIE points to same PV LV (maybe duplicate named or other face pairs of the same solid):

(gdb) frame 11
#11 0xb59e0bf2 in G4PhysicalVolumeModel::DescribeAndDescend (this=0xfb58fd0, pVPV=0xb390228, requestedDepth=-12, pLV=0xb39ddb0, pSol=0xb612c90, pMaterial=0xb2e57b8, theAT=@0xbfc9a530, sceneHandler=@0xfb58a90) at src/G4PhysicalVolumeModel.cc:456
456         DescribeSolid (theNewAT, pSol, pVisAttribs, sceneHandler);

(gdb) p pVPV->GetName()
$7 = (const G4String &) @0xb39024c: {<std::basic_string<char,std::char_traits<char>,std::allocator<char> >> = {static npos = 4294967295, _M_dataplus = {<std::allocator<char>> = {<__gnu_cxx::new_allocator<char>> = {<No data fields>}, <No data fields>},
      _M_p = 0xb3901dc "/dd/Geometry/AD/lvOIL#pvAdPmtArray#pvAd2inPmt:1#pvHeadonPmtMount"}}, <No data fields>}

(gdb) p pLV->GetName()
$8 = {<std::basic_string<char,std::char_traits<char>,std::allocator<char> >> = {static npos = 4294967295, _M_dataplus = {<std::allocator<char>> = {<__gnu_cxx::new_allocator<char>> = {<No data fields>}, <No data fields>},
      _M_p = 0xb39dccc "/dd/Geometry/PMT/lvHeadonPmtMount"}}, <No data fields>}

(gdb) p this->GetCurrentDescription()
$13 = {<std::basic_string<char,std::char_traits<char>,std::allocator<char> >> = {static npos = 4294967295, _M_dataplus = {<std::allocator<char>> = {<__gnu_cxx::new_allocator<char>> = {<No data fields>}, <No data fields>},
      _M_p = 0xfba7d74 "G4PhysicalVolumeModel /dd/Geometry/AD/lvOIL#pvAdPmtArray#pvAd2inPmt:1#pvHeadonPmtMount.1"}}, <No data fields>}

Continuing on for 4 or 5 more caseIE, getting a diffent name:

(gdb) frame 11
#11 0xb59e0bf2 in G4PhysicalVolumeModel::DescribeAndDescend (this=0xfb58fd0, pVPV=0xb2a42a8, requestedDepth=-12, pLV=0xb285d28, pSol=0xb285c10, pMaterial=0xb2e57b8, theAT=@0xbfc9a530, sceneHandler=@0xfb58a90) at src/G4PhysicalVolumeModel.cc:456
456         DescribeSolid (theNewAT, pSol, pVisAttribs, sceneHandler);
(gdb) p this->GetCurrentDescription()
$16 = {<std::basic_string<char,std::char_traits<char>,std::allocator<char> >> = {static npos = 4294967295, _M_dataplus = {<std::allocator<char>> = {<__gnu_cxx::new_allocator<char>> = {<No data fields>}, <No data fields>},
      _M_p = 0xfd46e94 "G4PhysicalVolumeModel /dd/Geometry/AD/lvOIL#pvSstTopHub.1464"}}, <No data fields>}
(gdb)

Huh thats confusing, the pVPV is not changing as move to different frame, need to use the raw pointer:

