Geant4 Cross Reference |
1 // 1 // 2 // ******************************************* 2 // ******************************************************************** 3 // * License and Disclaimer 3 // * License and Disclaimer * 4 // * 4 // * * 5 // * The Geant4 software is copyright of th 5 // * The Geant4 software is copyright of the Copyright Holders of * 6 // * the Geant4 Collaboration. It is provided 6 // * the Geant4 Collaboration. It is provided under the terms and * 7 // * conditions of the Geant4 Software License 7 // * conditions of the Geant4 Software License, included in the file * 8 // * LICENSE and available at http://cern.ch/ 8 // * LICENSE and available at http://cern.ch/geant4/license . These * 9 // * include a list of copyright holders. 9 // * include a list of copyright holders. * 10 // * 10 // * * 11 // * Neither the authors of this software syst 11 // * Neither the authors of this software system, nor their employing * 12 // * institutes,nor the agencies providing fin 12 // * institutes,nor the agencies providing financial support for this * 13 // * work make any representation or warran 13 // * work make any representation or warranty, express or implied, * 14 // * regarding this software system or assum 14 // * regarding this software system or assume any liability for its * 15 // * use. Please see the license in the file 15 // * use. Please see the license in the file LICENSE and URL above * 16 // * for the full disclaimer and the limitatio 16 // * for the full disclaimer and the limitation of liability. * 17 // * 17 // * * 18 // * This code implementation is the result 18 // * This code implementation is the result of the scientific and * 19 // * technical work of the GEANT4 collaboratio 19 // * technical work of the GEANT4 collaboration. * 20 // * By using, copying, modifying or distri 20 // * By using, copying, modifying or distributing the software (or * 21 // * any work based on the software) you ag 21 // * any work based on the software) you agree to acknowledge its * 22 // * use in resulting scientific publicati 22 // * use in resulting scientific publications, and indicate your * 23 // * acceptance of all terms of the Geant4 Sof 23 // * acceptance of all terms of the Geant4 Software license. * 24 // ******************************************* 24 // ******************************************************************** 25 // 25 // 26 // 26 // >> 27 // $Id: G4VSceneHandler.hh,v 1.33 2006/06/29 21:28:08 gunter Exp $ >> 28 // GEANT4 tag $Name: geant4-08-01 $ 27 // 29 // 28 // << 30 // 29 // John Allison 19th July 1996. 31 // John Allison 19th July 1996. 30 // 32 // 31 // Class description 33 // Class description 32 // 34 // 33 // Abstract interface class for graphics scene 35 // Abstract interface class for graphics scene handlers. 34 // Inherits from G4VGraphicsScene, in the inte 36 // Inherits from G4VGraphicsScene, in the intercoms category, which is 35 // a minimal abstract interface for the GEANT4 37 // a minimal abstract interface for the GEANT4 kernel. 36 38 37 #ifndef G4VSCENEHANDLER_HH 39 #ifndef G4VSCENEHANDLER_HH 38 #define G4VSCENEHANDLER_HH 40 #define G4VSCENEHANDLER_HH 39 41 40 #include "globals.hh" 42 #include "globals.hh" 41 43 >> 44 #include <stack> >> 45 42 #include "G4VGraphicsScene.hh" 46 #include "G4VGraphicsScene.hh" 43 #include "G4ViewerList.hh" 47 #include "G4ViewerList.hh" 44 #include "G4ViewParameters.hh" 48 #include "G4ViewParameters.hh" 45 #include "G4THitsMap.hh" << 46 #include "G4PseudoScene.hh" << 47 << 48 #include <map> << 49 49 50 class G4Scene; 50 class G4Scene; >> 51 class G4VViewer; >> 52 class G4Colour; >> 