Geant4 Cross Reference |
1 // 1 // 2 // ******************************************* 2 // ******************************************************************** 3 // * License and Disclaimer << 3 // * DISCLAIMER * 4 // * 4 // * * 5 // * The Geant4 software is copyright of th << 5 // * The following disclaimer summarizes all the specific disclaimers * 6 // * the Geant4 Collaboration. It is provided << 6 // * of contributors to this software. The specific disclaimers,which * 7 // * conditions of the Geant4 Software License << 7 // * govern, are listed with their locations in: * 8 // * LICENSE and available at http://cern.ch/ << 8 // * http://cern.ch/geant4/license * 9 // * include a list of copyright holders. << 10 // * 9 // * * 11 // * Neither the authors of this software syst 10 // * Neither the authors of this software system, nor their employing * 12 // * institutes,nor the agencies providing fin 11 // * institutes,nor the agencies providing financial support for this * 13 // * work make any representation or warran 12 // * work make any representation or warranty, express or implied, * 14 // * regarding this software system or assum 13 // * regarding this software system or assume any liability for its * 15 // * use. 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 1.24 2005/01/27 20:06:07 johna Exp $ >> 25 // GEANT4 tag $Name: geant4-07-01-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 >> 41 #include <stack> >> 42 42 #include "G4VGraphicsScene.hh" 43 #include "G4VGraphicsScene.hh" 43 #include "G4ViewerList.hh" 44 #include "G4ViewerList.hh" 44 #include "G4ViewParameters.hh" 45 #include "G4ViewParameters.hh" 45 #include "G4THitsMap.hh" << 46 #include "G4PseudoScene.hh" << 47 << 48 #include <map> << 49 46 50 class G4Scene; 47 class G4Scene; >> 48 class G4VViewer; >> 49 class G4Colour; >> 50 class G4Visible; >> 51 class G4ModelingParameters; >> 52 class G4VModel; 51 class G4VGraphicsSystem; 53 class G4VGraphicsSystem; 52 class G4AttHolder; << 54 class G4LogicalVolume; >> 55 class G4VPhysicalVolume; >> 56 class G4Material; 53 57 54 class G4VSceneHandler: public G4VGraphicsScene 58 class G4VSceneHandler: public G4VGraphicsScene { 55 59 56 friend class G4VViewer; << 57 friend std::ostream& operator << (std::ostre << 58 << 59 public: // With description 60 public: // With description 60 61 >> 62 friend std::ostream& operator << (std::ostream& os, const G4VSceneHandler& s); >> 63 61 enum MarkerSizeType {world, screen}; 64 enum MarkerSizeType {world, screen}; 62 65 63 G4VSceneHandler (G4VGraphicsSystem& system, 66 G4VSceneHandler (G4VGraphicsSystem& system, 64 G4int id, 67 G4int id, 65 const G4String& name = ""); 68 const G4String& name = ""); 66 69 67 virtual ~G4VSceneHandler (); 70 virtual ~G4VSceneHandler (); 68 71 69 //////////////////////////////////////////// 72 /////////////////////////////////////////////////////////////////// 70 // Methods for adding raw GEANT4 objects to 73 // Methods for adding raw GEANT4 objects to the scene handler. They 71 // must always be called in the triplet PreA 74 // must always be called in the triplet PreAddSolid, AddSolid and 72 // PostAddSolid. The transformation and vis 75 // PostAddSolid. The transformation and visualization attributes 73 // must be set by the call to PreAddSolid. 76 // must be set by the call to PreAddSolid. If your graphics system 74 // is sophisticated enough to handle a parti 77 // is sophisticated enough to handle a particular solid shape as a 75 // primitive, in your derived class write a 78 // primitive, in your derived class write a function to override one 76 // or more of the following. See the implem 79 // or more of the following. See the implementation of 77 // G4VSceneHandler::AddSolid (const G4Box& b 80 // G4VSceneHandler::AddSolid (const G4Box& box) for more 78 // suggestions. If not, please implement th 81 // suggestions. If not, please implement the base class invocation. 79 82 80 virtual void PreAddSolid (const G4Transform3 83 virtual void PreAddSolid (const G4Transform3D& objectTransformation, 81 const G4VisAttributes&); << 84 const G4VisAttributes& visAttribs); 82 // objectTransformation is the transformatio 85 // objectTransformation is the transformation in the world 83 // coordinate system of the object about to 86 // coordinate system of the object about to be added, and visAttribs 84 // is its visualization attributes. 