Import Geant4 0.1.0 source tree
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@@ -5,8 +5,8 @@
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// based on the Program) you indicate your acceptance of this statement,
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// and all its terms.
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//
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// $Id: G4PhysicalVolumeModel.cc,v 2.6 1998/11/25 16:25:49 allison Exp $
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// GEANT4 tag $Name: geant4-00 $
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// $Id: G4PhysicalVolumeModel.cc,v 1.3 1999/01/10 13:25:51 allison Exp $
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// GEANT4 tag $Name: geant4-00-01 $
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//
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//
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// John Allison 31st December 1997.
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@@ -58,14 +58,17 @@ G4PhysicalVolumeModel::G4PhysicalVolumeModel
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G4BoundingSphereScene bsScene;
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const G4ModelingParameters* tempMP = fpMP;
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G4ModelingParameters mParams
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(0, // No default vis attributes.
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(0, // No default vis attributes.
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G4ModelingParameters::wireframe,
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true, // Global culling.
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true, // Cull invisible volumes.
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false, // Density culling.
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0., // Density (not relevant if density culling false).
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true, // Cull daughters of opaque mothers.
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24); // No of sides (not relevant for this operation).
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true, // Global culling.
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true, // Cull invisible volumes.
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false, // Density culling.
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0., // Density (not relevant if density culling false).
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true, // Cull daughters of opaque mothers.
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24, // No of sides (not relevant for this operation).
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true, // View geometry.
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false, // View hits - not relevant for physical volume model.
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false); // View digis - not relevant for physical volume model.
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fpMP = &mParams;
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//bsScene.SetBoundingSphereExtent
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// (fpTopPV -> GetLogicalVolume () -> GetSolid () -> GetExtent ());
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@@ -76,35 +79,38 @@ G4PhysicalVolumeModel::G4PhysicalVolumeModel
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void G4PhysicalVolumeModel::DescribeYourselfTo (G4VGraphicsScene& scene) {
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scene.EstablishSpecials (*this);
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// See .hh file for explanation of this mechanism.
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if (fpMP && fpMP -> IsViewGeom ()) {
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fCurrentDepth = 0;
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// Store in working space (via pointer to working space).
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if (fpCurrentDepth) *fpCurrentDepth = fCurrentDepth;
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scene.EstablishSpecials (*this);
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// See .hh file for explanation of this mechanism.
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//G4Transform3D startingTransformation = fTransform;
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G4Transform3D startingTransformation;
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fCurrentDepth = 0;
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// Store in working space (via pointer to working space).
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if (fpCurrentDepth) *fpCurrentDepth = fCurrentDepth;
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VisitGeometryAndGetVisReps (fpTopPV,
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fSoughtDepth,
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startingTransformation,
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scene);
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//G4Transform3D startingTransformation = fTransform;
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G4Transform3D startingTransformation;
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// Clear current data and working space (via pointers to working space).
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fCurrentDepth = 0;
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fpCurrentPV = 0;
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fpCurrentLV = 0;
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if (fpCurrentDepth) *fpCurrentDepth = fCurrentDepth;
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if (fppCurrentPV) *fppCurrentPV = fpCurrentPV;
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if (fppCurrentLV) *fppCurrentLV = fpCurrentLV;
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VisitGeometryAndGetVisReps (fpTopPV,
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fSoughtDepth,
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startingTransformation,
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scene);
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scene.DecommissionSpecials (*this);
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// Clear current data and working space (via pointers to working space).
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fCurrentDepth = 0;
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fpCurrentPV = 0;
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fpCurrentLV = 0;
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if (fpCurrentDepth) *fpCurrentDepth = fCurrentDepth;
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if (fppCurrentPV) *fppCurrentPV = fpCurrentPV;
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if (fppCurrentLV) *fppCurrentLV = fpCurrentLV;
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// Clear pointers to working space.
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fpCurrentDepth = 0;
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fppCurrentPV = 0;
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fppCurrentLV = 0;
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scene.DecommissionSpecials (*this);
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// Clear pointers to working space.
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fpCurrentDepth = 0;
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fppCurrentPV = 0;
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fppCurrentLV = 0;
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}
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}
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G4String G4PhysicalVolumeModel::GetCurrentTag () const {
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@@ -301,7 +307,7 @@ void G4PhysicalVolumeModel::DescribeAndDescend
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// the volumes are visible and opaque, and then only if no sections
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// or cutways are in operation.
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G4bool cullDaughter = thisToBeDrawn && IsDaughterCulled (pLV);
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if (!(thisToBeDrawn && IsDaughterCulled (pLV))) {
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if (!cullDaughter) {
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// OK, now let's check for daughters...
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if (soughtDepth != 0) {
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int nDaughters = pLV -> GetNoDaughters ();
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