Geant4 Cross Reference

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Geant4/visualization/management/include/G4VSceneHandler.hh

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Diff markup

Differences between /visualization/management/include/G4VSceneHandler.hh (Version 11.3.0) and /visualization/management/include/G4VSceneHandler.hh (Version 2.0)


                                                   >>   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 //                                             << 
 27 //                                                  7 //
                                                   >>   8 // $Id: G4VSceneHandler.hh,v 1.11 2000/05/02 09:49:27 johna Exp $
                                                   >>   9 // GEANT4 tag $Name: geant4-02-00 $
 28 //                                                 10 //
                                                   >>  11 // 
 29 // John Allison  19th July 1996.                   12 // John Allison  19th July 1996.
 30 //                                                 13 //
 31 // Class description                               14 // Class description
 32 //                                                 15 //
 33 // Abstract interface class for graphics scene     16 // Abstract interface class for graphics scene handlers.
 34 // Inherits from G4VGraphicsScene, in the inte     17 // Inherits from G4VGraphicsScene, in the intercoms category, which is
 35 // a minimal abstract interface for the GEANT4     18 // a minimal abstract interface for the GEANT4 kernel.
 36                                                    19 
 37 #ifndef G4VSCENEHANDLER_HH                         20 #ifndef G4VSCENEHANDLER_HH
 38 #define G4VSCENEHANDLER_HH                         21 #define G4VSCENEHANDLER_HH
 39                                                    22 
 40 #include "globals.hh"                              23 #include "globals.hh"
 41                                                    24 
 42 #include "G4VGraphicsScene.hh"                     25 #include "G4VGraphicsScene.hh"
 43 #include "G4ViewerList.hh"                         26 #include "G4ViewerList.hh"
 44 #include "G4ViewParameters.hh"                     27 #include "G4ViewParameters.hh"
 45 #include "G4THitsMap.hh"                       << 
 46 #include "G4PseudoScene.hh"                    << 
 47                                                << 
 48 #include <map>                                 << 
 49                                                    28 
 50 class G4Scene;                                     29 class G4Scene;
                                                   >>  30 class G4VViewer;
                                                   >>  31 class G4Colour;
                                                   >>  32 class G4Visible;
                                                   >>  33 class G4ModelingParameters;
                                                   >>  34 class G4VModel;
 51 class G4VGraphicsSystem;                           35 class G4VGraphicsSystem;
 52 class G4AttHolder;                             <<  36 class G4LogicalVolume;
                                                   >>  37 class G4VPhysicalVolume;
 53                                                    38 
 54 class G4VSceneHandler: public G4VGraphicsScene     39 class G4VSceneHandler: public G4VGraphicsScene {
 55                                                    40 
 56   friend class G4VViewer;                      << 
 57   friend std::ostream& operator << (std::ostre << 
 58                                                << 
 59 public: // With description                        41 public: // With description
 60                                                    42 
                                                   >>  43   friend G4std::ostream& operator << (G4std::ostream& os, const G4VSceneHandler& s);
                                                   >>  44 
 61   enum MarkerSizeType {world, screen};             45   enum MarkerSizeType {world, screen};
 62                                                    46 
 63   G4VSceneHandler (G4VGraphicsSystem& system,      47   G4VSceneHandler (G4VGraphicsSystem& system,
 64        G4int id,                                   48        G4int id,
 65        const G4String& name = "");                 49        const G4String& name = "");
 66                                                    50 
 67   virtual ~G4VSceneHandler ();                     51   virtual ~G4VSceneHandler ();
 68                                                    52 
 69   //////////////////////////////////////////// <<  53   // For G4RWTPtrOrderedVector...
