Geant4 Cross Reference |
1 // 1 // 2 // ******************************************* 2 // ******************************************************************** 3 // * License and Disclaimer 3 // * License and Disclaimer * 4 // * 4 // * * 5 // * The Geant4 software is copyright of th 5 // * The Geant4 software is copyright of the Copyright Holders of * 6 // * the Geant4 Collaboration. It is provided 6 // * the Geant4 Collaboration. It is provided under the terms and * 7 // * conditions of the Geant4 Software License 7 // * conditions of the Geant4 Software License, included in the file * 8 // * LICENSE and available at http://cern.ch/ 8 // * LICENSE and available at http://cern.ch/geant4/license . These * 9 // * include a list of copyright holders. 9 // * include a list of copyright holders. * 10 // * 10 // * * 11 // * Neither the authors of this software syst 11 // * Neither the authors of this software system, nor their employing * 12 // * institutes,nor the agencies providing fin 12 // * institutes,nor the agencies providing financial support for this * 13 // * work make any representation or warran 13 // * work make any representation or warranty, express or implied, * 14 // * regarding this software system or assum 14 // * regarding this software system or assume any liability for its * 15 // * use. Please see the license in the file 15 // * use. Please see the license in the file LICENSE and URL above * 16 // * for the full disclaimer and the limitatio 16 // * for the full disclaimer and the limitation of liability. * 17 // * 17 // * * 18 // * This code implementation is the result 18 // * This code implementation is the result of the scientific and * 19 // * technical work of the GEANT4 collaboratio 19 // * technical work of the GEANT4 collaboration. * 20 // * By using, copying, modifying or distri 20 // * By using, copying, modifying or distributing the software (or * 21 // * any work based on the software) you ag 21 // * any work based on the software) you agree to acknowledge its * 22 // * use in resulting scientific publicati 22 // * use in resulting scientific publications, and indicate your * 23 // * acceptance of all terms of the Geant4 Sof 23 // * acceptance of all terms of the Geant4 Software license. * 24 // ******************************************* 24 // ******************************************************************** 25 // 25 // 26 // 26 // >> 27 // $Id: G4VGraphicsScene.hh,v 1.10 2007/07/17 17:52:20 allison Exp $ >> 28 // GEANT4 tag $Name: geant4-09-01-patch-01 $ 27 // John Allison 19th July 1996 29 // John Allison 19th July 1996 28 // 30 // 29 // Class Description: 31 // Class Description: 30 // Abstract interface class for a graphics sce 32 // Abstract interface class for a graphics scene handler. 31 // It is a minimal scene handler for the GEANT 33 // It is a minimal scene handler for the GEANT4 kernel. 32 // See G4VSceneHandler for a fuller descriptio 34 // See G4VSceneHandler for a fuller description. G4VSceneHandler is 33 // the full abstract interface to graphics sys 35 // the full abstract interface to graphics systems. 34 36 35 #ifndef G4VGRAPHICSSCENE_HH 37 #ifndef G4VGRAPHICSSCENE_HH 36 #define G4VGRAPHICSSCENE_HH 38 #define G4VGRAPHICSSCENE_HH 37 39 38 #include "globals.hh" << 39 #include "G4Transform3D.hh" << 40 << 41 class G4VisAttributes; 40 class G4VisAttributes; 42 class G4VSolid; 41 class G4VSolid; 43 class G4Box; 42 class G4Box; 44 class G4Cons; 43 class G4Cons; 45 class G4Orb; << 46 class G4Para; << 47 class G4Torus; << 48 class G4Trap; << 49 class G4Trd; << 50 class G4Tubs; 44 class G4Tubs; >> 45 class G4Trd; >> 46 class G4Trap; 51 class G4Sphere; 47 class G4Sphere; 52 << 53 class G4Ellipsoid; 48 class G4Ellipsoid; >> 49 class G4Para; >> 50 class G4Torus; >> 51 class G4PhysicalVolumeModel; 54 class G4Polycone; 52 class G4Polycone; 55 class G4Polyhedra; 53 class G4Polyhedra; 56 