(gdb) frame 13
#13 0xb59e0dc1 in G4PhysicalVolumeModel::DescribeAndDescend (this=0xfb58fd0, pVPV=0xb5932e0, requestedDepth=-11, pLV=0xb2e7bb0, pSol=0xb5fd350, pMaterial=0xb472c58, theAT=@0xbfc9ad10, sceneHandler=@0xfb58a90) at src/G4PhysicalVolumeModel.cc:523
523             (pVPV, requestedDepth - 1, theNewAT, sceneHandler);
(gdb) p pVPV->GetName()
$18 = (const G4String &) @0xb2a42cc: {<std::basic_string<char,std::char_traits<char>,std::allocator<char> >> = {static npos = 4294967295, _M_dataplus = {<std::allocator<char>> = {<__gnu_cxx::new_allocator<char>> = {<No data fields>}, <No data fields>},
      _M_p = 0xb275b24 "/dd/Geometry/AD/lvOIL#pvSstTopHub"}}, <No data fields>}
(gdb) p pVPV
$19 = (class G4VPhysicalVolume *) 0xb2a42a8
(gdb) p ((class G4VPhysicalVolume *) 0xb5932e0)->GetName()
$20 = (const G4String &) @0xb593304: {<std::basic_string<char,std::char_traits<char>,std::allocator<char> >> = {static npos = 4294967295, _M_dataplus = {<std::allocator<char>> = {<__gnu_cxx::new_allocator<char>> = {<No data fields>}, <No data fields>},
      _M_p = 0xb5932ac "/dd/Geometry/AD/lvSST#pvOIL"}}, <No data fields>}
(gdb)

vis recursion

Need to follow the recursion to make sense of this.

  • $DYB/external/build/LCG/geant4.9.2.p01/source/visualization/modeling/include/G4PhysicalVolumeModel.hh

$DYB/external/build/LCG/geant4.9.2.p01/source/visualization/modeling/src/G4PhysicalVolumeModel.cc:

336 void G4PhysicalVolumeModel::DescribeAndDescend
337 (G4VPhysicalVolume* pVPV,
338  G4int requestedDepth,
339  G4LogicalVolume* pLV,
340  G4VSolid* pSol,
341  G4Material* pMaterial,
342  const G4Transform3D& theAT,
343  G4VGraphicsScene& sceneHandler)
344 {
345   // Maintain useful data members...
346   fpCurrentPV = pVPV;
347   fpCurrentLV = pLV;
348   fpCurrentMaterial = pMaterial;
...
517   if (daughtersToBeDrawn) {
518     for (G4int iDaughter = 0; iDaughter < nDaughters; iDaughter++) {
519       G4VPhysicalVolume* pVPV = pLV -> GetDaughter (iDaughter);
520       // Descend the geometry structure recursively...
521       fCurrentDepth++;
522       VisitGeometryAndGetVisReps
523     (pVPV, requestedDepth - 1, theNewAT, sceneHandler);
524       fCurrentDepth--;
525     }
526   }
(gdb) b 'BooleanProcessor::execute(int, HepPolyhedron const&, HepPolyhedron const&)'
Breakpoint 3 at 0xb59f34dc: file src/BooleanProcessor.src, line 1788.

(gdb) c
Continuing.