53 class G4Visible; >> 54 class G4ModelingParameters; >> 55 class G4VModel; 51 class G4VGraphicsSystem; 56 class G4VGraphicsSystem; 52 class G4AttHolder; << 57 class G4LogicalVolume; >> 58 class G4VPhysicalVolume; >> 59 class G4Material; 53 60 54 class G4VSceneHandler: public G4VGraphicsScene 61 class G4VSceneHandler: public G4VGraphicsScene { 55 62 56 friend class G4VViewer; << 57 friend std::ostream& operator << (std::ostre << 58 << 59 public: // With description 63 public: // With description 60 64 >> 65 friend std::ostream& operator << (std::ostream& os, const G4VSceneHandler& s); >> 66 61 enum MarkerSizeType {world, screen}; 67 enum MarkerSizeType {world, screen}; 62 68 63 G4VSceneHandler (G4VGraphicsSystem& system, 69 G4VSceneHandler (G4VGraphicsSystem& system, 64 G4int id, 70 G4int id, 65 const G4String& name = ""); 71 const G4String& name = ""); 66 72 67 virtual ~G4VSceneHandler (); 73 virtual ~G4VSceneHandler (); 68 74 69 //////////////////////////////////////////// 75 /////////////////////////////////////////////////////////////////// 70 // Methods for adding raw GEANT4 objects to 76 // Methods for adding raw GEANT4 objects to the scene handler. They 71 // must always be called in the triplet PreA 77 // must always be called in the triplet PreAddSolid, AddSolid and 72 // PostAddSolid. The transformation and vis 78 // PostAddSolid. The transformation and visualization attributes 73 // must be set by the call to PreAddSolid. 79 // must be set by the call to PreAddSolid. If your graphics system 74 // is sophisticated enough to handle a parti 80 // is sophisticated enough to handle a particular solid shape as a 75 // primitive, in your derived class write a 81 // primitive, in your derived class write a function to override one 76 // or more of the following. See the implem 82 // or more of the following. See the implementation of 77 // G4VSceneHandler::AddSolid (const G4Box& b 83 // G4VSceneHandler::AddSolid (const G4Box& box) for more 78 // suggestions. If not, please implement th 84 // suggestions. If not, please implement the base class invocation. 79 85 80 virtual void PreAddSolid (const G4Transform3 86 virtual void PreAddSolid (const G4Transform3D& objectTransformation, 81 const G4VisAttributes&); << 87 const G4VisAttributes& visAttribs); 82 // objectTransformation is the transformatio 88 // objectTransformation is the transformation in the world 83 // coordinate system of the object about to 89 // coordinate system of the object about to be added, and visAttribs 84 // is its visualization attributes. 90 // is its visualization attributes. 85 // IMPORTANT: invoke this from your polymorp 91 // IMPORTANT: invoke this from your polymorphic versions, e.g.: 86 // void MyXXXSceneHandler::PreAddSolid 92 // void MyXXXSceneHandler::PreAddSolid 87 // (const G4Transform3D& objectTransformati 93 // (const G4Transform3D& objectTransformation, 88 // const G4VisAttributes& visAttribs) { 94 // const G4VisAttributes& visAttribs) { 89 // G4VSceneHandler::PreAddSolid (objectTra 95 // G4VSceneHandler::PreAddSolid (objectTransformation, visAttribs); 90 // ... 96 // ... 91 // } 97 // } 92 98 93 virtual void PostAddSolid (); 99 virtual void PostAddSolid (); 94 // IMPORTANT: invoke this from your polymorp 100 // IMPORTANT: invoke this from your polymorphic versions, e.g.: 95 // void MyXXXSceneHandler::PostAddSolid () { 101 // void MyXXXSceneHandler::PostAddSolid () { 96 // ... 102 // ... 