Import Geant4 3.1.0 source tree
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@@ -5,8 +5,8 @@
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// based on the Program) you indicate your acceptance of this statement,
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// and all its terms.
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//
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// $Id: G4OpenGLStoredSceneHandler.hh,v 1.8 2000/08/19 18:34:23 johna Exp $
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// GEANT4 tag $Name: geant4-03-00 $
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// $Id: G4OpenGLStoredSceneHandler.hh,v 1.10 2001/02/23 15:43:08 johna Exp $
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// GEANT4 tag $Name: geant4-03-01 $
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//
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//
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// Andrew Walkden 10th February 1997
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@@ -24,6 +24,7 @@
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#include "G4RotationMatrix.hh"
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#include "G4OpenGLSceneHandler.hh"
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#include "g4std/map"
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#include "g4std/vector"
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class G4OpenGLStored;
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@@ -37,7 +38,6 @@ public:
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void BeginModeling ();
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void EndModeling ();
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static G4int GetSceneCount ();
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G4bool fMemoryForDisplayLists; // avoid memory overflow
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private:
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friend class G4OpenGLStoredViewer;
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@@ -47,15 +47,16 @@ friend class G4OpenGLStoredViewer;
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static G4int fSceneIdCount; // static counter for OpenGLStored scenes.
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static G4int fSceneCount; // No. of extanct scene handlers.
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G4int fDisplayListId; // Workspace.
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G4bool fMemoryForDisplayLists; // avoid memory overflow
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// PODL = Persistent Object Display List.
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GLint fTopPODL; // List which calls the other PODLs.
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G4RWTValOrderedVector<G4int> fPODLList;
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G4RWTValOrderedVector<G4Transform3D> fPODLTransformList;
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G4std::vector<G4int> fPODLList;
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G4std::vector<G4Transform3D> fPODLTransformList;
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// TODL = Transient Object Display List.
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G4RWTValOrderedVector<G4int> fTODLList;
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G4RWTValOrderedVector<G4Transform3D> fTODLTransformList;
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G4std::vector<G4int> fTODLList;
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G4std::vector<G4Transform3D> fTODLTransformList;
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// Stop-gap solution of structure re-use.
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// A proper implementation would use geometry hierarchy.
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