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Geant4/visualization/management/include/G4VSceneHandler.hh

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Differences between /visualization/management/include/G4VSceneHandler.hh (Version 11.3.0) and /visualization/management/include/G4VSceneHandler.hh (Version 8.1.p1)


  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 *
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 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-patch-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