Geant4 Cross Reference |
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Please see the license in the file << 14 // * use. * 16 // * for the full disclaimer and the limitatio << 17 // * 15 // * * 18 // * This code implementation is the result << 16 // * This code implementation is the intellectual property of the * 19 // * technical work of the GEANT4 collaboratio << 17 // * GEANT4 collaboration. * 20 // * By using, copying, modifying or distri << 18 // * By copying, distributing or modifying the Program (or any work * 21 // * any work based on the software) you ag << 19 // * based on the Program) you indicate your acceptance of this * 22 // * use in resulting scientific publicati << 20 // * statement, and all its terms. * 23 // * acceptance of all terms of the Geant4 Sof << 24 // ******************************************* 21 // ******************************************************************** 25 // 22 // 26 // 23 // >> 24 // $Id: G4VSceneHandler.hh,v 1.22 2004/08/03 15:55:33 johna Exp $ >> 25 // GEANT4 tag $Name: geant4-07-00-patch-01 $ 27 // 26 // 28 // << 27 // 29 // John Allison 19th July 1996. 28 // John Allison 19th July 1996. 30 // 29 // 31 // Class description 30 // Class description 32 // 31 // 33 // Abstract interface class for graphics scene 32 // Abstract interface class for graphics scene handlers. 34 // Inherits from G4VGraphicsScene, in the inte 33 // Inherits from G4VGraphicsScene, in the intercoms category, which is 35 // a minimal abstract interface for the GEANT4 34 // a minimal abstract interface for the GEANT4 kernel. 36 35 37 #ifndef G4VSCENEHANDLER_HH 36 #ifndef G4VSCENEHANDLER_HH 38 #define G4VSCENEHANDLER_HH 37 #define G4VSCENEHANDLER_HH 39 38 40 #include "globals.hh" 39 #include "globals.hh" 41 40 42 #include "G4VGraphicsScene.hh" 41 #include "G4VGraphicsScene.hh" 43 #include "G4ViewerList.hh" 42 #include "G4ViewerList.hh" 44 #include "G4ViewParameters.hh" 43 #include "G4ViewParameters.hh" 45 #include "G4THitsMap.hh" << 46 #include "G4PseudoScene.hh" << 47 << 48 #include <map> << 49 44 50 class G4Scene; 45 class G4Scene; >> 46 class G4VViewer; >> 47 class G4Colour; >> 48 class G4Visible; >> 49 class G4ModelingParameters; >> 50 class G4VModel; 51 class G4VGraphicsSystem; 51 class G4VGraphicsSystem; 52 class G4AttHolder; << 52 class G4LogicalVolume; >> 53 class G4VPhysicalVolume; 53 54 54 class G4VSceneHandler: public G4VGraphicsScene 55 class G4VSceneHandler: public G4VGraphicsScene { 55 56 56 friend class G4VViewer; << 57 friend std::ostream& operator << (std::ostre << 58 << 59 public: // With description 57 public: // With description 60 58 >> 59 friend std::ostream& operator << (std::ostream& os, const G4VSceneHandler& s); >> 60 61 enum MarkerSizeType {world, screen}; 61 enum MarkerSizeType {world, screen}; 62 62 63 G4VSceneHandler (G4VGraphicsSystem& system, 63 G4VSceneHandler (G4VGraphicsSystem& system, 64 G4int id, 64 G4int id, 65 const G4String& name = ""); 65 const G4String& name = ""); 66 66 67 virtual ~G4VSceneHandler (); 67 virtual ~G4VSceneHandler (); 68 68 69 //////////////////////////////////////////// << 69 ////////////////////////////////////////////////////////////// 70 // Methods for adding raw GEANT4 objects to << 70 // Functions for adding raw GEANT4 objects, if the graphics system 71 // must always be called in the triplet PreA << 71 // can can understand them (optional on the part of the graphics 72 // PostAddSolid. The transformation and vis << 72 // system). If your graphics system is sophisticated enough to 73 // must be set by the call to PreAddSolid. << 73 // handle a particular solid shape as a primitive, in your derived 74 // is sophisticated enough to handle a parti << 74 // class write a function to override one or more of the following. 75 // primitive, in your derived class write a << 75 // See the implementation of G4VSceneHandler::AddThis (const G4Box& box) for 76 // or more of the following. See the implem << 76 // more suggestions. If not, please implement the base class 77 // G4VSceneHandler::AddSolid (const G4Box& b << 77 // invocation. 