87 // is its visualization attributes. 85 // IMPORTANT: invoke this from your polymorp 88 // IMPORTANT: invoke this from your polymorphic versions, e.g.: 86 // void MyXXXSceneHandler::PreAddSolid 89 // void MyXXXSceneHandler::PreAddSolid 87 // (const G4Transform3D& objectTransformati 90 // (const G4Transform3D& objectTransformation, 88 // const G4VisAttributes& visAttribs) { 91 // const G4VisAttributes& visAttribs) { 89 // G4VSceneHandler::PreAddSolid (objectTra 92 // G4VSceneHandler::PreAddSolid (objectTransformation, visAttribs); 90 // ... 93 // ... 91 // } 94 // } 92 95 93 virtual void PostAddSolid (); 96 virtual void PostAddSolid (); 94 // IMPORTANT: invoke this from your polymorp 97 // IMPORTANT: invoke this from your polymorphic versions, e.g.: 95 // void MyXXXSceneHandler::PostAddSolid () { 98 // void MyXXXSceneHandler::PostAddSolid () { 96 // ... 99 // ... 97 // G4VSceneHandler::PostAddSolid (); << 100 // G4VSceneHandler::PostAddSolid (objectTransformation, visAttribs); 98 // } 101 // } 99 102 100 // From geometry/solids/CSG << 101 virtual void AddSolid (const G4Box&); 103 virtual void AddSolid (const G4Box&); 102 virtual void AddSolid (const G4Cons&); 104 virtual void AddSolid (const G4Cons&); 103 virtual void AddSolid (const G4Orb&); << 105 virtual void AddSolid (const G4Tubs&); 104 virtual void AddSolid (const G4Para&); << 106 virtual void AddSolid (const G4Trd&); >> 107 virtual void AddSolid (const G4Trap&); 105 virtual void AddSolid (const G4Sphere&); 108 virtual void AddSolid (const G4Sphere&); >> 109 virtual void AddSolid (const G4Para&); 106 virtual void AddSolid (const G4Torus&); 110 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&); 111 virtual void AddSolid (const G4Polycone&); 114 virtual void AddSolid (const G4Polyhedra&); 112 virtual void AddSolid (const G4Polyhedra&); 115 virtual void AddSolid (const G4TessellatedSo << 113 virtual void AddSolid (const G4VSolid&); // For solids not above. 116 << 117 // For solids not above. << 118 virtual void AddSolid (const G4VSolid&); << 119 114 120 //////////////////////////////////////////// 115 /////////////////////////////////////////////////////////////////// 121 // Methods for adding "compound" GEANT4 obje 116 // Methods for adding "compound" GEANT4 objects to the scene 122 // handler. These methods may either (a) in 117 // handler. These methods may either (a) invoke "user code" that 123 // uses the "user interface", G4VVisManager 118 // uses the "user interface", G4VVisManager (see, for example, 124 // G4VSceneHandler, which for trajectories u 119 // G4VSceneHandler, which for trajectories uses 125 // G4VTrajectory::DrawTrajectory, via G4Traj 120 // G4VTrajectory::DrawTrajectory, via G4TrajectoriesModel in the 126 // Modeling Category) or (b) invoke AddPrimi 121 // Modeling Category) or (b) invoke AddPrimitives below (between 127 // calls to Begin/EndPrimitives) or (c) use 122 // calls to Begin/EndPrimitives) or (c) use graphics-system-specific 128 // code or (d) any combination of the above. 123 // code or (d) any combination of the above. 129 124 130 virtual void AddCompound (const G4VTrajector 125 virtual void AddCompound (const G4VTrajectory&); 131 virtual void AddCompound (const G4VHit&); 126 virtual void AddCompound (const G4VHit&); 132 virtual void AddCompound (const G4VDigi&); << 127 133 virtual void AddCompound (const G4THitsMap<G << 128 /////////////////////////////////////////////////////////////// 134 virtual void AddCompound (const G4THitsMap<G << 129 // Other inherited functions. 135 virtual void AddCompound (const G4Mesh&); << 130 >> 131 virtual void EstablishSpecials (G4PhysicalVolumeModel&); >> 132 // Used to establish any special relationships between scene and this >> 133 // particular type of model - non-pure, i.e., no requirement to >> 134 // implement. See G4PhysicalVolumeModel.hh for details. 136 135 137 //////////////////////////////////////////// 136 ////////////////////////////////////////////////////////////// 138 // Functions for adding primitives. 137 // Functions for adding primitives. 139 138 140 virtual void BeginModeling (); 139 virtual void BeginModeling (); 141 // IMPORTANT: invoke this from your polymorp 140 // IMPORTANT: invoke this from your polymorphic versions, e.g.: 142 // void MyXXXSceneHandler::BeginModeling () << 141 // void MyXXXScene::BeginModeling () { 143 // G4VSceneHandler::BeginModeling (); 142 // G4VSceneHandler::BeginModeling (); 144 // ... 