97 // G4VSceneHandler::PostAddSolid (); 103 // G4VSceneHandler::PostAddSolid (); 98 // } 104 // } 99 105 100 // From geometry/solids/CSG << 101 virtual void AddSolid (const G4Box&); 106 virtual void AddSolid (const G4Box&); 102 virtual void AddSolid (const G4Cons&); 107 virtual void AddSolid (const G4Cons&); 103 virtual void AddSolid (const G4Orb&); << 108 virtual void AddSolid (const G4Tubs&); 104 virtual void AddSolid (const G4Para&); << 109 virtual void AddSolid (const G4Trd&); >> 110 virtual void AddSolid (const G4Trap&); 105 virtual void AddSolid (const G4Sphere&); 111 virtual void AddSolid (const G4Sphere&); >> 112 virtual void AddSolid (const G4Para&); 106 virtual void AddSolid (const G4Torus&); 113 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 G4Polycone&); 114 virtual void AddSolid (const G4Polyhedra&); 115 virtual void AddSolid (const G4Polyhedra&); 115 virtual void AddSolid (const G4TessellatedSo << 116 virtual void AddSolid (const G4VSolid&); // For solids not above. 116 << 117 // For solids not above. << 118 virtual void AddSolid (const G4VSolid&); << 119 117 120 //////////////////////////////////////////// 118 /////////////////////////////////////////////////////////////////// 121 // Methods for adding "compound" GEANT4 obje 119 // Methods for adding "compound" GEANT4 objects to the scene 122 // handler. These methods may either (a) in 120 // handler. These methods may either (a) invoke "user code" that 123 // uses the "user interface", G4VVisManager 121 // uses the "user interface", G4VVisManager (see, for example, 124 // G4VSceneHandler, which for trajectories u 122 // G4VSceneHandler, which for trajectories uses 125 // G4VTrajectory::DrawTrajectory, via G4Traj 123 // G4VTrajectory::DrawTrajectory, via G4TrajectoriesModel in the 126 // Modeling Category) or (b) invoke AddPrimi 124 // Modeling Category) or (b) invoke AddPrimitives below (between 127 // calls to Begin/EndPrimitives) or (c) use 125 // calls to Begin/EndPrimitives) or (c) use graphics-system-specific 128 // code or (d) any combination of the above. 126 // code or (d) any combination of the above. 129 127 130 virtual void AddCompound (const G4VTrajector 128 virtual void AddCompound (const G4VTrajectory&); 131 virtual void AddCompound (const G4VHit&); 129 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&); << 136 130 137 //////////////////////////////////////////// 131 ////////////////////////////////////////////////////////////// 138 // Functions for adding primitives. 132 // Functions for adding primitives. 139 133 140 virtual void BeginModeling (); 134 virtual void BeginModeling (); 141 // IMPORTANT: invoke this from your polymorp 135 // IMPORTANT: invoke this from your polymorphic versions, e.g.: 142 // void MyXXXSceneHandler::BeginModeling () 136 // void MyXXXSceneHandler::BeginModeling () { 143 // G4VSceneHandler::BeginModeling (); 137 // G4VSceneHandler::BeginModeling (); 144 // ... 138 // ... 145 // } 139 // } 146 140 147 virtual void EndModeling (); 141 virtual void EndModeling (); 148 // IMPORTANT: invoke this from your polymorp 142 // IMPORTANT: invoke this from your polymorphic versions, e.g.: 149 // void MyXXXSceneHandler::EndModeling () { 143 // void MyXXXSceneHandler::EndModeling () { 150 // ... 144 // ... 151 // G4VSceneHandler::EndModeling (); 145 // G4VSceneHandler::EndModeling (); 152 // } 146 // } 153 147 154 virtual void BeginPrimitives 148 virtual void BeginPrimitives 155 (const G4Transform3D& objectTransformation = << 149 (const G4Transform3D& objectTransformation); 156 // IMPORTANT: invoke this from your polymorp 150 // IMPORTANT: invoke this from your polymorphic versions, e.g.: 157 // void MyXXXSceneHandler::BeginPrimitives 151 // void MyXXXSceneHandler::BeginPrimitives 158 // (const G4Transform3D& objectTransformatio 152 // (const G4Transform3D& objectTransformation) { 159 // G4VSceneHandler::BeginPrimitives (objec 153 // G4VSceneHandler::BeginPrimitives (objectTransformation); 160 // ... 