Breakpoint 3, BooleanProcessor::execute (this=0xb5a0c620, op=0, a=@0x1024af10, b=@0xfb72a98) at src/BooleanProcessor.src:1788
1788      processor_error = 0;
(gdb) bt
#0  BooleanProcessor::execute (this=0xb5a0c620, op=0, a=@0x1024af10, b=@0xfb72a98) at src/BooleanProcessor.src:1788
#1  0xb59f4172 in HepPolyhedron::add (this=0x1024af10, p=@0xfb72a98) at src/HepPolyhedron.cc:2269
#2  0x04592019 in G4UnionSolid::CreatePolyhedron (this=0xbb625d0) at src/G4UnionSolid.cc:459
#3  0x04589c12 in G4BooleanSolid::GetPolyhedron (this=0xbb625d0) at src/G4BooleanSolid.cc:229
#4  0xb709af34 in G4VSceneHandler::RequestPrimitives (this=0x1024ab10, solid=@0xbb625d0) at src/G4VSceneHandler.cc:449
#5  0xb709999b in G4VSceneHandler::AddSolid (this=0x1024ab10, solid=@0xbb625d0) at src/G4VSceneHandler.cc:252
#6  0x046c8889 in G4VRML2FileSceneHandler::AddSolid (this=0x1024ab10, vsolid=@0xbb625d0) at src/G4VRML2SceneHandlerFunc.icc:78
#7  0x04590eb1 in G4UnionSolid::DescribeYourselfTo (this=0xbb625d0, scene=@0x1024ab10) at src/G4UnionSolid.cc:446
#8  0xb5ef6186 in G4PhysicalVolumeModel::DescribeSolid (this=0x1024b0c0, theAT=@0xbfabaa50, pSol=0xbb625d0, pVisAttribs=0x1024cdc8, sceneHandler=@0x1024ab10) at src/G4PhysicalVolumeModel.cc:551
#9  0xb5ef7bf2 in G4PhysicalVolumeModel::DescribeAndDescend (this=0x1024b0c0, pVPV=0xba84708, requestedDepth=-3, pLV=0xbcfa7e0, pSol=0xbb625d0, pMaterial=0xbb62c88, theAT=@0xbfabb230, sceneHandler=@0x1024ab10) at src/G4PhysicalVolumeModel.cc:456
#10 0xb5ef6ba3 in G4PhysicalVolumeModel::VisitGeometryAndGetVisReps (this=0x1024b0c0, pVPV=0xba84708, requestedDepth=-3, theAT=@0xbfabb230, sceneHandler=@0x1024ab10) at src/G4PhysicalVolumeModel.cc:222
#11 0xb5ef7dc1 in G4PhysicalVolumeModel::DescribeAndDescend (this=0x1024b0c0, pVPV=0xba26fd0, requestedDepth=-2, pLV=0xbb61578, pSol=0xbb7cce0, pMaterial=0xbb7e670, theAT=@0xbfabba10, sceneHandler=@0x1024ab10) at src/G4PhysicalVolumeModel.cc:523
#12 0xb5ef6ba3 in G4PhysicalVolumeModel::VisitGeometryAndGetVisReps (this=0x1024b0c0, pVPV=0xba26fd0, requestedDepth=-2, theAT=@0xbfabba10, sceneHandler=@0x1024ab10) at src/G4PhysicalVolumeModel.cc:222
#13 0xb5ef7dc1 in G4PhysicalVolumeModel::DescribeAndDescend (this=0x1024b0c0, pVPV=0xbc0f528, requestedDepth=-1, pLV=0xba26c80, pSol=0xba26c00, pMaterial=0xbe623f8, theAT=@0xbfabbf80, sceneHandler=@0x1024ab10) at src/G4PhysicalVolumeModel.cc:523
#14 0xb5ef6ba3 in G4PhysicalVolumeModel::VisitGeometryAndGetVisReps (this=0x1024b0c0, pVPV=0xbc0f528, requestedDepth=-1, theAT=@0xbfabbf80, sceneHandler=@0x1024ab10) at src/G4PhysicalVolumeModel.cc:222
#15 0xb5ef8219 in G4PhysicalVolumeModel::DescribeYourselfTo (this=0x1024b0c0, sceneHandler=@0x1024ab10) at src/G4PhysicalVolumeModel.cc:170
#16 0xb709a9f2 in G4VSceneHandler::ProcessScene (this=0x1024ab10) at src/G4VSceneHandler.cc:516
#17 0xb70a162b in G4VViewer::ProcessView (this=0x1024cc58) at src/G4VViewer.cc:122
#18 0x046c980c in G4VRML2FileViewer::DrawView (this=0x1024cc58) at src/G4VRML2FileViewer.cc:83