78 // suggestions. If not, please implement th << 78 virtual void AddThis (const G4Box&); >> 79 virtual void AddThis (const G4Cons&); >> 80 virtual void AddThis (const G4Tubs&); >> 81 virtual void AddThis (const G4Trd&); >> 82 virtual void AddThis (const G4Trap&); >> 83 virtual void AddThis (const G4Sphere&); >> 84 virtual void AddThis (const G4Para&); >> 85 virtual void AddThis (const G4Torus&); >> 86 virtual void AddThis (const G4Polycone&); >> 87 virtual void AddThis (const G4Polyhedra&); >> 88 virtual void AddThis (const G4VSolid&); // For solids not above. >> 89 virtual void AddThis (const G4VTrajectory&); >> 90 virtual void AddThis (const G4VHit&); >> 91 >> 92 /////////////////////////////////////////////////////////////// >> 93 // Other inherited functions. >> 94 >> 95 virtual void EstablishSpecials (G4PhysicalVolumeModel&); >> 96 // Used to establish any special relationships between scene and this >> 97 // particular type of model - non-pure, i.e., no requirement to >> 98 // implement. See G4PhysicalVolumeModel.hh for details. 79 99 80 virtual void PreAddSolid (const G4Transform3 << 100 virtual void PreAddThis (const G4Transform3D& objectTransformation, 81 const G4VisAttributes&); << 101 const G4VisAttributes& visAttribs); 82 // objectTransformation is the transformatio 102 // objectTransformation is the transformation in the world 83 // coordinate system of the object about to 103 // coordinate system of the object about to be added, and visAttribs 84 // is its visualization attributes. 104 // is its visualization attributes. 85 // IMPORTANT: invoke this from your polymorp 105 // IMPORTANT: invoke this from your polymorphic versions, e.g.: 86 // void MyXXXSceneHandler::PreAddSolid << 106 // void MyXXXSceneHandler::PreAddThis 87 // (const G4Transform3D& objectTransformati 107 // (const G4Transform3D& objectTransformation, 88 // const G4VisAttributes& visAttribs) { 108 // const G4VisAttributes& visAttribs) { 89 // G4VSceneHandler::PreAddSolid (objectTra << 109 // G4VSceneHandler::PreAddThis (objectTransformation, visAttribs); 90 // ... 110 // ... 91 // } 111 // } 92 112 93 virtual void PostAddSolid (); << 113 virtual void PostAddThis (); 94 // IMPORTANT: invoke this from your polymorp 114 // IMPORTANT: invoke this from your polymorphic versions, e.g.: 95 // void MyXXXSceneHandler::PostAddSolid () { << 115 // void MyXXXSceneHandler::PostAddThis () { 96 // ... 116 // ... 97 // G4VSceneHandler::PostAddSolid (); << 117 // G4VSceneHandler::PostAddThis (objectTransformation, visAttribs); 98 // } 118 // } 99 119 100 // 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 //////////////////////////////////////////// 120 ////////////////////////////////////////////////////////////// 138 // Functions for adding primitives. 121 // Functions for adding primitives. 139 122 140 virtual void BeginModeling (); 123 virtual void BeginModeling (); 141 // IMPORTANT: invoke this from your polymorp 124 // IMPORTANT: invoke this from your polymorphic versions, e.g.: 142 // void MyXXXSceneHandler::BeginModeling () << 125 // void MyXXXScene::BeginModeling () { 143 // G4VSceneHandler::BeginModeling (); 126 // G4VSceneHandler::BeginModeling (); 144 // ... 127 // ... 145 // } 128 // } 146 129 147 virtual void EndModeling (); 130 virtual void EndModeling (); 148 // IMPORTANT: invoke this from your polymorp 131 // IMPORTANT: invoke this from your polymorphic versions, e.g.: 149 // void MyXXXSceneHandler::EndModeling () { << 132 // void MyXXXScene::EndModeling () { 150 // ... 133 // ... 151 // G4VSceneHandler::EndModeling (); 134 // G4VSceneHandler::EndModeling (); 152 // } 135 // } 153 136 154 virtual void BeginPrimitives 137 virtual void BeginPrimitives 155 (const G4Transform3D& objectTransformation = << 138 (const G4Transform3D& objectTransformation); 156 // IMPORTANT: invoke this from your polymorp 139 // IMPORTANT: invoke this from your polymorphic versions, e.g.: 157 // void MyXXXSceneHandler::BeginPrimitives 140 // void MyXXXSceneHandler::BeginPrimitives 158 // (const G4Transform3D& objectTransformatio 141 // (const G4Transform3D& objectTransformation) { 159 // G4VSceneHandler::BeginPrimitives (objec 142 // G4VSceneHandler::BeginPrimitives (objectTransformation); 160 // ... 