 70   // Methods for adding raw GEANT4 objects to  <<  54   G4bool operator == (const G4VSceneHandler& scene) const;
 71   // must always be called in the triplet PreA << 
 72   // PostAddSolid.  The transformation and vis << 
 73   // must be set by the call to PreAddSolid.   << 
 74   // is sophisticated enough to handle a parti << 
 75   // primitive, in your derived class write a  << 
 76   // or more of the following.  See the implem << 
 77   // G4VSceneHandler::AddSolid (const G4Box& b << 
 78   // suggestions.  If not, please implement th << 
 79                                                    55 
 80   virtual void PreAddSolid (const G4Transform3 <<  56   //////////////////////////////////////////////////////////////
 81           const G4VisAttributes&);             <<  57   // Functions for adding raw GEANT4 objects, if the graphics system
                                                   >>  58   // can can understand them (optional on the part of the graphics
                                                   >>  59   // system).  If your graphics system is sophisticated enough to
                                                   >>  60   // handle a particular solid shape as a primitive, in your derived
                                                   >>  61   // class write a function to override one or more of the following.
                                                   >>  62   // See the implementation of G4VSceneHandler::AddThis (const G4Box& box) for
                                                   >>  63   // more suggestions.  If not, please implement the base class
                                                   >>  64   // invocation.
                                                   >>  65   virtual void AddThis (const G4Box&);
                                                   >>  66   virtual void AddThis (const G4Cons&);
                                                   >>  67   virtual void AddThis (const G4Tubs&);
                                                   >>  68   virtual void AddThis (const G4Trd&);
                                                   >>  69   virtual void AddThis (const G4Trap&);
                                                   >>  70   virtual void AddThis (const G4Sphere&);
                                                   >>  71   virtual void AddThis (const G4Para&);
                                                   >>  72   virtual void AddThis (const G4Torus&);
                                                   >>  73   virtual void AddThis (const G4Polycone&);
                                                   >>  74   virtual void AddThis (const G4Polyhedra&);
                                                   >>  75   virtual void AddThis (const G4VSolid&);  // For solids not above.
                                                   >>  76 
                                                   >>  77   ///////////////////////////////////////////////////////////////
                                                   >>  78   // Other inherited functions.
                                                   >>  79 
                                                   >>  80   virtual void EstablishSpecials (G4PhysicalVolumeModel&);
                                                   >>  81   // Used to establish any special relationships between scene and this
                                                   >>  82   // particular type of model - non-pure, i.e., no requirement to
                                                   >>  83   // implement.  See G4PhysicalVolumeModel.hh for details.
                                                   >>  84 
                                                   >>  85   virtual void PreAddThis (const G4Transform3D& objectTransformation,
                                                   >>  86          const G4VisAttributes& visAttribs);
 82   // objectTransformation is the transformatio     87   // objectTransformation is the transformation in the world
 83   // coordinate system of the object about to      88   // coordinate system of the object about to be added, and visAttribs
 84   // is its visualization attributes.              89   // is its visualization attributes.
 85   // IMPORTANT: invoke this from your polymorp     90   // IMPORTANT: invoke this from your polymorphic versions, e.g.:
 86   // void MyXXXSceneHandler::PreAddSolid       <<  91   // void MyXXXSceneHandler::PreAddThis
 87   //  (const G4Transform3D& objectTransformati     92   //  (const G4Transform3D& objectTransformation,
 88   //   const G4VisAttributes& visAttribs) {        93   //   const G4VisAttributes& visAttribs) {
 89   //   G4VSceneHandler::PreAddSolid (objectTra <<  94   //   G4VSceneHandler::PreAddThis (objectTransformation, visAttribs);
 90   //   ...                                         95   //   ...
 91   // }                                             96   // }
 92                                                    97 
 93   virtual void PostAddSolid ();                <<  98   virtual void PostAddThis ();
 94   // IMPORTANT: invoke this from your polymorp     99   // IMPORTANT: invoke this from your polymorphic versions, e.g.:
 95   // void MyXXXSceneHandler::PostAddSolid () { << 100   // void MyXXXSceneHandler::PostAddThis () {
 96   //   ...                                        101   //   ...