export output

/vis/sceneHandler/create VRML2FILE
G4VisManager::SetCurrentGraphicsSystem: system now VRML2FILE
Graphics system set to VRML2FILE
New scene handler "scene-handler-0" created.
/vis/viewer/create ! ! 600
G4VisManager::CreateViewer: new viewer created.
 view parameters are:
  View parameters and options:
  Drawing style: wireframe
  Auxiliary edges: invisible
  Representation style: polyhedron
  Culling: on
  Culling invisible objects: on
  Density culling: off
  Culling daughters covered by opaque mothers: off
  Section flag: false
  No cutaway planes
  Explode factor: 1 about centre: (0,0,0)
  No. of sides used in circle polygon approximation: 24
  Viewpoint direction:  (0,0,1)
  Up vector:            (0,1,0)
  Field half angle:     0
  Zoom factor:          1
  Scale factor:         (1,1,1)
  Current target point: (0,0,0)
  Dolly distance:       0
  Light does not move with camera
  Relative lightpoint direction: (1,1,1)
  Actual lightpoint direction: (1,1,1)
  Derived parameters for standard view of object of unit radius:
    Camera distance:   1
    Near distance:     1e-06
    Far distance:      2
    Front half height: 1
  Default VisAttributes:
  G4VisAttributes: visible, daughters visible, colour: (1,1,1,1)
  linestyle: solid, line width: 1
  drawing style: not forced, auxiliary edge visibility: not forced
  line segments per circle: not forced.
  time range: (-1.79769e+308,1.79769e+308)
  G4AttValue pointer is zero, G4AttDef pointer is zero
  Default TextVisAttributes:
  G4VisAttributes: visible, daughters visible, colour: (0,0,1,1)
  linestyle: solid, line width: 1
  drawing style: not forced, auxiliary edge visibility: not forced
  line segments per circle: not forced.
  time range: (-1.79769e+308,1.79769e+308)
  G4AttValue pointer is zero, G4AttDef pointer is zero
  Default marker: G4VMarker: position: (0,0,0), world size: 0, screen size: 5
           fill style: no fill
           No Visualization Attributes
  Global marker scale: 1
  Global lineWidth scale: 1
  Marker not hidden by surfaces.
  Window size hint: 600x600
  X geometry string: 600x600
  Auto refresh: false
  Background colour: (0,0,0,1)
  Picking requested: false
NOTE: objects with visibility flag set to "false" will not be drawn!
  "/vis/viewer/set/culling global false" to Draw such objects.
  Also see other "/vis/viewer/set" commands.
New viewer "viewer-0 (VRML2FILE)" created.
Issue /vis/viewer/refresh to see effect.
/vis/scene/create
New empty scene "scene-0" created.
/vis/scene/add/volume world
First occurrence of "Universe"
  found at depth 0,
  with a requested depth of further descent of <0 (unlimited),
  has been added to scene "scene-0".
/vis/sceneHandler/attach
Scene "scene-0" attached to scene handler "scene-handler-0.
  (You may have to refresh with "/vis/viewer/flush" if view is not "auto-refresh".)
NOTE: For systems which are not "auto-refresh" you will need to
  issue "/vis/viewer/refresh" or "/vis/viewer/flush".
/vis/viewer/refresh viewer-0
Refreshing viewer "viewer-0 (VRML2FILE)"...
===========================================
Output VRML 2.0 file: g4_00.wrl
Maximum number of files in the destination directory: 100
  (Customizable with the environment variable: G4VRMLFILE_MAX_FILE_NUM) 
===========================================
Traversing scene data...
BooleanProcessor::triangulateContour : could not generate a triangle (infinite loop)
BooleanProcessor: boolean operation failed
BooleanProcessor::triangulateFace : too small contour
BooleanProcessor::triangulateContour : could not generate a triangle (infinite loop)
BooleanProcessor: boolean operation failed
BooleanProcessor::triangulateContour : could not generate a triangle (infinite loop)
BooleanProcessor: boolean operation failed
BooleanProcessor::triangulateContour : could not generate a triangle (infinite loop)
BooleanProcessor: boolean operation failed
BooleanProcessor::triangulateContour : could not generate a triangle (infinite loop)
BooleanProcessor: boolean operation failed
BooleanProcessor::triangulateContour : could not generate a triangle (infinite loop)
BooleanProcessor: boolean operation failed
BooleanProcessor::triangulateContour : could not generate a triangle (infinite loop)
BooleanProcessor: boolean operation failed
BooleanProcessor::triangulateContour : could not generate a triangle (infinite loop)
BooleanProcessor: boolean operation failed
BooleanProcessor::triangulateFace : too small contour
BooleanProcessor::triangulateContour : could not generate a triangle (infinite loop)
BooleanProcessor: boolean operation failed
BooleanProcessor::triangulateContour : could not generate a triangle (infinite loop)
BooleanProcessor: boolean operation failed
BooleanProcessor::triangulateContour : could not generate a triangle (infinite loop)
BooleanProcessor: boolean operation failed
BooleanProcessor::triangulateContour : could not generate a triangle (infinite loop)
BooleanProcessor: boolean operation failed
BooleanProcessor::triangulateContour : could not generate a triangle (infinite loop)
BooleanProcessor: boolean operation failed
BooleanProcessor::triangulateContour : could not generate a triangle (infinite loop)
BooleanProcessor: boolean operation failed
BooleanProcessor::triangulateContour : could not generate a triangle (infinite loop)
BooleanProcessor: boolean operation failed
BooleanProcessor::assembleFace(74) : could not find next edge of the contour
BooleanProcessor: boolean operation failed
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor: boolean operation failed
BooleanProcessor::triangulateContour : could not generate a triangle (infinite loop)
BooleanProcessor: boolean operation failed
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor: boolean operation failed
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor: boolean operation failed
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor: boolean operation failed
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseEE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor: boolean operation failed
BooleanProcessor::execute : unknown faces !!!
BooleanProcessor: boolean operation failed
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor: boolean operation failed
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor: boolean operation failed
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor: boolean operation failed
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor: boolean operation failed
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor: boolean operation failed
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor: boolean operation failed
BooleanProcessor::execute : unknown faces !!!
BooleanProcessor: boolean operation failed
BooleanProcessor::execute : unknown faces !!!
BooleanProcessor: boolean operation failed
BooleanProcessor::triangulateFace : too small contour
BooleanProcessor::triangulateContour : could not generate a triangle (infinite loop)
BooleanProcessor: boolean operation failed
BooleanProcessor::execute : unknown faces !!!
BooleanProcessor: boolean operation failed
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor: boolean operation failed
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor: boolean operation failed
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor: boolean operation failed
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor: boolean operation failed
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor: boolean operation failed
BooleanProcessor::execute : unknown faces !!!
BooleanProcessor: boolean operation failed
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor: boolean operation failed
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor: boolean operation failed
BooleanProcessor::execute : unknown faces !!!
BooleanProcessor: boolean operation failed
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseEE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor: boolean operation failed
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor: boolean operation failed
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor::caseIE : unimplemented case
BooleanProcessor: boolean operation failed
Viewer "viewer-0 (VRML2FILE)" refreshed.
  (You might also need "/vis/viewer/update".)
/vis/viewer/update viewer-0
Viewer "viewer-0 (VRML2FILE)" post-processing triggered.
*** VRML 2.0 File  g4_00.wrl  is generated.
MESSAGE from VRML2FILE driver:
    Set an environmental variable  G4VRMLFILE_VIEWER
    if you want to visualize the generated VRML file
    automatically.  For example, 
    setenv  G4VRMLFILE_VIEWER  vrwave 
Viewer "viewer-0 (VRML2FILE)" flushed.