143 // ... 161 // } 144 // } 162 145 163 virtual void EndPrimitives (); 146 virtual void EndPrimitives (); 164 // IMPORTANT: invoke this from your polymorp 147 // IMPORTANT: invoke this from your polymorphic versions, e.g.: 165 // void MyXXXSceneHandler::EndPrimitives () 148 // void MyXXXSceneHandler::EndPrimitives () { 166 // ... 149 // ... 167 // G4VSceneHandler::EndPrimitives (); 150 // G4VSceneHandler::EndPrimitives (); 168 // } 151 // } 169 152 170 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& 153 virtual void AddPrimitive (const G4Polyline&) = 0; >> 154 virtual void AddPrimitive (const G4Scale&); >> 155 // Default implementation in this class but can be over-ridden. 190 virtual void AddPrimitive (const G4Text&) 156 virtual void AddPrimitive (const G4Text&) = 0; 191 virtual void AddPrimitive (const G4Circle&) 157 virtual void AddPrimitive (const G4Circle&) = 0; 192 virtual void AddPrimitive (const G4Square&) 158 virtual void AddPrimitive (const G4Square&) = 0; 193 virtual void AddPrimitive (const G4Polymarke 159 virtual void AddPrimitive (const G4Polymarker&); 194 virtual void AddPrimitive (const G4Polyhedro << 160 // Default implementation in this class but can be over-ridden. 195 virtual void AddPrimitive (const G4Plotter&) << 161 virtual void AddPrimitive (const G4Polyhedron&) = 0; 196 << 162 virtual void AddPrimitive (const G4NURBS&) = 0; 197 // Other virtual functions << 198 virtual const G4VisExtent& GetExtent() const << 199 163 200 //////////////////////////////////////////// 164 ////////////////////////////////////////////////////////////// 201 // Access functions. 165 // Access functions. 202 const G4String& GetName () con 166 const G4String& GetName () const; >> 167 void SetName (const G4String&); 203 G4int GetSceneHandlerId () con 168 G4int GetSceneHandlerId () const; 204 G4int GetViewCount () con 169 G4int GetViewCount () const; 205 G4VGraphicsSystem* GetGraphicsSystem () con 170 G4VGraphicsSystem* GetGraphicsSystem () const; 206 G4Scene* GetScene () con 171 G4Scene* GetScene () const; 207 const G4ViewerList& GetViewerList () con 172 const G4ViewerList& GetViewerList () const; 208 G4VModel* GetModel () con 173 G4VModel* GetModel () const; 209 G4VViewer* GetCurrentViewer () con 174 G4VViewer* GetCurrentViewer () const; 210 G4bool GetMarkForClearingTransi 175 G4bool GetMarkForClearingTransientStore () const; 211 G4bool IsReadyForTransients () << 212 G4bool GetTransientsDrawnThisEv << 213 G4bool GetTransientsDrawnThisRu << 214 const G4Transform3D& GetObjectTransformation << 215 void SetName (const << 216 void SetCurrentViewer (G4VViewer*); 176 void SetCurrentViewer (G4VViewer*); 217 virtual void SetScene (G4Scen << 177 void SetScene (G4Scene*); 218 G4ViewerList& SetViewerList (); // Non-c 178 G4ViewerList& SetViewerList (); // Non-const so you can change. 219 void SetModel (G4VModel*); 179 void SetModel (G4VModel*); 220 void SetMarkForClearingTransientSto 180 void SetMarkForClearingTransientStore (G4bool); 221 // Sets flag which will cause transient stor 181 // Sets flag which will cause transient store to be cleared at the 222 // next call to BeginPrimitives(). Maintain << 182 // next call to BeginPrimitives(). 223 void SetTransientsDrawnThisEvent << 224 void SetTransientsDrawnThisRun << 225 void SetObjectTransformation << 226 // Maintained by vis manager. << 227 183 228 //////////////////////////////////////////// 184 ////////////////////////////////////////////////////////////// 229 // Public utility functions. 185 // Public utility functions. 