Import Geant4 8.0.0 source tree
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//
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// ********************************************************************
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// * DISCLAIMER *
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// * *
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// * The following disclaimer summarizes all the specific disclaimers *
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// * of contributors to this software. The specific disclaimers,which *
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// * govern, are listed with their locations in: *
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// * http://cern.ch/geant4/license *
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// * *
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// * Neither the authors of this software system, nor their employing *
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// * institutes,nor the agencies providing financial support for this *
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// * work make any representation or warranty, express or implied, *
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// * regarding this software system or assume any liability for its *
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// * use. *
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// * *
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// * This code implementation is the intellectual property of the *
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// * GEANT4 collaboration. *
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// * By copying, distributing or modifying the Program (or any work *
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// * based on the Program) you indicate your acceptance of this *
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// * statement, and all its terms. *
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// ********************************************************************
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//
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//
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// $Id: G4VGraphicsScene.hh,v 1.5 2005/11/10 15:39:16 allison Exp $
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// GEANT4 tag $Name: geant4-08-00 $
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// John Allison 19th July 1996
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//
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// Class Description:
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// Abstract interface class for a graphics scene handler.
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// It is a minimal scene handler for the GEANT4 kernel.
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// See G4VSceneHandler for a fuller description. G4VSceneHandler is
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// the full abstract interface to graphics systems.
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#ifndef G4VGRAPHICSSCENE_HH
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#define G4VGRAPHICSSCENE_HH
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class G4VisAttributes;
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class G4VSolid;
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class G4Box;
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class G4Cons;
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class G4Tubs;
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class G4Trd;
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class G4Trap;
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class G4Sphere;
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class G4Ellipsoid;
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class G4Para;
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class G4Torus;
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class G4PhysicalVolumeModel;
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class G4Polycone;
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class G4Polyhedra;
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class G4VTrajectory;
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class G4VHit;
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class G4Polyline;
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class G4Scale;
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class G4Text;
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class G4Circle;
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class G4Square;
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class G4Polymarker;
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class G4Polyhedron;
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class G4NURBS;
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#include "G4Transform3D.hh"
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class G4VGraphicsScene {
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public: // With description
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///////////////////////////////////////////////////////////////////
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// Methods for adding solids to the scene handler. They
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// must always be called in the triplet PreAddSolid, AddSolid and
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// PostAddSolid. The transformation and visualization attributes
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// must be set by the call to PreAddSolid. A possible default
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// implementation is to request the solid to provide a G4Polyhedron
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// or similar primitive - see, for example, G4VSceneHandler in the
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// Visualization Category.
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virtual void PreAddSolid (const G4Transform3D& objectTransformation,
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const G4VisAttributes& visAttribs) = 0;
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// objectTransformation is the transformation in the world
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// coordinate system of the object about to be added, and
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// visAttribs is its visualization attributes.
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virtual void PostAddSolid () = 0;
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virtual void AddSolid (const G4Box&) = 0;
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virtual void AddSolid (const G4Cons&) = 0;
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virtual void AddSolid (const G4Tubs&) = 0;
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virtual void AddSolid (const G4Trd&) = 0;
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virtual void AddSolid (const G4Trap&) = 0;
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virtual void AddSolid (const G4Sphere&) = 0;
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virtual void AddSolid (const G4Para&) = 0;
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virtual void AddSolid (const G4Torus&) = 0;
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virtual void AddSolid (const G4Polycone&) = 0;
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virtual void AddSolid (const G4Polyhedra&) = 0;
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virtual void AddSolid (const G4VSolid&) = 0; // For solids not above.
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///////////////////////////////////////////////////////////////////
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// Methods for adding "compound" GEANT4 objects to the scene
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// handler. These methods may either (a) invoke "user code" that
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// uses the "user interface", G4VVisManager (see, for example,
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// G4VSceneHandler in the Visualization Category, which for
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// trajectories uses G4VTrajectory::DrawTrajectory, via
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// G4TrajectoriesModel in the Modeling Category) or (b) invoke
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// AddPrimitives below (between calls to Begin/EndPrimitives) or (c)
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// use graphics-system-specific code or (d) any combination of the
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// above.
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virtual void AddCompound (const G4VTrajectory&) = 0;
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virtual void AddCompound (const G4VHit&) = 0;
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///////////////////////////////////////////////////////////////////
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// Methods for adding graphics primitives to the scene handler. A
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// sequence of calls to AddPrimitive must be sandwiched between
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// calls to BeginPrimitives and EndPrimitives. A sequence is any
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// number of calls the have the same transformation.
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virtual void BeginPrimitives
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(const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
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// objectTransformation is the transformation in the world
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// coordinate system of the object about to be added.
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virtual void EndPrimitives () = 0;
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virtual void AddPrimitive (const G4Polyline&) = 0;
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virtual void AddPrimitive (const G4Scale&) = 0;
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virtual void AddPrimitive (const G4Text&) = 0;
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virtual void AddPrimitive (const G4Circle&) = 0;
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virtual void AddPrimitive (const G4Square&) = 0;
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virtual void AddPrimitive (const G4Polymarker&) = 0;
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virtual void AddPrimitive (const G4Polyhedron&) = 0;
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virtual void AddPrimitive (const G4NURBS&) = 0;
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///////////////////////////////////////////////////////////////////
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// Special functions for particular models.
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virtual void EstablishSpecials (G4PhysicalVolumeModel&) {}
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// Used to establish any special relationships between scene and
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// this particular type of model - non-pure, i.e., no requirement to
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// implement. See G4PhysicalVolumeModel.hh for details.
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virtual void DecommissionSpecials (G4PhysicalVolumeModel&) {}
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// Used to reverse the effect of EstablishSpecials, if required.
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};
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#endif
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