booleanprocessor

[blyth@cms01 source]$ find . -name '*.*' -exec grep -H BooleanProcessor {} \;
./visualization/management/include/G4VSceneHandler.hh:  // Generic clipping using the BooleanProcessor in graphics_reps is
./visualization/OpenGL/src/G4OpenGLSceneHandler.cc:  // when the BooleanProcessor is up to it, abandon this and use
./visualization/OpenGL/src/G4OpenGLSceneHandler.cc:  // But...if not, when the BooleanProcessor is up to it...
./visualization/OpenGL/src/G4OpenGLViewer.cc:  // BooleanProcessor is up to it, abandon this and use generic
./graphics_reps/src/HepPolyhedron.cc:#include "BooleanProcessor.src"
./graphics_reps/src/HepPolyhedron.cc:static BooleanProcessor processor;
./graphics_reps/src/BooleanProcessor.src: * Name: BooleanProcessor                            Date:    10.12.99 *
./graphics_reps/src/BooleanProcessor.src://                       its members from the BooleanProcessor class ---
./graphics_reps/src/BooleanProcessor.src:  friend class BooleanProcessor;
./graphics_reps/src/BooleanProcessor.src:class BooleanProcessor {
./graphics_reps/src/BooleanProcessor.src:  BooleanProcessor() {}
./graphics_reps/src/BooleanProcessor.src:  ~BooleanProcessor() {}
./graphics_reps/src/BooleanProcessor.src:void BooleanProcessor::takePolyhedron(const HepPolyhedron & p,
./graphics_reps/src/BooleanProcessor.src: * Name: BooleanProcessor::takePolyhedron            Date:    16.12.99 *
./graphics_reps/src/BooleanProcessor.src:double BooleanProcessor::findMinMax()
./graphics_reps/src/BooleanProcessor.src: * Name: BooleanProcessor::findMinMax                Date:    16.12.99 *
./graphics_reps/src/BooleanProcessor.src:void BooleanProcessor::selectOutsideFaces(int & ifaces, int & iout)
./graphics_reps/src/BooleanProcessor.src: * Name: BooleanProcessor::selectOutsideFaces        Date:    10.01.00 *
./graphics_reps/src/BooleanProcessor.src:int BooleanProcessor::testFaceVsPlane(ExtEdge & edge)
 ...