154 // ... 161 // } 155 // } 162 156 163 virtual void EndPrimitives (); 157 virtual void EndPrimitives (); 164 // IMPORTANT: invoke this from your polymorp 158 // IMPORTANT: invoke this from your polymorphic versions, e.g.: 165 // void MyXXXSceneHandler::EndPrimitives () 159 // void MyXXXSceneHandler::EndPrimitives () { 166 // ... 160 // ... 167 // G4VSceneHandler::EndPrimitives (); 161 // G4VSceneHandler::EndPrimitives (); 168 // } 162 // } 169 163 170 virtual void BeginPrimitives2D << 164 virtual void BeginPrimitives2D (); 171 (const G4Transform3D& objectTransformation = << 172 // The x,y coordinates of the primitives pas 165 // The x,y coordinates of the primitives passed to AddPrimitive are 173 // intrepreted as screen coordinates, -1 < x 166 // intrepreted as screen coordinates, -1 < x,y < 1. The 174 // z-coordinate is ignored. 167 // z-coordinate is ignored. 175 // IMPORTANT: invoke this from your polymorp 168 // IMPORTANT: invoke this from your polymorphic versions, e.g.: 176 // void MyXXXSceneHandler::BeginPrimitives2D 169 // void MyXXXSceneHandler::BeginPrimitives2D 177 // (const G4Transform3D& objectTransformatio 170 // (const G4Transform3D& objectTransformation) { 178 // G4VSceneHandler::BeginPrimitives2D (obj << 171 // G4VSceneHandler::BeginPrimitives2D (); 179 // ... 172 // ... 180 // } 173 // } 181 174 182 virtual void EndPrimitives2D (); 175 virtual void EndPrimitives2D (); 183 // IMPORTANT: invoke this from your polymorp 176 // IMPORTANT: invoke this from your polymorphic versions, e.g.: 184 // void MyXXXSceneHandler::EndPrimitives2D ( 177 // void MyXXXSceneHandler::EndPrimitives2D () { 185 // ... 178 // ... 186 // G4VSceneHandler::EndPrimitives2D (); 179 // G4VSceneHandler::EndPrimitives2D (); 187 // } 180 // } 188 181 189 virtual void AddPrimitive (const G4Polyline& 182 virtual void AddPrimitive (const G4Polyline&) = 0; >> 183 virtual void AddPrimitive (const G4Scale&); >> 184 // Default implementation in this class but can be over-ridden. 190 virtual void AddPrimitive (const G4Text&) 185 virtual void AddPrimitive (const G4Text&) = 0; 191 virtual void AddPrimitive (const G4Circle&) 186 virtual void AddPrimitive (const G4Circle&) = 0; 192 virtual void AddPrimitive (const G4Square&) 187 virtual void AddPrimitive (const G4Square&) = 0; 193 virtual void AddPrimitive (const G4Polymarke 188 virtual void AddPrimitive (const G4Polymarker&); 194 virtual void AddPrimitive (const G4Polyhedro << 189 // Default implementation in this class but can be over-ridden. 195 virtual void AddPrimitive (const G4Plotter&) << 190 virtual void AddPrimitive (const G4Polyhedron&) = 0; 196 << 191 virtual void AddPrimitive (const G4NURBS&) = 0; 197 // Other virtual functions << 192 198 virtual const G4VisExtent& GetExtent() const << 193 /////////////////////////////////////////////////////////////// >> 194 // Other inherited functions. >> 195 >> 196 virtual void EstablishSpecials (G4PhysicalVolumeModel&); >> 197 // Used to establish any special relationships between scene handler and this >> 198 // particular type of model - non-pure, i.e., no requirement to >> 199 // implement. See G4PhysicalVolumeModel.hh for details. 199 200 200 //////////////////////////////////////////// 201 ////////////////////////////////////////////////////////////// 201 // Access functions. 202 // Access functions. 