Import Geant4 5.2.0 source tree
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@@ -21,8 +21,8 @@
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// ********************************************************************
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//
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//
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// $Id: G4OpenGLStoredSceneHandler.hh,v 1.13 2001/08/14 18:03:14 johna Exp $
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// GEANT4 tag $Name: geant4-05-01 $
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// $Id: G4OpenGLStoredSceneHandler.hh,v 1.14 2003/06/16 17:13:38 gunter Exp $
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// GEANT4 tag $Name: geant4-05-02 $
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//
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//
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// Andrew Walkden 10th February 1997
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@@ -39,8 +39,8 @@
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#include "globals.hh"
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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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#include <map>
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#include <vector>
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class G4OpenGLStored;
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@@ -72,16 +72,16 @@ private:
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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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G4std::vector<G4int> fPODLList;
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G4std::vector<G4Transform3D> fPODLTransformList;
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std::vector<G4int> fPODLList;
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std::vector<G4Transform3D> fPODLTransformList;
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// TODL = Transient Object Display List.
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G4std::vector<G4int> fTODLList;
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G4std::vector<G4Transform3D> fTODLTransformList;
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std::vector<G4int> fTODLList;
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std::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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G4std::map <const G4VSolid*, G4int, G4std::less <const G4VSolid*> > fSolidMap;
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std::map <const G4VSolid*, G4int, std::less <const G4VSolid*> > fSolidMap;
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};
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inline G4int G4OpenGLStoredSceneHandler::GetSceneCount () {
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