Import Geant4 9.0.0 source tree
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@@ -24,8 +24,8 @@
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// ********************************************************************
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//
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//
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// $Id: G4OpenGLStoredSceneHandler.hh,v 1.22 2007/02/08 14:01:55 allison Exp $
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// GEANT4 tag $Name: geant4-08-03 $
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// $Id: G4OpenGLStoredSceneHandler.hh,v 1.24 2007/04/04 16:50:26 allison Exp $
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// GEANT4 tag $Name: geant4-09-00 $
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//
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//
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// Andrew Walkden 10th February 1997
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@@ -62,23 +62,13 @@ public:
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void BeginModeling ();
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void EndModeling ();
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void AddPrimitive (const G4Polyline&);
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void AddPrimitive (const G4Polymarker&);
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void AddPrimitive (const G4Circle&);
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void AddPrimitive (const G4Square&);
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void AddPrimitive (const G4Polymarker& polymarker);
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// Explicitly invoke base class methods to avoid warnings about
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// hiding of base class methods...
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void AddPrimitive (const G4Text& text) {
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G4OpenGLSceneHandler::AddPrimitive (text);
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}
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void AddPrimitive (const G4Polyhedron& polyhedron) {
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G4OpenGLSceneHandler::AddPrimitive (polyhedron);
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}
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void AddPrimitive (const G4NURBS& nurbs) {
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G4OpenGLSceneHandler::AddPrimitive (nurbs);
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}
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void AddPrimitive (const G4Scale& scale) {
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G4OpenGLSceneHandler::AddPrimitive (scale);
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}
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void AddPrimitive (const G4Text&);
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void AddPrimitive (const G4Scale&);
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void AddPrimitive (const G4Polyhedron&);
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void AddPrimitive (const G4NURBS&);
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void ClearStore ();
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void ClearTransientStore ();
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@@ -97,19 +87,21 @@ protected:
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GLint fTopPODL; // List which calls the other PODLs.
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struct PO {
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PO(G4int id, const G4Transform3D& tr = G4Transform3D()):
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fDisplayListId(id), fTransform(tr) {}
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fDisplayListId(id), fTransform(tr), fPickName(0) {}
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G4int fDisplayListId;
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G4Transform3D fTransform;
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GLuint fPickName;
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};
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std::vector<PO> fPOList;
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// TO = Transparent Object.
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struct TO {
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TO(G4int id, const G4Transform3D& tr = G4Transform3D()):
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fDisplayListId(id), fTransform(tr),
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fDisplayListId(id), fTransform(tr), fPickName(0),
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fStartTime(-G4OPENGL_DBL_MAX), fEndTime(G4OPENGL_DBL_MAX) {}
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G4int fDisplayListId;
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G4Transform3D fTransform;
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GLuint fPickName;
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G4double fStartTime, fEndTime; // Time range (e.g., for trajectory steps).
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G4Colour fColour;
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};
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@@ -118,6 +110,9 @@ protected:
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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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std::map <const G4VSolid*, G4int, std::less <const G4VSolid*> > fSolidMap;
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private:
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G4bool fProcessing2D;
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};
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#endif
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