202 const G4String& GetName () con 203 const G4String& GetName () const; 203 G4int GetSceneHandlerId () con 204 G4int GetSceneHandlerId () const; 204 G4int GetViewCount () con 205 G4int GetViewCount () const; 205 G4VGraphicsSystem* GetGraphicsSystem () con 206 G4VGraphicsSystem* GetGraphicsSystem () const; 206 G4Scene* GetScene () con 207 G4Scene* GetScene () const; 207 const G4ViewerList& GetViewerList () con 208 const G4ViewerList& GetViewerList () const; 208 G4VModel* GetModel () con 209 G4VModel* GetModel () const; 209 G4VViewer* GetCurrentViewer () con 210 G4VViewer* GetCurrentViewer () const; 210 G4bool GetMarkForClearingTransi 211 G4bool GetMarkForClearingTransientStore () const; 211 G4bool IsReadyForTransients () 212 G4bool IsReadyForTransients () const; 212 G4bool GetTransientsDrawnThisEv 213 G4bool GetTransientsDrawnThisEvent () const; 213 G4bool GetTransientsDrawnThisRu 214 G4bool GetTransientsDrawnThisRun () const; 214 const G4Transform3D& GetObjectTransformation << 215 void SetName (const G4String&); 215 void SetName (const << 216 void SetCurrentViewer (G4VViewer*); 216 void SetCurrentViewer (G4VViewer*); 217 virtual void SetScene (G4Scen << 217 void SetScene (G4Scene*); 218 G4ViewerList& SetViewerList (); // Non-c 218 G4ViewerList& SetViewerList (); // Non-const so you can change. 219 void SetModel (G4VModel*); 219 void SetModel (G4VModel*); 220 void SetMarkForClearingTransientSto 220 void SetMarkForClearingTransientStore (G4bool); 221 // Sets flag which will cause transient stor 221 // Sets flag which will cause transient store to be cleared at the 222 // next call to BeginPrimitives(). Maintain 222 // next call to BeginPrimitives(). Maintained by vis manager. 223 void SetTransientsDrawnThisEvent 223 void SetTransientsDrawnThisEvent (G4bool); 224 void SetTransientsDrawnThisRun 224 void SetTransientsDrawnThisRun (G4bool); 225 void SetObjectTransformation << 226 // Maintained by vis manager. 225 // Maintained by vis manager. 227 226 228 //////////////////////////////////////////// 227 ////////////////////////////////////////////////////////////// 229 // Public utility functions. 228 // Public utility functions. 230 229 231 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&) 230 const G4Colour& GetColour (const G4Visible&); 239 const G4Colour& GetColor (const G4Visible&) 231 const G4Colour& GetColor (const G4Visible&); 240 // Returns colour, or viewer default colour. << 232 // 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. << 245 233 246 const G4Colour& GetTextColour (const G4Text& 234 const G4Colour& GetTextColour (const G4Text&); 247 const G4Colour& GetTextColor (const G4Text& 235 const G4Colour& GetTextColor (const G4Text&); 248 // Returns colour of G4Text object, or defau << 236 // The above return colour of G4Text object, or default text colour. 249 << 250 G4double GetLineWidth(const G4VisAttributes* << 251 // Returns line width of G4VisAttributes mul << 252 237 253 G4ViewParameters::DrawingStyle GetDrawingSty 238 G4ViewParameters::DrawingStyle GetDrawingStyle (const G4VisAttributes*); 254 // Returns drawing style from current view p 239 // Returns drawing style from current view parameters, unless the user 255 // has forced through the vis attributes, th 240 // has forced through the vis attributes, thereby over-riding the 256 // current view parameter. 241 // current view parameter. 257 242 258 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 243 G4bool GetAuxEdgeVisible (const G4VisAttributes*); 264 // Returns auxiliary edge visibility from cu << 244 // Returns auxiliary edge visiblility from current view parameters, 265 // unless the user has forced through the vi 245 // unless the user has forced through the vis attributes, thereby 266 // over-riding the current view parameter. 