class G4TessellatedSolid; << 57 << 58 class G4PhysicalVolumeModel; << 59 class G4VTrajectory; 54 class G4VTrajectory; 60 class G4VHit; 55 class G4VHit; 61 class G4VDigi; << 62 template <typename T> class G4THitsMap; << 63 class G4Polyline; 56 class G4Polyline; >> 57 class G4Scale; 64 class G4Text; 58 class G4Text; 65 class G4Circle; 59 class G4Circle; 66 class G4Square; 60 class G4Square; 67 class G4Polymarker; 61 class G4Polymarker; 68 class G4Polyhedron; 62 class G4Polyhedron; 69 class G4VisExtent; << 63 class G4NURBS; 70 class G4StatDouble; << 64 71 class G4Mesh; << 65 #include "G4Transform3D.hh" 72 class G4Plotter; << 73 66 74 class G4VGraphicsScene { 67 class G4VGraphicsScene { 75 68 76 public: // With description 69 public: // With description 77 70 78 G4VGraphicsScene(); 71 G4VGraphicsScene(); 79 virtual ~G4VGraphicsScene(); 72 virtual ~G4VGraphicsScene(); 80 73 81 //////////////////////////////////////////// 74 /////////////////////////////////////////////////////////////////// 82 // Methods for adding solids to the scene ha 75 // Methods for adding solids to the scene handler. They 83 // must always be called in the triplet PreA 76 // must always be called in the triplet PreAddSolid, AddSolid and 84 // PostAddSolid. The transformation and vis 77 // PostAddSolid. The transformation and visualization attributes 85 // must be set by the call to PreAddSolid. 78 // must be set by the call to PreAddSolid. A possible default 86 // implementation is to request the solid to 79 // implementation is to request the solid to provide a G4Polyhedron 87 // or similar primitive - see, for example, 80 // or similar primitive - see, for example, G4VSceneHandler in the 88 // Visualization Category. 81 // Visualization Category. 89 82 90 virtual void PreAddSolid (const G4Transform3 83 virtual void PreAddSolid (const G4Transform3D& objectTransformation, 91 const G4VisAttribu << 84 const G4VisAttributes& visAttribs) = 0; 92 // objectTransformation is the transformatio 85 // objectTransformation is the transformation in the world 93 // coordinate system of the object about to 86 // coordinate system of the object about to be added, and 94 // visAttribs is its visualization attribute 87 // visAttribs is its visualization attributes. 95 88 96 virtual void PostAddSolid () = 0; 89 virtual void PostAddSolid () = 0; 97 90 98 // From geometry/solids/CSG << 99 virtual void AddSolid (const G4Box&) = 91 virtual void AddSolid (const G4Box&) = 0; 100 virtual void AddSolid (const G4Cons&) = 92 virtual void AddSolid (const G4Cons&) = 0; 101 virtual void AddSolid (const G4Orb&) = << 93 virtual void AddSolid (const G4Tubs&) = 0; 102 virtual void AddSolid (const G4Para&) = << 94 virtual void AddSolid (const G4Trd&) = 0; >> 95 virtual void AddSolid (const G4Trap&) = 0; 103 virtual void AddSolid (const G4Sphere&) = 96 virtual void AddSolid (const G4Sphere&) = 0; >> 97 virtual void AddSolid (const G4Para&) = 0; 104 virtual void AddSolid (const G4Torus&) = 98 virtual void AddSolid (const G4Torus&) = 0; 105 virtual void AddSolid (const G4Trap&) = << 99 virtual void AddSolid (const G4Polycone&) = 0; 106 virtual void AddSolid (const G4Trd&) = << 100 virtual void AddSolid (const G4Polyhedra&) = 0; 107 virtual void AddSolid (const G4Tubs&) = << 101 virtual void AddSolid (const G4VSolid&) = 0; // For solids not above. 