Import Geant4 9.2.0 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 1.24 2007/04/04 16:50:26 allison Exp $
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// GEANT4 tag $Name: geant4-09-01 $
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// $Id: G4OpenGLStoredSceneHandler.hh,v 1.27 2008/04/28 16:19:40 allison Exp $
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// GEANT4 tag $Name: geant4-09-02 $
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//
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//
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// Andrew Walkden 10th February 1997
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@@ -57,7 +57,7 @@ public:
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virtual ~G4OpenGLStoredSceneHandler ();
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void BeginPrimitives (const G4Transform3D& objectTransformation);
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void EndPrimitives ();
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void BeginPrimitives2D ();
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void BeginPrimitives2D (const G4Transform3D& objectTransformation);
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void EndPrimitives2D ();
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void BeginModeling ();
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void EndModeling ();
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@@ -86,8 +86,7 @@ protected:
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// PODL = Persistent Object Display List.
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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), fPickName(0) {}
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PO(G4int id, const G4Transform3D& tr = G4Transform3D());
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G4int fDisplayListId;
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G4Transform3D fTransform;
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GLuint fPickName;
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@@ -96,9 +95,7 @@ protected:
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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), fPickName(0),
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fStartTime(-G4OPENGL_DBL_MAX), fEndTime(G4OPENGL_DBL_MAX) {}
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TO(G4int id, const G4Transform3D& tr = G4Transform3D());
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G4int fDisplayListId;
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G4Transform3D fTransform;
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GLuint fPickName;
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@@ -110,9 +107,6 @@ 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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