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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 // John Allison 17th June 2019 27 28 #ifndef G4QT3DSCENEHANDLER_HH 29 #define G4QT3DSCENEHANDLER_HH 30 31 #include "G4VSceneHandler.hh" 32 33 #include <vector> 34 35 namespace Qt3DCore { 36 class QEntity; 37 } 38 class G4Qt3DQEntity; 39 40 class G4Qt3DSceneHandler: public G4VSceneHandler { 41 42 friend class G4Qt3DViewer; 43 44 public: 45 46 G4Qt3DSceneHandler(G4VGraphicsSystem& system, 47 const G4String& name); 48 virtual ~G4Qt3DSceneHandler(); 49 50 void PreAddSolid(const G4Transform3D& objectTransformation, 51 const G4VisAttributes&); 52 void PostAddSolid(); 53 54 void BeginPrimitives2D(const G4Transform3D& objectTransformation); 55 void EndPrimitives2D(); 56 57 void BeginPrimitives(const G4Transform3D& objectTransformation); 58 void EndPrimitives(); 59 60 using G4VSceneHandler::AddPrimitive; 61 void AddPrimitive(const G4Polyline&); 62 void AddPrimitive(const G4Polymarker&); 63 void AddPrimitive(const G4Text&); 64 void AddPrimitive(const G4Circle&); 65 void AddPrimitive(const G4Square&); 66 void AddPrimitive(const G4Polyhedron&); 67 68 using G4VSceneHandler::AddCompound; 69 void AddCompound(const G4Mesh&); 70 71 void ClearStore (); 72 void ClearTransientStore (); 73 74 protected: 75 76 void EstablishG4Qt3DQEntities(); 77 G4Qt3DQEntity* CreateNewNode(); // For next solid or primitive 78 79 static G4int fSceneIdCount; // Counter for Qt3D scene handlers. 80 81 Qt3DCore::QEntity* fpQt3DScene; 82 Qt3DCore::QEntity* fpTransientObjects; 83 Qt3DCore::QEntity* fpPersistentObjects; 84 std::vector<G4Qt3DQEntity*> fpPhysicalVolumeObjects; 85 86 }; 87 88 #endif 89