246 // over-riding the current view parameter. 267 247 268 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 248 G4double GetMarkerSize (const G4VMarker&, MarkerSizeType&); 274 // Returns applicable marker size (diameter) 249 // Returns applicable marker size (diameter) and type (in second 275 // argument). Uses global default marker if 250 // argument). Uses global default marker if marker sizes are not 276 // set. Multiplies by GlobalMarkerScale. << 251 // set. 277 252 278 G4double GetMarkerDiameter (const G4VMarker& 253 G4double GetMarkerDiameter (const G4VMarker&, MarkerSizeType&); 279 // Alias for GetMarkerSize. 254 // Alias for GetMarkerSize. 280 255 281 G4double GetMarkerRadius (const G4VMarker&, 256 G4double GetMarkerRadius (const G4VMarker&, MarkerSizeType&); 282 // GetMarkerSize / 2. 257 // GetMarkerSize / 2. 283 258 284 G4ModelingParameters* CreateModelingParamete 259 G4ModelingParameters* CreateModelingParameters (); 285 // Only the scene handler and view know what 260 // Only the scene handler and view know what the Modeling Parameters should 286 // be. For historical reasons, the GEANT4 V 261 // be. For historical reasons, the GEANT4 Visualization Environment 287 // maintains its own Scene Data and View Par 262 // maintains its own Scene Data and View Parameters, which must be 288 // converted, when needed, to Modeling Param 263 // converted, when needed, to Modeling Parameters. 289 264 290 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 //////////////////////////////////////////// 265 ////////////////////////////////////////////////////////////// 298 // Administration functions. 266 // Administration functions. 299 267 300 template <class T> void AddSolidT (const T& << 301 template <class T> void AddSolidWithAuxiliar << 302 << 303 G4int IncrementViewCount (); 268 G4int IncrementViewCount (); 304 269 305 virtual void ClearStore (); 270 virtual void ClearStore (); 306 // Clears graphics database (display lists) << 271 // Clears graphics database (display lists) if any. This base class >> 272 // implements some common functionality so... >> 273 // IMPORTANT: invoke this from your polymorphic versions, e.g.: >> 274 // void MyXXXSceneHandler::ClearStore () { >> 275 // G4VSceneHandler::ClearStore (); >> 276 // ... >> 277 // } 307 278 308 virtual void ClearTransientStore (); 279 virtual void ClearTransientStore (); 309 // Clears transient part of graphics databas 280 // Clears transient part of graphics database (display lists) if any. >> 281 // This base class implements some common functionality so... >> 282 // IMPORTANT: invoke this from your polymorphic versions, e.g.: >> 283 // void MyXXXSceneHandler::ClearTransientStore () { >> 284 // G4VSceneHandler::ClearTransientStore (); >> 285 // ... >> 286 // } 310 287 311 void AddViewerToList (G4VViewer* pView) 288 void AddViewerToList (G4VViewer* pView); // Add view to view List. 312 void RemoveViewerFromList (G4VViewer* pView) 289 void RemoveViewerFromList (G4VViewer* pView); // Remove view from view List. 313 290 314 protected: 291 protected: 315 292 316 //////////////////////////////////////////// 293 ////////////////////////////////////////////////////////////// 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 294 // Default routine used by default AddSolid (). 