 97   //   G4VSceneHandler::PostAddSolid ();       << 102   //   G4VSceneHandler::PostAddThis (objectTransformation, visAttribs);
 98   // }                                            103   // }
 99                                                   104 
100   // From geometry/solids/CSG                  << 
101   virtual void AddSolid (const G4Box&);        << 
102   virtual void AddSolid (const G4Cons&);       << 
103   virtual void AddSolid (const G4Orb&);        << 
104   virtual void AddSolid (const G4Para&);       << 
105   virtual void AddSolid (const G4Sphere&);     << 
106   virtual void AddSolid (const G4Torus&);      << 
107   virtual void AddSolid (const G4Trap&);       << 
108   virtual void AddSolid (const G4Trd&);        << 
109   virtual void AddSolid (const G4Tubs&);       << 
110                                                << 
111   // From geometry/solids/specific             << 
112   virtual void AddSolid (const G4Ellipsoid&);  << 
113   virtual void AddSolid (const G4Polycone&);   << 
114   virtual void AddSolid (const G4Polyhedra&);  << 
115   virtual void AddSolid (const G4TessellatedSo << 
116                                                << 
117   // For solids not above.                     << 
118   virtual void AddSolid (const G4VSolid&);     << 
119                                                << 
120   //////////////////////////////////////////// << 
121   // Methods for adding "compound" GEANT4 obje << 
122   // handler.  These methods may either (a) in << 
123   // uses the "user interface", G4VVisManager  << 
124   // G4VSceneHandler, which for trajectories u << 
125   // G4VTrajectory::DrawTrajectory, via G4Traj << 
126   // Modeling Category) or (b) invoke AddPrimi << 
127   // calls to Begin/EndPrimitives) or (c) use  << 
128   // code or (d) any combination of the above. << 
129                                                << 
130   virtual void AddCompound (const G4VTrajector << 
131   virtual void AddCompound (const G4VHit&);    << 
132   virtual void AddCompound (const G4VDigi&);   << 
133   virtual void AddCompound (const G4THitsMap<G << 
134   virtual void AddCompound (const G4THitsMap<G << 
135   virtual void AddCompound (const G4Mesh&);    << 
136                                                << 
137   ////////////////////////////////////////////    105   //////////////////////////////////////////////////////////////
138   // Functions for adding primitives.             106   // Functions for adding primitives.
139                                                   107 
140   virtual void BeginModeling ();                  108   virtual void BeginModeling ();
141   // IMPORTANT: invoke this from your polymorp    109   // IMPORTANT: invoke this from your polymorphic versions, e.g.:
142   // void MyXXXSceneHandler::BeginModeling ()  << 110   // void MyXXXScene::BeginModeling () {
143   //   G4VSceneHandler::BeginModeling ();         111   //   G4VSceneHandler::BeginModeling ();
144   //   ...                                        112   //   ...
145   // }                                            113   // }
146                                                   114 
147   virtual void EndModeling ();                    115   virtual void EndModeling ();
148   // IMPORTANT: invoke this from your polymorp    116   // IMPORTANT: invoke this from your polymorphic versions, e.g.:
149   // void MyXXXSceneHandler::EndModeling () {  << 117   // void MyXXXScene::EndModeling () {
150   //   ...                                        118   //   ...
151   //   G4VSceneHandler::EndModeling ();           119   //   G4VSceneHandler::EndModeling ();
152   // }                                            120   // }
153                                                   121 
154   virtual void BeginPrimitives                 << 122   virtual void BeginPrimitives (const G4Transform3D& objectTransformation);
155   (const G4Transform3D& objectTransformation = << 
156   // IMPORTANT: invoke this from your polymorp    123   // IMPORTANT: invoke this from your polymorphic versions, e.g.:
157   // void MyXXXSceneHandler::BeginPrimitives      124   // void MyXXXSceneHandler::BeginPrimitives
158   // (const G4Transform3D& objectTransformatio    125   // (const G4Transform3D& objectTransformation) {
159   //   G4VSceneHandler::BeginPrimitives (objec    126   //   G4VSceneHandler::BeginPrimitives (objectTransformation);
160   //   ...                                        127   //   ...
161   // }                                            128   // }
162                                                   129 
163   virtual void EndPrimitives ();                  130   virtual void EndPrimitives ();
164   // IMPORTANT: invoke this from your polymorp    131   // IMPORTANT: invoke this from your polymorphic versions, e.g.:
165   // void MyXXXSceneHandler::EndPrimitives ()     132   // void MyXXXSceneHandler::EndPrimitives () {
166   //   ...                                        133   //   ...