scene scaling

Blender has trouble with the large extent, maybe scaling can be done while still in G4

visualization/management/src/G4VSceneHandler.cc

271 void G4VSceneHandler::AddPrimitive (const G4Scale& scale) {
272
273   const G4double margin(0.01);
274   // Fractional margin - ensures scale is comfortably inside viewing
275   // volume.
276   const G4double oneMinusMargin (1. - margin);
277
278   const G4VisExtent& sceneExtent = fpScene->GetExtent();
279
280   // Useful constants...
281   const G4double length(scale.GetLength());
282   const G4double halfLength(length / 2.);
283   const G4double tickLength(length / 20.);
284   const G4double piBy2(halfpi);
285
286   // Get size of scene...
287   const G4double xmin = sceneExtent.GetXmin();
288   const G4double xmax = sceneExtent.GetXmax();
289   const G4double ymin = sceneExtent.GetYmin();
290   const G4double ymax = sceneExtent.GetYmax();
291   const G4double zmin = sceneExtent.GetZmin();
292   const G4double zmax = sceneExtent.GetZmax();

examine the g4_00.wrl comments

Comments provide the names of solids.

00001 #VRML V2.0 utf8
   02 # Generated by VRML 2.0 driver of GEANT4
   03 #---------- CAMERA
   04 #---------- SOLID: /dd/Structure/Sites/db-rock.1000
   05 #---------- SOLID: /dd/Geometry/Sites/lvNearSiteRock#pvNearHallTop.1000
   06 #---------- SOLID: /dd/Geometry/Sites/lvNearHallTop#pvNearTopCover.1000
   07 #---------- SOLID: /dd/Geometry/Sites/lvNearHallTop#pvNearTeleRpc#pvNearTeleRpc:1.1
   08 #---------- SOLID: /dd/Geometry/RPC/lvRPCMod#pvRPCFoam.1000
   09 #---------- SOLID: /dd/Geometry/RPC/lvRPCFoam#pvBarCham14Array#pvBarCham14ArrayOne:1#pvBarCham14Unit.1
   10 #---------- SOLID: /dd/Geometry/RPC/lvRPCBarCham14#pvRPCGasgap14.1000
   11 #---------- SOLID: /dd/Geometry/RPC/lvRPCGasgap14#pvStrip14Array#pvStrip14ArrayOne:1#pvStrip14Unit.1
   12 #---------- SOLID: /dd/Geometry/RPC/lvRPCGasgap14#pvStrip14Array#pvStrip14ArrayOne:2#pvStrip14Unit.2
   13 #---------- SOLID: /dd/Geometry/RPC/lvRPCGasgap14#pvStrip14Array#pvStrip14ArrayOne:3#pvStrip14Unit.3
...
12227 #---------- SOLID: /dd/Geometry/Sites/lvNearHallBot#pvNearHallRadSlabs#pvNearHallRadSlab4.1004
12228 #---------- SOLID: /dd/Geometry/Sites/lvNearHallBot#pvNearHallRadSlabs#pvNearHallRadSlab5.1005
12229 #---------- SOLID: /dd/Geometry/Sites/lvNearHallBot#pvNearHallRadSlabs#pvNearHallRadSlab6.1006
12230 #---------- SOLID: /dd/Geometry/Sites/lvNearHallBot#pvNearHallRadSlabs#pvNearHallRadSlab7.1007
12231 #---------- SOLID: /dd/Geometry/Sites/lvNearHallBot#pvNearHallRadSlabs#pvNearHallRadSlab8.1008
12232 #---------- SOLID: /dd/Geometry/Sites/lvNearHallBot#pvNearHallRadSlabs#pvNearHallRadSlab9.1009
12233 #End of file.