143 // ... 145 // } 144 // } 146 145 147 virtual void EndModeling (); 146 virtual void EndModeling (); 148 // IMPORTANT: invoke this from your polymorp 147 // IMPORTANT: invoke this from your polymorphic versions, e.g.: 149 // void MyXXXSceneHandler::EndModeling () { << 148 // void MyXXXScene::EndModeling () { 150 // ... 149 // ... 151 // G4VSceneHandler::EndModeling (); 150 // G4VSceneHandler::EndModeling (); 152 // } 151 // } 153 152 154 virtual void BeginPrimitives 153 virtual void BeginPrimitives 155 (const G4Transform3D& objectTransformation = << 154 (const G4Transform3D& objectTransformation); 156 // IMPORTANT: invoke this from your polymorp 155 // IMPORTANT: invoke this from your polymorphic versions, e.g.: 157 // void MyXXXSceneHandler::BeginPrimitives 156 // void MyXXXSceneHandler::BeginPrimitives 158 // (const G4Transform3D& objectTransformatio 157 // (const G4Transform3D& objectTransformation) { 159 // G4VSceneHandler::BeginPrimitives (objec 158 // G4VSceneHandler::BeginPrimitives (objectTransformation); 160 // ... 159 // ... 161 // } 160 // } 162 161 163 virtual void EndPrimitives (); 162 virtual void EndPrimitives (); 164 // IMPORTANT: invoke this from your polymorp 163 // IMPORTANT: invoke this from your polymorphic versions, e.g.: 165 // void MyXXXSceneHandler::EndPrimitives () 164 // void MyXXXSceneHandler::EndPrimitives () { 166 // ... 165 // ... 167 // G4VSceneHandler::EndPrimitives (); 166 // G4VSceneHandler::EndPrimitives (); 168 // } 167 // } 169 168 170 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& 169 virtual void AddPrimitive (const G4Polyline&) = 0; >> 170 virtual void AddPrimitive (const G4Scale&); >> 171 // Default implementation in this class but can be over-ridden. 190 virtual void AddPrimitive (const G4Text&) 172 virtual void AddPrimitive (const G4Text&) = 0; 191 virtual void AddPrimitive (const G4Circle&) 173 virtual void AddPrimitive (const G4Circle&) = 0; 192 virtual void AddPrimitive (const G4Square&) 174 virtual void AddPrimitive (const G4Square&) = 0; 193 virtual void AddPrimitive (const G4Polymarke 175 virtual void AddPrimitive (const G4Polymarker&); 194 virtual void AddPrimitive (const G4Polyhedro << 176 // Default implementation in this class but can be over-ridden. 195 virtual void AddPrimitive (const G4Plotter&) << 177 virtual void AddPrimitive (const G4Polyhedron&) = 0; 196 << 178 virtual void AddPrimitive (const G4NURBS&) = 0; 197 // Other virtual functions << 198 virtual const G4VisExtent& GetExtent() const << 199 179 200 //////////////////////////////////////////// 180 ////////////////////////////////////////////////////////////// 201 // Access functions. 181 // Access functions. 202 const G4String& GetName () con 182 const G4String& GetName () const; >> 183 void SetName (const G4String&); 203 G4int GetSceneHandlerId () con 184 G4int GetSceneHandlerId () const; 204 G4int GetViewCount () con 185 G4int GetViewCount () const; 205 G4VGraphicsSystem* GetGraphicsSystem () con 186 G4VGraphicsSystem* GetGraphicsSystem () const; 206 G4Scene* GetScene () con 187 G4Scene* GetScene () const; 207 const G4ViewerList& GetViewerList () con 188 const G4ViewerList& GetViewerList () const; 208 G4VModel* GetModel () con 189 G4VModel* GetModel () const; 209 G4VViewer* GetCurrentViewer () con 190 G4VViewer* GetCurrentViewer () const; 210 G4bool GetMarkForClearingTransi 191 G4bool GetMarkForClearingTransientStore () const; 211 G4bool IsReadyForTransients () << 212 G4bool GetTransientsDrawnThisEv << 213 G4bool GetTransientsDrawnThisRu << 214 const G4Transform3D& GetObjectTransformation << 215 void SetName (const << 216 void SetCurrentViewer (G4VViewer*); 192 void SetCurrentViewer (G4VViewer*); 217 virtual void SetScene (G4Scen << 193 void SetScene (G4Scene*); 218 G4ViewerList& SetViewerList (); // Non-c 194 G4ViewerList& SetViewerList (); // Non-const so you can change. 219 void SetModel (G4VModel*); 195 void SetModel (G4VModel*); 220 void SetMarkForClearingTransientSto 196 void SetMarkForClearingTransientStore (G4bool); 221 // Sets flag which will cause transient stor 197 // Sets flag which will cause transient store to be cleared at the 222 // next call to BeginPrimitives(). Maintain << 198 // next call to BeginPrimitives(). 