167   //   G4VSceneHandler::EndPrimitives ();         134   //   G4VSceneHandler::EndPrimitives ();
168   // }                                            135   // }
169                                                   136 
170   virtual void BeginPrimitives2D               << 
171   (const G4Transform3D& objectTransformation = << 
172   // The x,y coordinates of the primitives pas << 
173   // intrepreted as screen coordinates, -1 < x << 
174   // z-coordinate is ignored.                  << 
175   // IMPORTANT: invoke this from your polymorp << 
176   // void MyXXXSceneHandler::BeginPrimitives2D << 
177   // (const G4Transform3D& objectTransformatio << 
178   //   G4VSceneHandler::BeginPrimitives2D (obj << 
179   //   ...                                     << 
180   // }                                         << 
181                                                << 
182   virtual void EndPrimitives2D ();             << 
183   // IMPORTANT: invoke this from your polymorp << 
184   // void MyXXXSceneHandler::EndPrimitives2D ( << 
185   //   ...                                     << 
186   //   G4VSceneHandler::EndPrimitives2D ();    << 
187   // }                                         << 
188                                                << 
189   virtual void AddPrimitive (const G4Polyline&    137   virtual void AddPrimitive (const G4Polyline&)   = 0;
190   virtual void AddPrimitive (const G4Text&)       138   virtual void AddPrimitive (const G4Text&)       = 0;
191   virtual void AddPrimitive (const G4Circle&)     139   virtual void AddPrimitive (const G4Circle&)     = 0;      
192   virtual void AddPrimitive (const G4Square&)     140   virtual void AddPrimitive (const G4Square&)     = 0;      
193   virtual void AddPrimitive (const G4Polymarke << 141   virtual void AddPrimitive (const G4Polymarker&);  // Implemented in terms
194   virtual void AddPrimitive (const G4Polyhedro << 142   // of the above but can be over-ridden.
195   virtual void AddPrimitive (const G4Plotter&) << 143   virtual void AddPrimitive (const G4Polyhedron&) = 0;  
196                                                << 144   virtual void AddPrimitive (const G4NURBS&)      = 0;       
197   // Other virtual functions                   << 
198   virtual const G4VisExtent& GetExtent() const << 
199                                                   145 
200   ////////////////////////////////////////////    146   //////////////////////////////////////////////////////////////
201   // Access functions.                            147   // Access functions.
202   const G4String&     GetName           () con    148   const G4String&     GetName           () const;
                                                   >> 149   void                SetName           (const G4String&);
203   G4int               GetSceneHandlerId () con    150   G4int               GetSceneHandlerId () const;
204   G4int               GetViewCount      () con    151   G4int               GetViewCount      () const;
205   G4VGraphicsSystem*  GetGraphicsSystem () con    152   G4VGraphicsSystem*  GetGraphicsSystem () const;
206   G4Scene*            GetScene          () con    153   G4Scene*            GetScene          () const;
207   const G4ViewerList& GetViewerList     () con    154   const G4ViewerList& GetViewerList     () const;
208   G4VModel*           GetModel          () con << 155   const G4VModel*     GetModel          () const;
209   G4VViewer*          GetCurrentViewer  () con    156   G4VViewer*          GetCurrentViewer  () const;
210   G4bool              GetMarkForClearingTransi << 
211   G4bool              IsReadyForTransients ()  << 
212   G4bool              GetTransientsDrawnThisEv << 
213   G4bool              GetTransientsDrawnThisRu << 
214   const G4Transform3D& GetObjectTransformation << 
215   void                SetName          (const  << 
216   void          SetCurrentViewer (G4VViewer*);    157   void          SetCurrentViewer (G4VViewer*);
217   virtual void        SetScene         (G4Scen << 158   void          SetScene         (G4Scene*);
218   G4ViewerList& SetViewerList    ();  // Non-c    159   G4ViewerList& SetViewerList    ();  // Non-const so you can change.