230 186 231 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&) 187 const G4Colour& GetColour (const G4Visible&); 239 const G4Colour& GetColor (const G4Visible&) 188 const G4Colour& GetColor (const G4Visible&); 240 // Returns colour, or viewer default colour. << 189 // 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. << 245 190 246 const G4Colour& GetTextColour (const G4Text& 191 const G4Colour& GetTextColour (const G4Text&); 247 const G4Colour& GetTextColor (const G4Text& 192 const G4Colour& GetTextColor (const G4Text&); 248 // Returns colour of G4Text object, or defau << 193 // The above return colour of G4Text object, or default text colour. 249 << 250 G4double GetLineWidth(const G4VisAttributes* << 251 // Returns line width of G4VisAttributes mul << 252 194 253 G4ViewParameters::DrawingStyle GetDrawingSty 195 G4ViewParameters::DrawingStyle GetDrawingStyle (const G4VisAttributes*); 254 // Returns drawing style from current view p 196 // Returns drawing style from current view parameters, unless the user 255 // has forced through the vis attributes, th 197 // has forced through the vis attributes, thereby over-riding the 256 // current view parameter. 198 // current view parameter. 257 199 258 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 200 G4bool GetAuxEdgeVisible (const G4VisAttributes*); 264 // Returns auxiliary edge visibility from cu << 201 // Returns auxiliary edge visiblility from current view parameters, 265 // unless the user has forced through the vi 202 // unless the user has forced through the vis attributes, thereby 266 // over-riding the current view parameter. 203 // over-riding the current view parameter. 267 204 268 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 << 273 G4double GetMarkerSize (const G4VMarker&, Ma 205 G4double GetMarkerSize (const G4VMarker&, MarkerSizeType&); 274 // Returns applicable marker size (diameter) 206 // Returns applicable marker size (diameter) and type (in second 275 // argument). Uses global default marker if 207 // argument). Uses global default marker if marker sizes are not 276 // set. Multiplies by GlobalMarkerScale. << 208 // set. 277 209 278 G4double GetMarkerDiameter (const G4VMarker& 210 G4double GetMarkerDiameter (const G4VMarker&, MarkerSizeType&); 279 // Alias for GetMarkerSize. 211 // Alias for GetMarkerSize. 280 212 281 G4double GetMarkerRadius (const G4VMarker&, 213 G4double GetMarkerRadius (const G4VMarker&, MarkerSizeType&); 282 // GetMarkerSize / 2. 214 // GetMarkerSize / 2. 283 215 284 G4ModelingParameters* CreateModelingParamete 216 G4ModelingParameters* CreateModelingParameters (); 285 // Only the scene handler and view know what << 217 // Only the scene and view know what the Modeling Parameters should 286 // be. For historical reasons, the GEANT4 V 218 // be. For historical reasons, the GEANT4 Visualization Environment 287 // maintains its own Scene Data and View Par 219 // maintains its own Scene Data and View Parameters, which must be 288 // converted, when needed, to Modeling Param 220 // converted, when needed, to Modeling Parameters. 289 221 290 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 //////////////////////////////////////////// 222 ////////////////////////////////////////////////////////////// 298 // Administration functions. 223 // Administration functions. 299 224 300 template <class T> void AddSolidT (const T& << 301 template <class T> void AddSolidWithAuxiliar << 302 << 303 G4int IncrementViewCount (); 225 G4int IncrementViewCount (); 304 226 305 virtual void ClearStore (); 227 virtual void ClearStore (); 306 // Clears graphics database (display lists) << 228 // Clears graphics database (display lists) if any. This base class >> 229 // implements some common functionality so... >> 230 // IMPORTANT: invoke this from your polymorphic versions, e.g.: >> 231 // void MyXXXSceneHandler::ClearStore () { >> 232 // G4VSceneHandler::ClearStore (); >> 233 // ... >> 234 // } 307 235 308 virtual void ClearTransientStore (); 236 virtual void ClearTransientStore (); 309 // Clears transient part of graphics databas 237 // Clears transient part of graphics database (display lists) if any. >> 238 // This base class implements