108 << 109 // From geometry/solids/specific << 110 virtual void AddSolid (const G4Ellipsoid&) << 111 virtual void AddSolid (const G4Polycone&) << 112 virtual void AddSolid (const G4Polyhedra&) << 113 virtual void AddSolid (const G4TessellatedSo << 114 << 115 // For solids not above << 116 virtual void AddSolid (const G4VSolid&) = 0; << 117 102 118 //////////////////////////////////////////// 103 /////////////////////////////////////////////////////////////////// 119 // Methods for adding "compound" GEANT4 obje 104 // Methods for adding "compound" GEANT4 objects to the scene 120 // handler. These methods may either (a) in 105 // handler. These methods may either (a) invoke "user code" that 121 // uses the "user interface", G4VVisManager 106 // uses the "user interface", G4VVisManager (see, for example, 122 // G4VSceneHandler in the Visualization Cate 107 // G4VSceneHandler in the Visualization Category, which for 123 // trajectories uses G4VTrajectory::DrawTraj 108 // trajectories uses G4VTrajectory::DrawTrajectory, via 124 // G4TrajectoriesModel in the Modeling Categ 109 // G4TrajectoriesModel in the Modeling Category) or (b) invoke 125 // AddPrimitives below (between calls to Beg 110 // AddPrimitives below (between calls to Begin/EndPrimitives) or (c) 126 // use graphics-system-specific code or (d) 111 // use graphics-system-specific code or (d) any combination of the 127 // above. 112 // above. 128 113 129 virtual void AddCompound (const G4VTrajector << 114 virtual void AddCompound (const G4VTrajectory&) = 0; 130 virtual void AddCompound (const G4VHit&) << 115 virtual void AddCompound (const G4VHit&) = 0; 131 virtual void AddCompound (const G4VDigi&) << 132 virtual void AddCompound (const G4THitsMap<G << 133 virtual void AddCompound (const G4THitsMap<G << 134 virtual void AddCompound (const G4Mesh&) << 135 116 136 //////////////////////////////////////////// 117 /////////////////////////////////////////////////////////////////// 137 // Methods for adding graphics primitives to 118 // Methods for adding graphics primitives to the scene handler. A 138 // sequence of calls to AddPrimitive must be 119 // sequence of calls to AddPrimitive must be sandwiched between 139 // calls to BeginPrimitives and EndPrimitive 120 // calls to BeginPrimitives and EndPrimitives. A sequence is any 140 // number of calls that have the same transf 121 // number of calls that have the same transformation. 141 122 142 virtual void BeginPrimitives 123 virtual void BeginPrimitives 143 (const G4Transform3D& objectTransformation = 124 (const G4Transform3D& objectTransformation = G4Transform3D()) = 0; 144 // objectTransformation is the transformatio 125 // objectTransformation is the transformation in the world 145 // coordinate system of the object about to 126 // coordinate system of the object about to be added. 146 127 147 virtual void EndPrimitives () = 0; 128 virtual void EndPrimitives () = 0; 148 129 149 virtual void BeginPrimitives2D << 130 virtual void BeginPrimitives2D () = 0; 150 (const G4Transform3D& objectTransformation = << 151 << 152 virtual void EndPrimitives2D () = 0; 131 virtual void EndPrimitives2D () = 0; 153 // The x,y coordinates of the primitives pas 132 // The x,y coordinates of the primitives passed to AddPrimitive are 154 // intrepreted as screen coordinates, -1 < x 133 // intrepreted as screen coordinates, -1 < x,y < 1. The 155 // z-coordinate is ignored. 134 // z-coordinate is ignored. 156 135 157 virtual void AddPrimitive (const G4Polyline& 136 virtual void AddPrimitive (const G4Polyline&) = 0; >> 137 virtual void AddPrimitive (const G4Scale&) = 0; 158 virtual void AddPrimitive (const G4Text&) 138 virtual void AddPrimitive (const G4Text&) = 0; 159 virtual void AddPrimitive (const G4Circle&) 139 virtual void AddPrimitive (const G4Circle&) = 0; 160 virtual void AddPrimitive (const G4Square&) 140 virtual void AddPrimitive (const G4Square&) = 0; 161 virtual void AddPrimitive (const G4Polymarke 141 virtual void AddPrimitive (const G4Polymarker&) = 0; 162 virtual void AddPrimitive (const G4Polyhedro 142 virtual void AddPrimitive (const G4Polyhedron&) = 0; 163 virtual void AddPrimitive (const G4Plotter&) << 143 virtual void AddPrimitive (const G4NURBS&) = 0; 164 << 165 virtual const G4VisExtent& GetExtent() const << 166 // The concrete class should overload this o << 167 // See G4VScenHandler for example. << 168 144 169 }; 145 }; 170 146 171 #endif 147 #endif 172 148