219   void          SetModel         (G4VModel*);  << 160   void          SetModel         (const G4VModel*);
220   void          SetMarkForClearingTransientSto << 
221   // Sets flag which will cause transient stor << 
222   // next call to BeginPrimitives().  Maintain << 
223   void          SetTransientsDrawnThisEvent    << 
224   void          SetTransientsDrawnThisRun      << 
225   void          SetObjectTransformation        << 
226   // Maintained by vis manager.                << 
227                                                   161 
228   ////////////////////////////////////////////    162   //////////////////////////////////////////////////////////////
229   // Public utility functions.                    163   // Public utility functions.
230                                                   164 
231   const G4Colour& GetColour ();  // To be depr << 
232   const G4Colour& GetColor  ();                << 
233   // Returns colour - checks fpVisAttribs and  << 
234   // Assumes fpVisAttribs point to the G4VisAt << 
235   // If the pointer is null, the colour is obt << 
236   // parameters of the current viewer.         << 
237                                                << 
238   const G4Colour& GetColour (const G4Visible&)    165   const G4Colour& GetColour (const G4Visible&);
239   const G4Colour& GetColor  (const G4Visible&)    166   const G4Colour& GetColor  (const G4Visible&);
240   // Returns colour, or viewer default colour. << 167   // The above return colour of G4Visible object, or default global colour.
241   // Makes no assumptions about the validity o << 
242   // If the G4Visible has no vis attributes, i << 
243   // the colour is obtained from the default v << 
244   // current viewer.                           << 
245                                                   168 
246   const G4Colour& GetTextColour (const G4Text&    169   const G4Colour& GetTextColour (const G4Text&);
247   const G4Colour& GetTextColor  (const G4Text&    170   const G4Colour& GetTextColor  (const G4Text&);
248   // Returns colour of G4Text object, or defau << 171   // The above return colour of G4Text object, or default text colour.
249                                                   172 
250   G4double GetLineWidth(const G4VisAttributes* << 173   G4ViewParameters::DrawingStyle GetDrawingStyle (const G4Visible&);
251   // Returns line width of G4VisAttributes mul << 174   // Returns drawing style of G4Visible object, i.e., the global
                                                   >> 175   // default value unless ovewrridden by forced attributes.  And the
                                                   >> 176   // attributes themselves can be specified or the global default is
                                                   >> 177   // used - see next function.  So use this function is you have a
                                                   >> 178   // G4Visible, or the next if all you have is a G4VisAttributes
                                                   >> 179   // pointer.
252                                                   180 
253   G4ViewParameters::DrawingStyle GetDrawingSty    181   G4ViewParameters::DrawingStyle GetDrawingStyle (const G4VisAttributes*);
254   // Returns drawing style from current view p << 182   // Returns global default drawing style unless forced attributes are set.
255   // has forced through the vis attributes, th << 183   // So always use this to get the applicable drawing style.
256   // current view parameter.                   << 
257                                                << 
258   G4int GetNumberOfCloudPoints (const G4VisAtt << 
259   // Returns no of cloud points from current v << 
260   // has forced through the vis attributes, th << 
261   // current view parameter.                   << 
262                                                << 
263   G4bool GetAuxEdgeVisible (const G4VisAttribu << 
264   // Returns auxiliary edge visibility from cu << 
265   // unless the user has forced through the vi << 
266   // over-riding the current view parameter.   << 
267                                                << 
268   G4int GetNoOfSides(const G4VisAttributes*);  << 
269   // Returns no. of sides (lines segments per  << 
270   // view parameters, unless the user has forc << 
271   // attributes, thereby over-riding the curre << 
272                                                   184 
273   G4double GetMarkerSize (const G4VMarker&, Ma    185   G4double GetMarkerSize (const G4VMarker&, MarkerSizeType&);
274   // Returns applicable marker size (diameter)    186   // Returns applicable marker size (diameter) and type (in second
275   // argument).  Uses global default marker if    187   // argument).  Uses global default marker if marker sizes are not
276   // set.  Multiplies by GlobalMarkerScale.    << 188   // set.