223 void SetTransientsDrawnThisEvent << 224 void SetTransientsDrawnThisRun << 225 void SetObjectTransformation << 226 // Maintained by vis manager. << 227 199 228 //////////////////////////////////////////// 200 ////////////////////////////////////////////////////////////// 229 // Public utility functions. 201 // Public utility functions. 230 202 231 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&) 203 const G4Colour& GetColour (const G4Visible&); 239 const G4Colour& GetColor (const G4Visible&) 204 const G4Colour& GetColor (const G4Visible&); 240 // Returns colour, or viewer default colour. << 205 // 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. << 245 206 246 const G4Colour& GetTextColour (const G4Text& 207 const G4Colour& GetTextColour (const G4Text&); 247 const G4Colour& GetTextColor (const G4Text& 208 const G4Colour& GetTextColor (const G4Text&); 248 // Returns colour of G4Text object, or defau << 209 // The above return colour of G4Text object, or default text colour. 249 << 250 G4double GetLineWidth(const G4VisAttributes* << 251 // Returns line width of G4VisAttributes mul << 252 210 253 G4ViewParameters::DrawingStyle GetDrawingSty 211 G4ViewParameters::DrawingStyle GetDrawingStyle (const G4VisAttributes*); 254 // Returns drawing style from current view p 212 // Returns drawing style from current view parameters, unless the user 255 // has forced through the vis attributes, th 213 // has forced through the vis attributes, thereby over-riding the 256 // current view parameter. 214 // current view parameter. 257 215 258 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 216 G4bool GetAuxEdgeVisible (const G4VisAttributes*); 264 // Returns auxiliary edge visibility from cu << 217 // Returns auxiliary edge visiblility from current view parameters, 265 // unless the user has forced through the vi 218 // unless the user has forced through the vis attributes, thereby 266 // over-riding the current view parameter. 219 // over-riding the current view parameter. 267 220 268 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 221 G4double GetMarkerSize (const G4VMarker&, MarkerSizeType&); 274 // Returns applicable marker size (diameter) 222 // Returns applicable marker size (diameter) and type (in second 275 // argument). Uses global default marker if 223 // argument). Uses global default marker if marker sizes are not 276 // set. Multiplies by GlobalMarkerScale. << 224 // set. 277 225 278 G4double GetMarkerDiameter (const G4VMarker& 226 G4double GetMarkerDiameter (const G4VMarker&, MarkerSizeType&); 279 // Alias for GetMarkerSize. 227 // Alias for GetMarkerSize. 280 228 281 G4double GetMarkerRadius (const G4VMarker&, 229 G4double GetMarkerRadius (const G4VMarker&, MarkerSizeType&); 282 // GetMarkerSize / 2. 230 // GetMarkerSize / 2. 283 231 284 G4ModelingParameters* CreateModelingParamete 232 G4ModelingParameters* CreateModelingParameters (); 285 // Only the scene handler and view know what << 233 // Only the scene and view know what the Modeling Parameters should 286 // be. For historical reasons, the GEANT4 V 234 // be. For historical reasons, the GEANT4 Visualization Environment 287 // maintains its own Scene Data and View Par 235 // maintains its own Scene Data and View Parameters, which must be 288 // converted, when needed, to Modeling Param 236 // converted, when needed, to Modeling Parameters. 289 237 290 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 //////////////////////////////////////////// 238 ////////////////////////////////////////////////////////////// 298 // Administration functions. 239 // Administration functions. 299 240 300 template <class T> void AddSolidT (const T& << 301 template <class T> void AddSolidWithAuxiliar << 302 << 303 G4int IncrementViewCount (); 241 G4int IncrementViewCount (); 304 242 305 virtual void ClearStore (); 243 virtual void ClearStore (); 306 // Clears graphics database (display lists) << 244 // Clears graphics database (display lists) if any. This base class >> 245 // implements some common functionality so... >> 246 // IMPORTANT: invoke this from your polymorphic versions, e.g.: >> 247 // void MyXXXSceneHandler::ClearStore () { >> 248 // G4VSceneHandler::ClearStore (); >> 249 // ... >> 250 // } 307 251 308 virtual void ClearTransientStore (); 252 virtual void ClearTransientStore (); 309 // Clears transient part of graphics databas 253 // Clears transient part of graphics database (display lists) if any. >> 254 // This base class implements some common functionality so... >> 255 // IMPORTANT: invoke this from your polymorphic versions, e.g.: >> 256 // void MyXXXSceneHandler::ClearTransientStore () { >> 257 // G4VSceneHandler::ClearTransientStore (); >> 258 // ... >> 259 // } 310 260 311 void AddViewerToList (G4VViewer* pView) 261 void AddViewerToList (G4VViewer* pView); // Add view to view List. 312 void RemoveViewerFromList (G4VViewer* pView) 262 void RemoveViewerFromList (G4VViewer* pView); // Remove view from view List. 313 263 314 protected: 264 protected: 315 265 316 //////////////////////////////////////////// 266 ////////////////////////////////////////////////////////////// 317 // Core routine for looping over models, red << 318 // Overload with care (see, for example, << 319 // G4OpenGLScenehandler::ProcessScene). << 320 virtual void ProcessScene (); << 321 << 322 //////////////////////////////////////////// << 323 // Default routine used by default AddSolid 267 // Default routine used by default AddSolid (). >> 268 324 virtual void RequestPrimitives (const G4VSol 269 virtual void RequestPrimitives (const G4VSolid& solid); 325 270 326 //////////////////////////////////////////// 271 ////////////////////////////////////////////////////////////// 327 // Other internal routines... << 272 // Data members 328 273 329 virtual G4DisplacedSolid* CreateSectionSolid << 274 G4VGraphicsSystem& fSystem; // Graphics system. 330 virtual G4DisplacedSolid* CreateCutawaySolid << 275 const G4int fSceneHandlerId; // Id of this instance. 331 // Generic clipping using the BooleanProcess << 276 G4String fName; 332 // implemented in this class. Subclasses th << 277 G4int fViewCount; // To determine view ids. 333 // clipping should provide an override that << 278 G4ViewerList fViewerList; // Viewers. 334 << 279 G4VViewer* fpViewer; // Current viewer. 335 void LoadAtts(const G4Visible&, G4AttHolder* << 280 G4Scene* fpScene; // Scene for this scene handler. 336 // Load G4AttValues and G4AttDefs associated << 281 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 << 344 282 345 //////////////////////////////////////////// 283 ////////////////////////////////////////////////////////////// 346 // Special mesh rendering utilities... << 284 // Workspace... 347 285 348 struct NameAndVisAtts { << 286 G4bool fReadyForTransients; // I.e., not processing scene. 349 NameAndVisAtts(const G4String& name = "",c << 287 G4VModel* fpModel; // Current model. 350 : fName(name),fVisAtts(visAtts) {} << 288 const G4Transform3D* fpObjectTransformation; // Current 351 G4String fName; << 289 // accumulated object transformation. 352 G4VisAttributes fVisAtts; << 290 G4int fNestingDepth; // For Begin/EndPrimitives. 353 }; << 291 const G4VisAttributes* fpVisAttribs; // Working vis attributes. 354 << 292 G4int fCurrentDepth; // Current depth of geom. hierarchy. 355 class PseudoSceneFor3DRectMeshPositions: pub << 293 G4VPhysicalVolume* fpCurrentPV; // Current physical volume. 356 public: << 294 G4LogicalVolume* fpCurrentLV; // Current logical volume. 357 PseudoSceneFor3DRectMeshPositions << 295 G4Material* fpCurrentMaterial; // Current material. 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 << 429 296 430 G4ThreeVector GetPointInTet(const std::vecto << 297 private: 431 // Sample a random point inside the tetrahed << 298 >> 299 G4VSceneHandler (const G4VSceneHandler&); >> 300 G4VSceneHandler& operator = (const G4VSceneHandler&); 432 301 433 //////////////////////////////////////////// 302 ////////////////////////////////////////////////////////////// 434 // Data members << 303 // Friend function accessed only by views of this scene. 435 304 436 G4VGraphicsSystem& fSystem; // Grap << 305 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 << 457 306 458 private: << 307 ////////////////////////////////////////////////////////////// >> 308 // Private functions, etc.. >> 309 >> 310 void ProcessScene (G4VViewer& view); >> 311 // Accessed by G4VViewer::ProcessView (). 459 312 460 G4VSceneHandler (const G4VSceneHandler&); << 461 G4VSceneHandler& operator = (const G4VSceneH << 462 }; 313 }; 463 314 464 #include "G4VSceneHandler.icc" 315 #include "G4VSceneHandler.icc" 465 316 466 #endif 317 #endif 467 318