324 virtual void RequestPrimitives (const G4VSol << 325 << 326 //////////////////////////////////////////// << 327 // Other internal routines... << 328 295 329 virtual G4DisplacedSolid* CreateSectionSolid << 296 virtual void RequestPrimitives (const G4VSolid& solid); 330 virtual G4DisplacedSolid* CreateCutawaySolid << 331 // Generic clipping using the BooleanProcess << 332 // implemented in this class. Subclasses th << 333 // clipping should provide an override that << 334 << 335 void LoadAtts(const G4Visible&, G4AttHolder* << 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 << 345 //////////////////////////////////////////// << 346 // Special mesh rendering utilities... << 347 << 348 struct NameAndVisAtts { << 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 << 430 G4ThreeVector GetPointInTet(const std::vecto << 431 // Sample a random point inside the tetrahed << 432 297 433 //////////////////////////////////////////// 298 ////////////////////////////////////////////////////////////// 434 // Data members 299 // Data members 435 300 436 G4VGraphicsSystem& fSystem; // Grap 301 G4VGraphicsSystem& fSystem; // Graphics system. 437 const G4int fSceneHandlerId; // Id o 302 const G4int fSceneHandlerId; // Id of this instance. 438 G4String fName; 303 G4String fName; 439 G4int fViewCount; // To d 304 G4int fViewCount; // To determine view ids. 440 G4ViewerList fViewerList; // View 305 G4ViewerList fViewerList; // Viewers. 441 G4VViewer* fpViewer; // Curr 306 G4VViewer* fpViewer; // Current viewer. 442 G4Scene* fpScene; // Scen 307 G4Scene* fpScene; // Scene for this scene handler. 443 G4bool fMarkForClearingTransient 308 G4bool fMarkForClearingTransientStore; 444 G4bool fReadyForTransients; // 309 G4bool fReadyForTransients; // I.e., not processing the 445 // run-duration part 310 // run-duration part of scene. 446 G4bool fTransientsDrawnThisEvent 311 G4bool fTransientsDrawnThisEvent; // Maintained by vis 447 G4bool fTransientsDrawnThisRun; 312 G4bool fTransientsDrawnThisRun; // manager. 448 G4bool fProcessingSolid; // True 313 G4bool fProcessingSolid; // True if within Pre/PostAddSolid. 449 G4bool fProcessing2D; // True << 314 G4bool fSecondPassRequested; 450 G4VModel* fpModel; // Curr << 315 G4bool fSecondPass; // ...in process. 451 G4Transform3D fObjectTransformation; // Curr << 316 G4VModel* fpModel; // Current model. 452 // object transformation. << 317 const G4Transform3D* fpObjectTransformation; // Current accumulated 453 G4int fNestingDepth; // For << 318 // object transformation. 454 const G4VisAttributes* fpVisAttribs; // Work << 319 G4int fNestingDepth; // For Begin/EndPrimitives. >> 320 const G4VisAttributes* fpVisAttribs; // Working vis attributes. >> 321 G4int fCurrentDepth; // Current depth of geom. hierarchy. >> 322 G4VPhysicalVolume* fpCurrentPV; // Current physical volume. >> 323 G4LogicalVolume* fpCurrentLV; // Current logical volume. >> 324 G4Material* fpCurrentMaterial; // Current material. 455 const G4Transform3D fIdentityTransformation; 325 const G4Transform3D fIdentityTransformation; 456 std::map<G4VPhysicalVolume*,G4String> fProbl << 457 326 458 private: 327 private: 459 328 460 G4VSceneHandler (const G4VSceneHandler&); 329 G4VSceneHandler (const G4VSceneHandler&); 461 G4VSceneHandler& operator = (const G4VSceneH 330 G4VSceneHandler& operator = (const G4VSceneHandler&); >> 331 >> 332 ////////////////////////////////////////////////////////////// >> 333 // Friend function accessed only by views of this scene. >> 334 >> 335 friend void G4VViewer::ProcessView (); >> 336 >> 337 ////////////////////////////////////////////////////////////// >> 338 // Private functions, etc.. >> 339 >> 340 void ProcessScene (G4VViewer& view); >> 341 // Accessed by G4VViewer::ProcessView (). >> 342 462 }; 343 }; 463 344 464 #include "G4VSceneHandler.icc" 345 #include "G4VSceneHandler.icc" 465 346 466 #endif 347 #endif 467 348