277                                                   189 
278   G4double GetMarkerDiameter (const G4VMarker&    190   G4double GetMarkerDiameter (const G4VMarker&, MarkerSizeType&);
279   // Alias for GetMarkerSize.                     191   // Alias for GetMarkerSize.
280                                                   192 
281   G4double GetMarkerRadius (const G4VMarker&,     193   G4double GetMarkerRadius (const G4VMarker&, MarkerSizeType&);
282   // GetMarkerSize / 2.                           194   // GetMarkerSize / 2.
283                                                   195 
284   G4ModelingParameters* CreateModelingParamete    196   G4ModelingParameters* CreateModelingParameters ();
285   // Only the scene handler and view know what << 197   // Only the scene and view know what the Modeling Parameters should
286   // be.  For historical reasons, the GEANT4 V    198   // be.  For historical reasons, the GEANT4 Visualization Environment
287   // maintains its own Scene Data and View Par    199   // maintains its own Scene Data and View Parameters, which must be
288   // converted, when needed, to Modeling Param    200   // converted, when needed, to Modeling Parameters.
289                                                   201 
290   void DrawEvent(const G4Event*);              << 
291   // Checks scene's end-of-event model list an << 
292   // hits, etc.                                << 
293                                                << 
294   void DrawEndOfRunModels();                   << 
295   // Draws end-of-run models.                  << 
296                                                << 
297   ////////////////////////////////////////////    202   //////////////////////////////////////////////////////////////
298   // Administration functions.                    203   // Administration functions.
299                                                   204 
300   template <class T> void AddSolidT (const T&  << 
301   template <class T> void AddSolidWithAuxiliar << 
302                                                << 
303   G4int IncrementViewCount ();                    205   G4int IncrementViewCount ();
304                                                   206 
305   virtual void ClearStore ();                     207   virtual void ClearStore ();
306   // Clears graphics database (display lists)  << 208   // Clears graphics database (display lists) if any.  This base class
                                                   >> 209   // implements some common functionality so...
                                                   >> 210   // IMPORTANT: invoke this from your polymorphic versions, e.g.:
                                                   >> 211   // void MyXXXSceneHandler::ClearStore () {
                                                   >> 212   //   G4VSceneHandler::ClearStore ();
                                                   >> 213   //   ...
                                                   >> 214   // }
307                                                   215 
308   virtual void ClearTransientStore ();            216   virtual void ClearTransientStore ();
309   // Clears transient part of graphics databas    217   // Clears transient part of graphics database (display lists) if any.
                                                   >> 218   // This base class implements some common functionality so...
                                                   >> 219   // IMPORTANT: invoke this from your polymorphic versions, e.g.:
                                                   >> 220   // void MyXXXSceneHandler::ClearTransientStore () {
                                                   >> 221   //   G4VSceneHandler::ClearTransientStore ();
                                                   >> 222   //   ...
                                                   >> 223   // }
310                                                   224 
311   void AddViewerToList      (G4VViewer* pView)    225   void AddViewerToList      (G4VViewer* pView);  // Add view to view List.
312   void RemoveViewerFromList (G4VViewer* pView)    226   void RemoveViewerFromList (G4VViewer* pView);  // Remove view from view List.
313                                                   227 
314 protected:                                        228 protected:
315                                                   229 
316   ////////////////////////////////////////////    230   //////////////////////////////////////////////////////////////
317   // Core routine for looping over models, red << 231   // Default routine used by default AddThis ().
318   // Overload with care (see, for example,     << 
319   // G4OpenGLScenehandler::ProcessScene).      << 
320   virtual void ProcessScene ();                << 
321                                                   232 
322   //////////////////////////////////////////// << 
323   // Default routine used by default AddSolid  << 
324   virtual void RequestPrimitives (const G4VSol    233   virtual void RequestPrimitives (const G4VSolid& solid);
325                                                   234 
326   ////////////////////////////////////////////    235   //////////////////////////////////////////////////////////////
327   // Other internal routines...                << 236   // Data members
328                                                   237 
329   virtual G4DisplacedSolid* CreateSectionSolid << 238   G4VGraphicsSystem&     fSystem;          // Graphics system.
