Geant4 Cross Reference

Cross-Referencing   Geant4
Geant4/graphics_reps/include/G4VGraphicsScene.hh

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  1 //
  2 // ********************************************************************
  3 // * License and Disclaimer                                           *
  4 // *                                                                  *
  5 // * The  Geant4 software  is  copyright of the Copyright Holders  of *
  6 // * the Geant4 Collaboration.  It is provided  under  the terms  and *
  7 // * conditions of the Geant4 Software License,  included in the file *
  8 // * LICENSE and available at  http://cern.ch/geant4/license .  These *
  9 // * include a list of copyright holders.                             *
 10 // *                                                                  *
 11 // * Neither the authors of this software system, nor their employing *
 12 // * institutes,nor the agencies providing financial support for this *
 13 // * work  make  any representation or  warranty, express or implied, *
 14 // * regarding  this  software system or assume any liability for its *
 15 // * use.  Please see the license in the file  LICENSE  and URL above *
 16 // * for the full disclaimer and the limitation of liability.         *
 17 // *                                                                  *
 18 // * This  code  implementation is the result of  the  scientific and *
 19 // * technical work of the GEANT4 collaboration.                      *
 20 // * By using,  copying,  modifying or  distributing the software (or *
 21 // * any work based  on the software)  you  agree  to acknowledge its *
 22 // * use  in  resulting  scientific  publications,  and indicate your *
 23 // * acceptance of all terms of the Geant4 Software license.          *
 24 // ********************************************************************
 25 //
 26 //
 27 // John Allison  19th July 1996
 28 //
 29 // Class Description:
 30 // Abstract interface class for a graphics scene handler.
 31 // It is a minimal scene handler for the GEANT4 kernel.
 32 // See G4VSceneHandler for a fuller description.  G4VSceneHandler is
 33 // the full abstract interface to graphics systems.
 34 
 35 #ifndef G4VGRAPHICSSCENE_HH
 36 #define G4VGRAPHICSSCENE_HH
 37 
 38 #include "globals.hh"
 39 #include "G4Transform3D.hh"
 40 
 41 class G4VisAttributes;
 42 class G4VSolid;
 43 class G4Box;
 44 class G4Cons;
 45 class G4Orb;
 46 class G4Para;
 47 class G4Torus;
 48 class G4Trap;
 49 class G4Trd;
 50 class G4Tubs;
 51 class G4Sphere;
 52 
 53 class G4Ellipsoid;
 54 class G4Polycone;
 55 class G4Polyhedra;
 56 class G4TessellatedSolid;
 57 
 58 class G4PhysicalVolumeModel;
 59 class G4VTrajectory;
 60 class G4VHit;
 61 class G4VDigi;
 62 template <typename T> class G4THitsMap;
 63 class G4Polyline;
 64 class G4Text;
 65 class G4Circle;
 66 class G4Square;
 67 class G4Polymarker;
 68 class G4Polyhedron;
 69 class G4VisExtent;
 70 class G4StatDouble;
 71 class G4Mesh;
 72 class G4Plotter;
 73 
 74 class G4VGraphicsScene {
 75 
 76 public: // With description
 77 
 78   G4VGraphicsScene();
 79   virtual ~G4VGraphicsScene();
 80 
 81   ///////////////////////////////////////////////////////////////////
 82   // Methods for adding solids to the scene handler.  They
 83   // must always be called in the triplet PreAddSolid, AddSolid and
 84   // PostAddSolid.  The transformation and visualization attributes
 85   // must be set by the call to PreAddSolid.  A possible default
 86   // implementation is to request the solid to provide a G4Polyhedron
 87   // or similar primitive - see, for example, G4VSceneHandler in the
 88   // Visualization Category.
 89 
 90   virtual void PreAddSolid (const G4Transform3D& objectTransformation,
 91                             const G4VisAttributes& visAttribs) = 0;
 92   // objectTransformation is the transformation in the world
 93   // coordinate system of the object about to be added, and
 94   // visAttribs is its visualization attributes.