The names are not distinct:

simon:samples blyth$ grep ^# g4_00.wrl > comments.txt

simon:samples blyth$ wc -l comments.txt
12233 comments.txt
simon:samples blyth$ cat comments.txt | sort | uniq | wc -l
    5646

All comments are SOLID apart from 4 lines, one of which is CAMERA:

simon:samples blyth$ grep SOLID g4_00.wrl | wc -l
   12229

All geometry use IndexedFaceSet:

simon:samples blyth$ grep geometry g4_00.wrl | uniq
                geometry IndexedFaceSet {

All material use Material:

simon:samples blyth$ grep material g4_00.wrl | sort | uniq
                        material Material {

Writing polyhedron primitives

169 void G4VRML2SCENEHANDLER::AddPrimitive(const G4Polyhedron& polyhedron)
170 {
171 #if defined DEBUG_SCENE_FUNC
172     G4cerr << "***** AddPrimitive(G4Polyhedron)" << "\n";
173 #endif
174
175     if (polyhedron.GetNoFacets() == 0) return;
176
177     VRMLBeginModeling () ;
178
179     // Transparency checking: If completely transparent, skip drawing
180     if ( GetPVTransparency() > 0.99 ) { return ; }
181
182     // Current Model
183     const G4VModel* pv_model  = GetModel();
184     G4String pv_name = "No model";
185         if (pv_model) pv_name = pv_model->GetCurrentTag() ;
186
187     // VRML codes are generated below
188
189     fDest << "#---------- SOLID: " << pv_name << "\n";
190
191     if ( IsPVPickable() ) {
192
193      fDest << "Anchor {" << "\n";
194      fDest << " description " << "\"" << pv_name << "\"" << "\n";
195      fDest << " url \"\" " << "\n";
196      fDest << " children [" << "\n";
197     }
198
199     fDest << "\t"; fDest << "Shape {" << "\n";
200
201     SendMaterialNode();
202
203     fDest << "\t\t" << "geometry IndexedFaceSet {" << "\n";
204
205     fDest << "\t\t\t"   << "coord Coordinate {" << "\n";
206     fDest << "\t\t\t\t" <<      "point [" << "\n";
207     G4int i, j;
208     for (i = 1, j = polyhedron.GetNoVertices(); j; j--, i++) {
209         G4Point3D point = polyhedron.GetVertex(i);
210
211         point.transform( *fpObjectTransformation );
212
213         fDest << "\t\t\t\t\t";
214         fDest <<                   point.x() << " ";
215         fDest <<                   point.y() << " ";
216         fDest <<                   point.z() << "," << "\n";
217     }
218     fDest << "\t\t\t\t" <<      "]" << "\n"; // point
219     fDest << "\t\t\t"   << "}"      << "\n"; // coord
220
221     fDest << "\t\t\t"   << "coordIndex [" << "\n";
222
223     // facet loop
224     G4int f;
225     for (f = polyhedron.GetNoFacets(); f; f--) {
226
227         // edge loop
228         G4bool notLastEdge;
229         G4int index = -1, edgeFlag = 1;
230         fDest << "\t\t\t\t";
231         do {
232             notLastEdge = polyhedron.GetNextVertexIndex(index, edgeFlag);
233             fDest << index - 1 << ", ";
234         } while (notLastEdge);
235         fDest << "-1," << "\n";
236     }
237     fDest << "\t\t\t"   << "]" << "\n"; // coordIndex
238
239     fDest << "\t\t\t"   << "solid FALSE" << "\n"; // draw backfaces
240
241     fDest << "\t\t" << "}"     << "\n"; // IndexFaceSet
242     fDest << "\t" << "}"       << "\n"; // Shape
243
244     if ( IsPVPickable() ) {
245      fDest << " ]"              << "\n"; // children
246      fDest << "}"               << "\n"; // Anchor
247     }
248
249 }