330   virtual G4DisplacedSolid* CreateCutawaySolid << 239   const G4int            fSceneHandlerId;  // Id of this instance.
331   // Generic clipping using the BooleanProcess << 240   G4String               fName;
332   // implemented in this class.  Subclasses th << 241   G4int                  fViewCount;       // To determine view ids.
333   // clipping should provide an override that  << 242   G4ViewerList           fViewerList;      // Viewers.
334                                                << 243   G4VViewer*             fpViewer;         // Current viewer.
335   void LoadAtts(const G4Visible&, G4AttHolder* << 244   G4Scene*               fpScene;          // Scene for this scene handler.
336   // Load G4AttValues and G4AttDefs associated << 
337   // object onto the G4AttHolder object.  It c << 
338   // loads the G4AttValues and G4AttDefs from  << 
339   // G4VTrajectory, G4VTrajectoryPoint, G4VHit << 
340   // appropriate.  The G4AttHolder object is a << 
341   // publicly inherits G4AttHolder - see, e.g. << 
342   // Open Inventor driver.  G4AttHolder delete << 
343   // destructor to ensure proper clean-up of G << 
344                                                   245 
345   ////////////////////////////////////////////    246   //////////////////////////////////////////////////////////////
346   // Special mesh rendering utilities...       << 247   // Workspace...
347                                                   248 
348   struct NameAndVisAtts {                      << 249   G4bool fReadyForTransients;  // I.e., not processing scene.
349     NameAndVisAtts(const G4String& name = "",c << 250   const G4VModel*          fpModel;      // Current model.
350     : fName(name),fVisAtts(visAtts) {}         << 251   const G4Transform3D*     fpObjectTransformation;  // Accum'd obj. transfn.
351     G4String fName;                            << 252   const G4VisAttributes*   fpVisAttribs; // Working vis attributes.
352     G4VisAttributes fVisAtts;                  << 253   G4int              fCurrentDepth; // Current depth of geom. hierarchy.
353   };                                           << 254   G4VPhysicalVolume* fpCurrentPV;   // Current physical volume.
354                                                << 255   G4LogicalVolume*   fpCurrentLV;   // Current logical volume.
355   class PseudoSceneFor3DRectMeshPositions: pub << 
356   public:                                      << 
357     PseudoSceneFor3DRectMeshPositions          << 
358     (G4PhysicalVolumeModel* pvModel  // input  << 
359      , const G4Mesh* pMesh  // input...the fol << 
360      , std::multimap<const G4Material*,const G << 
361      , std::map<const G4Material*,NameAndVisAt << 
362     : fpPVModel(pvModel)                       << 
363     , fpMesh(pMesh)                            << 
364     , fPositionByMaterial(positionByMaterial)  << 
365     , fNameAndVisAttsByMaterial(nameAndVisAtts << 
366     {}                                         << 
367   private:                                     << 
368     using G4PseudoScene::AddSolid;  // except  << 
369     void AddSolid(const G4Box&) override;      << 
370     void ProcessVolume(const G4VSolid&) overri << 
371       // Do nothing if uninteresting solids fo << 
372     }                                          << 
373     G4PhysicalVolumeModel* fpPVModel;          << 
374     const G4Mesh* fpMesh;                      << 
375     std::multimap<const G4Material*,const G4Th << 
376     std::map<const G4Material*,NameAndVisAtts> << 
377   };                                           << 
378                                                << 
379   class PseudoSceneForTetVertices: public G4Ps << 
380   public:                                      << 
381     PseudoSceneForTetVertices                  << 
382     (G4PhysicalVolumeModel* pvModel  // input  << 
383      , const G4Mesh* pMesh  // input...the fol << 
384      , std::multimap<const G4Material*,std::ve << 
385      , std::map<const G4Material*,NameAndVisAt << 
386     : fpPVModel(pvModel)                       << 
387     , fpMesh(pMesh)                            << 
388     , fVerticesByMaterial(verticesByMaterial)  << 
389     , fNameAndVisAttsByMaterial(nameAndVisAtts << 
390     {}                                         << 
391   private:                                     << 
392     using G4PseudoScene::AddSolid;  // except  << 
393     void AddSolid(const G4VSolid& solid) overr << 
394     void ProcessVolume(const G4VSolid&) overri << 
395       // Do nothing if uninteresting solids fo << 
