Geant4 Cross Reference |
>> 1 // This code implementation is the intellectual property of >> 2 // the GEANT4 collaboration. 1 // 3 // 2 // ******************************************* << 4 // By copying, distributing or modifying the Program (or any work 3 // * License and Disclaimer << 5 // based on the Program) you indicate your acceptance of this statement, 4 // * << 6 // and all its terms. 5 // * The Geant4 software is copyright of th << 6 // * the Geant4 Collaboration. It is provided << 7 // * conditions of the Geant4 Software License << 8 // * LICENSE and available at http://cern.ch/ << 9 // * include a list of copyright holders. << 10 // * << 11 // * Neither the authors of this software syst << 12 // * institutes,nor the agencies providing fin << 13 // * work make any representation or warran << 14 // * regarding this software system or assum << 15 // * use. Please see the license in the file << 16 // * for the full disclaimer and the limitatio << 17 // * << 18 // * This code implementation is the result << 19 // * technical work of the GEANT4 collaboratio << 20 // * By using, copying, modifying or distri << 21 // * any work based on the software) you ag << 22 // * use in resulting scientific publicati << 23 // * acceptance of all terms of the Geant4 Sof << 24 // ******************************************* << 25 // << 26 // 7 // >> 8 // $Id: G4OpenGLTransform3D.cc,v 1.3 1999/12/15 14:54:08 gunter Exp $ >> 9 // GEANT4 tag $Name: geant4-01-01 $ 27 // 10 // 28 // 11 // 29 // Andrew Walkden 24th October 1996 12 // Andrew Walkden 24th October 1996 30 // G4OpenGLTransform3D provides OpenGL style t 13 // G4OpenGLTransform3D provides OpenGL style transformation matrix 31 // from G4Transform3D. 14 // from G4Transform3D. 32 15 >> 16 #ifdef G4VIS_BUILD_OPENGL_DRIVER >> 17 >> 18 #include <GL/gl.h> >> 19 33 #include "G4OpenGLTransform3D.hh" 20 #include "G4OpenGLTransform3D.hh" 34 #include "G4Types.hh" << 35 21 36 G4OpenGLTransform3D::G4OpenGLTransform3D (cons << 22 G4OpenGLTransform3D::G4OpenGLTransform3D (const G4Transform3D &t): >> 23 G4Transform3D (t) {} >> 24 >> 25 const GLdouble* G4OpenGLTransform3D::GetGLMatrix () 37 { 26 { 38 GLdouble *p = m; << 27 m[0] = (GLdouble)xx; 39 for (G4int i=0; i<4; ++i) << 28 m[1] = (GLdouble)yx; 40 { << 29 m[2] = (GLdouble)zx; 41 for (G4int k=0; k<3; ++k) << 30 m[3] = (GLdouble)0; 42 { << 31 m[4] = (GLdouble)xy; 43 *p++ = t(k,i); << 32 m[5] = (GLdouble)yy; 44 } << 33 m[6] = (GLdouble)zy; 45 *p++ = 0.; << 34 m[7] = (GLdouble)0; 46 } << 35 m[8] = (GLdouble)xz; 47 m[15] = 1.; << 36 m[9] = (GLdouble)yz; >> 37 m[10] = (GLdouble)zz; >> 38 m[11] = (GLdouble)0; >> 39 m[12] = (GLdouble)dx; >> 40 m[13] = (GLdouble)dy; >> 41 m[14] = (GLdouble)dz; >> 42 m[15] = (GLdouble)1; >> 43 >> 44 return m; 48 } 45 } >> 46 >> 47 #endif 49 48