Import Geant4 8.0.0 source tree

This commit is contained in:
Gabriele Cosmo
2016-06-09 14:36:02 +02:00
parent d93e1e39a9
commit 8a51e0bc40
5471 changed files with 99628 additions and 55248 deletions
+1 -1
View File
@@ -22,7 +22,7 @@
//
//
// $Id: G4XXX.cc,v 1.4 2005/06/02 17:00:11 allison Exp $
// GEANT4 tag $Name: geant4-07-01 $
// GEANT4 tag $Name: geant4-08-00 $
//
//
// John Allison 5th April 2001
@@ -21,8 +21,8 @@
// ********************************************************************
//
//
// $Id: G4XXXSceneHandler.cc,v 1.23 2005/06/07 16:46:33 allison Exp $
// GEANT4 tag $Name: geant4-07-01 $
// $Id: G4XXXSceneHandler.cc,v 1.25 2005/11/22 16:25:07 allison Exp $
// GEANT4 tag $Name: geant4-08-00 $
//
//
// John Allison 5th April 2001
@@ -413,7 +413,7 @@ void G4XXXSceneHandler::AddPrimitive(const G4Polyhedron& polyhedron) {
// Get view parameters that the user can force through the vis
// attributes, thereby over-riding the current view parameter.
G4ViewParameters::DrawingStyle drawing_style = GetDrawingStyle (pVA);
G4bool isAuxEdgeVisible = GetAuxEdgeVisible (pVA);
//G4bool isAuxEdgeVisible = GetAuxEdgeVisible (pVA);
//Get colour, etc..
//const G4Colour& c = pVA -> GetColour ();
@@ -439,45 +439,11 @@ void G4XXXSceneHandler::AddPrimitive(const G4Polyhedron& polyhedron) {
}
//Loop through all the facets...
G4bool notLastFace;
G4Normal3D SurfaceUnitNormal;
do { // loop over faces...
//First, find surface normal for the facet...
notLastFace = polyhedron.GetNextUnitNormal (SurfaceUnitNormal);
//Loop through the four edges of each G4Facet...
G4bool notLastEdge;
G4Point3D vertex;
G4int edgeFlag;
G4int edgeCount = 0;
do { // loop over edges...
notLastEdge = polyhedron.GetNextVertex (vertex, edgeFlag);
// Check to see if edge is visible or not...
if (isAuxEdgeVisible) {
edgeFlag = G4int (true);
}
if (edgeFlag) {
// glEdgeFlag (GL_TRUE);
} else {
// glEdgeFlag (GL_FALSE);
}
// glVertex3d (vertex.x(),
// vertex.y(),
// vertex.z());
edgeCount++;
} while (notLastEdge);
// Look at G4OpenGLSceneHandler::AddPrimitive(const G4Polyhedron&)
// for an example of how to get facets out of a G4Polyhedron,
// including how to cope with triangles if that's a problem.
// Duplicate last real vertex if necessary to guarantee quadrilateral....
while (edgeCount < 4) {
// glEdgeFlag (GL_FALSE);
// glVertex3d (vertex.x(),
// vertex.y(),
// vertex.z());
edgeCount++;
}
} while (notLastFace);
}
void G4XXXSceneHandler::AddPrimitive(const G4NURBS&) {
+2 -5
View File
@@ -21,14 +21,11 @@
// ********************************************************************
//
//
// $Id: G4XXXViewer.cc,v 1.6 2003/11/06 15:06:51 johna Exp $
// GEANT4 tag $Name: geant4-07-01 $
// $Id: G4XXXViewer.cc,v 1.7 2005/10/13 17:45:52 allison Exp $
// GEANT4 tag $Name: geant4-08-00 $
#include "G4XXXViewer.hh"
#include "G4ios.hh"
#include <strstream>
#include "G4VSceneHandler.hh"
G4XXXViewer::G4XXXViewer