396     }                                          << 
397     G4PhysicalVolumeModel* fpPVModel;          << 
398     const G4Mesh* fpMesh;                      << 
399     std::multimap<const G4Material*,std::vecto << 
400     std::map<const G4Material*,NameAndVisAtts> << 
401   };                                           << 
402                                                << 
403   void StandardSpecialMeshRendering(const G4Me << 
404   // Standard way of special mesh rendering.   << 
405   // MySceneHandler::AddCompound(const G4Mesh& << 
406   // appropriate or implement its own special  << 
407                                                << 
408   void Draw3DRectMeshAsDots(const G4Mesh&);    << 
409   // For a rectangular 3-D mesh, draw as colou << 
410   // one dot randomly placed in each visible m << 
411                                                << 
412   void Draw3DRectMeshAsSurfaces(const G4Mesh&) << 
413   // For a rectangular 3-D mesh, draw as surfa << 
414   // with inner shared faces removed.          << 
415                                                << 
416   void DrawTetMeshAsDots(const G4Mesh&);       << 
417   // For a tetrahedron mesh, draw as coloured  << 
418   // one dot randomly placed in each visible m << 
419                                                << 
420   void DrawTetMeshAsSurfaces(const G4Mesh&);   << 
421   // For a tetrahedron mesh, draw as surfaces  << 
422   // with inner shared faces removed.          << 
423                                                << 
424   G4ThreeVector GetPointInBox(const G4ThreeVec << 
425                               G4double halfX,  << 
426                               G4double halfY,  << 
427                               G4double halfZ)  << 
428   // Sample a random point inside the box      << 
429                                                   256 
430   G4ThreeVector GetPointInTet(const std::vecto << 257 private:
431   // Sample a random point inside the tetrahed << 
432                                                   258 
433   ////////////////////////////////////////////    259   //////////////////////////////////////////////////////////////
434   // Data members                              << 260   // Friend function accessed only by views of this scene.
435                                                   261 
436   G4VGraphicsSystem& fSystem;          // Grap << 262   friend void G4VViewer::ProcessView ();
437   const G4int        fSceneHandlerId;  // Id o << 
438   G4String           fName;                    << 
439   G4int              fViewCount;       // To d << 
440   G4ViewerList       fViewerList;      // View << 
441   G4VViewer*         fpViewer;         // Curr << 
442   G4Scene*           fpScene;          // Scen << 
443   G4bool             fMarkForClearingTransient << 
444   G4bool             fReadyForTransients;  //  << 
445                          // run-duration part  << 
446   G4bool             fTransientsDrawnThisEvent << 
447   G4bool             fTransientsDrawnThisRun;  << 
448   G4bool             fProcessingSolid; // True << 
449   G4bool             fProcessing2D;    // True << 
450   G4VModel*          fpModel;          // Curr << 
451   G4Transform3D fObjectTransformation; // Curr << 
452                // object transformation.       << 
453   G4int              fNestingDepth;    // For  << 
454   const G4VisAttributes* fpVisAttribs; // Work << 
455   const G4Transform3D fIdentityTransformation; << 
456   std::map<G4VPhysicalVolume*,G4String> fProbl << 
457                                                   263 
458 private:                                       << 264   //////////////////////////////////////////////////////////////
                                                   >> 265   // Private functions, etc..
                                                   >> 266 
                                                   >> 267   void   ProcessScene     (G4VViewer& view);
                                                   >> 268   // Accessed by G4VViewer::ProcessView ().
459                                                   269 
460   G4VSceneHandler (const G4VSceneHandler&);    << 
461   G4VSceneHandler& operator = (const G4VSceneH << 
462 };                                                270 };
463                                                   271 
464 #include "G4VSceneHandler.icc"                    272 #include "G4VSceneHandler.icc"
465                                                   273 
466 #endif                                            274 #endif
467                                                   275