 95 
 96   virtual void PostAddSolid () = 0;
 97 
 98   // From geometry/solids/CSG
 99   virtual void AddSolid (const G4Box&)       = 0;
100   virtual void AddSolid (const G4Cons&)      = 0;
101   virtual void AddSolid (const G4Orb&)       = 0;
102   virtual void AddSolid (const G4Para&)      = 0;
103   virtual void AddSolid (const G4Sphere&)    = 0;
104   virtual void AddSolid (const G4Torus&)     = 0;
105   virtual void AddSolid (const G4Trap&)      = 0;
106   virtual void AddSolid (const G4Trd&)       = 0;
107   virtual void AddSolid (const G4Tubs&)      = 0;
108 
109   // From geometry/solids/specific
110   virtual void AddSolid (const G4Ellipsoid&)        = 0;
111   virtual void AddSolid (const G4Polycone&)         = 0;
112   virtual void AddSolid (const G4Polyhedra&)        = 0;
113   virtual void AddSolid (const G4TessellatedSolid&) = 0;
114 
115   // For solids not above
116   virtual void AddSolid (const G4VSolid&) = 0;
117 
118   ///////////////////////////////////////////////////////////////////
119   // Methods for adding "compound" GEANT4 objects to the scene
120   // handler.  These methods may either (a) invoke "user code" that
121   // uses the "user interface", G4VVisManager (see, for example,
122   // G4VSceneHandler in the Visualization Category, which for
123   // trajectories uses G4VTrajectory::DrawTrajectory, via
124   // G4TrajectoriesModel in the Modeling Category) or (b) invoke
125   // AddPrimitives below (between calls to Begin/EndPrimitives) or (c)
126   // use graphics-system-specific code or (d) any combination of the
127   // above.
128 
129   virtual void AddCompound (const G4VTrajectory&)            = 0;
130   virtual void AddCompound (const G4VHit&)                   = 0;
131   virtual void AddCompound (const G4VDigi&)                  = 0;
132   virtual void AddCompound (const G4THitsMap<G4double>&)     = 0;
133   virtual void AddCompound (const G4THitsMap<G4StatDouble>&) = 0;
134   virtual void AddCompound (const G4Mesh&)                   = 0;
135 
136   ///////////////////////////////////////////////////////////////////
137   // Methods for adding graphics primitives to the scene handler.  A
138   // sequence of calls to AddPrimitive must be sandwiched between
139   // calls to BeginPrimitives and EndPrimitives.  A sequence is any
140   // number of calls that have the same transformation.
141 
142   virtual void BeginPrimitives
143   (const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
144   // objectTransformation is the transformation in the world
145   // coordinate system of the object about to be added.
146 
147   virtual void EndPrimitives () = 0;
148 
149   virtual void BeginPrimitives2D
150   (const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
151 
152   virtual void EndPrimitives2D () = 0;
153   // The x,y coordinates of the primitives passed to AddPrimitive are
154   // intrepreted as screen coordinates, -1 < x,y < 1.  The
155   // z-coordinate is ignored.
156 
157   virtual void AddPrimitive (const G4Polyline&)   = 0;
158   virtual void AddPrimitive (const G4Text&)       = 0;
159   virtual void AddPrimitive (const G4Circle&)     = 0;
160   virtual void AddPrimitive (const G4Square&)     = 0;
161   virtual void AddPrimitive (const G4Polymarker&) = 0;
162   virtual void AddPrimitive (const G4Polyhedron&) = 0;
163   virtual void AddPrimitive (const G4Plotter&)    = 0;
164   
165   virtual const G4VisExtent& GetExtent() const;
166   // The concrete class should overload this or a null extent will be returned.
167   // See G4VScenHandler for example.
168 
169 };
170 
171 #endif
172