some common functionality so... >> 239 // IMPORTANT: invoke this from your polymorphic versions, e.g.: >> 240 // void MyXXXSceneHandler::ClearTransientStore () { >> 241 // G4VSceneHandler::ClearTransientStore (); >> 242 // ... >> 243 // } 310 244 311 void AddViewerToList (G4VViewer* pView) 245 void AddViewerToList (G4VViewer* pView); // Add view to view List. 312 void RemoveViewerFromList (G4VViewer* pView) 246 void RemoveViewerFromList (G4VViewer* pView); // Remove view from view List. 313 247 314 protected: 248 protected: 315 249 316 //////////////////////////////////////////// 250 ////////////////////////////////////////////////////////////// 317 // Core routine for looping over models, red << 251 // Default routine used by default AddThis (). 318 // Overload with care (see, for example, << 319 // G4OpenGLScenehandler::ProcessScene). << 320 virtual void ProcessScene (); << 321 252 322 //////////////////////////////////////////// << 323 // Default routine used by default AddSolid << 324 virtual void RequestPrimitives (const G4VSol 253 virtual void RequestPrimitives (const G4VSolid& solid); 325 254 326 //////////////////////////////////////////// 255 ////////////////////////////////////////////////////////////// 327 // Other internal routines... << 256 // Data members 328 257 329 virtual G4DisplacedSolid* CreateSectionSolid << 258 G4VGraphicsSystem& fSystem; // Graphics system. 330 virtual G4DisplacedSolid* CreateCutawaySolid << 259 const G4int fSceneHandlerId; // Id of this instance. 331 // Generic clipping using the BooleanProcess << 260 G4String fName; 332 // implemented in this class. Subclasses th << 261 G4int fViewCount; // To determine view ids. 333 // clipping should provide an override that << 262 G4ViewerList fViewerList; // Viewers. 334 << 263 G4VViewer* fpViewer; // Current viewer. 335 void LoadAtts(const G4Visible&, G4AttHolder* << 264 G4Scene* fpScene; // Scene for this scene handler. 336 // Load G4AttValues and G4AttDefs associated << 265 G4bool fMarkForClearingTransientStore; 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 << 344 266 345 //////////////////////////////////////////// 267 ////////////////////////////////////////////////////////////// 346 // Special mesh rendering utilities... << 268 // Workspace... >> 269 >> 270 G4bool fReadyForTransients; // I.e., not processing scene. >> 271 G4VModel* fpModel; // Current model. >> 272 const G4Transform3D* fpObjectTransformation; // Accum'd obj. transfn. >> 273 const G4VisAttributes* fpVisAttribs; // Working vis attributes. >> 274 G4int fCurrentDepth; // Current depth of geom. hierarchy. >> 275 G4VPhysicalVolume* fpCurrentPV; // Current physical volume. >> 276 G4LogicalVolume* fpCurrentLV; // Current logical volume. 347 277 348 struct NameAndVisAtts { << 278 private: 349 NameAndVisAtts(const G4String& name = "",c << 350 : fName(name),fVisAtts(visAtts) {} << 351 G4String fName; << 352 G4VisAttributes fVisAtts; << 353 }; << 354 << 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 << 429 279 430 G4ThreeVector GetPointInTet(const std::vecto << 280 G4VSceneHandler (const G4VSceneHandler&); 431 // Sample a random point inside the tetrahed << 281 G4VSceneHandler& operator = (const G4VSceneHandler&); 432 282 433 //////////////////////////////////////////// 283 ////////////////////////////////////////////////////////////// 434 // Data members << 284 // Friend function accessed only by views of this scene. 435 285 436 G4VGraphicsSystem& fSystem; // Grap << 286 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 << 457 287 458 private: << 288 ////////////////////////////////////////////////////////////// >> 289 // Private functions, etc.. >> 290 >> 291 void ProcessScene (G4VViewer& view); >> 292 // Accessed by G4VViewer::ProcessView (). 459 293 460 G4VSceneHandler (const G4VSceneHandler&); << 461 G4VSceneHandler& operator = (const G4VSceneH << 462 }; 294 }; 463 295 464 #include "G4VSceneHandler.icc" 296 #include "G4VSceneHandler.icc" 465 297 466 #endif 298 #endif 467 299