vrml2file driver

[blyth@cms01 src]$ l G4VRML2*
-rw-r--r--  1 blyth blyth  2954 Mar 16  2009 G4VRML2.cc
-rw-r--r--  1 blyth blyth  2588 Mar 16  2009 G4VRML2File.cc
-rw-r--r--  1 blyth blyth  7184 Mar 16  2009 G4VRML2FileSceneHandler.cc
-rw-r--r--  1 blyth blyth  4932 Mar 16  2009 G4VRML2FileViewer.cc
-rw-r--r--  1 blyth blyth  4407 Mar 16  2009 G4VRML2SceneHandler.cc
-rw-r--r--  1 blyth blyth 18480 Mar 16  2009 G4VRML2SceneHandlerFunc.icc
-rw-r--r--  1 blyth blyth  4651 Mar 16  2009 G4VRML2Viewer.cc
[blyth@cms01 src]$
[blyth@cms01 src]$ pwd
/data/env/local/dyb/trunk/external/build/LCG/geant4.9.2.p01/source/visualization/VRML/src

[blyth@cms01 src]$ grep icc G4VRML2*.cc
G4VRML2FileSceneHandler.cc:#include "G4VRML2SceneHandlerFunc.icc"
G4VRML2SceneHandler.cc:#include "G4VRML2SceneHandlerFunc.icc"

Common

source/visualization/VRML/include/G4VRML2FileSceneHandler.hh

From Geant4 solid instances into the scene rep.:

46 class G4VRML2FileSceneHandler: public G4VSceneHandler {
47
48   friend class G4VRML2FileViewer;
49
50 // methods (public)
51 public:
52     G4VRML2FileSceneHandler(G4VRML2File& system, const G4String& name = "");
53     virtual ~G4VRML2FileSceneHandler();
54     void AddSolid(const G4Box&);
55     void AddSolid(const G4Cons&);
56     void AddSolid(const G4Tubs&);

Pickability, what does that mean for VRML2 ?:

103     // PV name pickability
104     if( getenv( "G4VRML_PV_PICKABLE" ) != NULL ) {
105
106         int is_pickable ;
107         sscanf( getenv("G4VRML_PV_PICKABLE"), "%d", &is_pickable ) ;
108
109         if ( is_pickable ) { SetPVPickability ( true ) ; }
110     }
111
112     // PV Transparency
113     SetPVTransparency ();

Defer to common code for decomposition into primitives:

111 void G4VRML2SCENEHANDLER::AddSolid(const G4Sphere& sphere)
112 {
113 #if defined DEBUG_SCENE_FUNC
114     G4cerr << "***** AddSolid sphere" << "\n" ;
115 #endif
116     VRMLBeginModeling () ;
117     G4VSceneHandler::AddSolid(sphere) ;
118 }

Preprocessor icc trick to avoid duplication:

127 #define  G4VRML2SCENEHANDLER   G4VRML2FileSceneHandler
128 #define  IS_CONNECTED   this->isConnected()
129 #include "G4VRML2SceneHandlerFunc.icc"
130 #undef   IS_CONNECTED
131 #undef   G4VRML2SCENEHANDLER

The header.

498 void G4VRML2SCENEHANDLER::VRMLBeginModeling()
499 {
500     if (!IS_CONNECTED ) {
501 #if defined DEBUG_SCENE_FUNC
502     G4cerr << "***** VRMLBeginModeling (started)" << "\n" ;
503 #endif
504         this->connectPort();
505         fDest << "#VRML V2.0 utf8" << "\n";
506         fDest << "# Generated by VRML 2.0 driver of GEANT4\n" << "\n";
507     }
508 }