Import Geant4 4.0.0 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: G4OpenGLSceneHandler.cc,v 1.10.2.1 2001/06/28 19:15:43 gunter Exp $
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// GEANT4 tag $Name: $
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// $Id: G4OpenGLSceneHandler.cc,v 1.14 2001/08/24 18:37:09 johna Exp $
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// GEANT4 tag $Name: geant4-04-00 $
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//
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//
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// Andrew Walkden 27th March 1996
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@@ -116,16 +116,25 @@ void G4OpenGLSceneHandler::AddPrimitive (const G4Polyline& line)
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}
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void G4OpenGLSceneHandler::AddPrimitive (const G4Text& text) {
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static G4int callCount (0);
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++callCount;
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MarkerSizeType sizeType;
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G4double size = GetMarkerSize (text, sizeType);
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G4cout
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<< "G4OpenGLSceneHandler::AddPrimitive (const G4Text& text) not implemented yet."
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<< "\n Called with text \"" << text.GetText ()
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<< "\" at " << text.GetPosition ()
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<< ", size " << size
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<< ", offsets " << text.GetXOffset () << ", " << text.GetYOffset ()
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<< ", type " << G4int(sizeType)
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<< G4endl;
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G4ThreeVector position (*fpObjectTransformation * text.GetPosition ());
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if (callCount <= 10 || callCount%100 == 0) {
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G4cout <<
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"G4OpenGLSceneHandler::AddPrimitive (const G4Text&) call count "
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<< callCount <<
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"\n Not implemented yet. Called with text \""
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<< text.GetText ()
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<< "\"\n at " << position
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<< ", size " << size
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<< ", offsets " << text.GetXOffset () << ", " << text.GetYOffset ()
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<< ", type " << G4int(sizeType)
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<< G4endl;
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}
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}
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void G4OpenGLSceneHandler::AddPrimitive (const G4Circle& circle) {
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@@ -240,7 +249,7 @@ recreate the display lists. The down side is that the markers
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rotate. The only way to avoid this is to play with the modelview
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and projection matrices of OpenGL - which I need to think about.
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For future reference, here is the code to draw in window
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coordinates; it's down side is tha markers do not follow global
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coordinates; its down side is that markers do not follow global
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transformations. Some clever stuff is needed.
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...
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