Import Geant4 1.0.0 source tree

This commit is contained in:
Gabriele Cosmo
2016-06-08 15:28:20 +02:00
parent aaa409b6ee
commit ca1c8cb059
2995 changed files with 106830 additions and 299600 deletions
@@ -1,12 +1,12 @@
// This code implementation is the intellectual property of
// the RD44 GEANT4 collaboration.
// the GEANT4 collaboration.
//
// By copying, distributing or modifying the Program (or any work
// based on the Program) you indicate your acceptance of this statement,
// and all its terms.
//
// $Id: G4OpenGLStoredSceneHandler.hh,v 1.3 1999/06/29 18:06:54 johna Exp $
// GEANT4 tag $Name: geant4-00-01 $
// $Id: G4OpenGLStoredSceneHandler.hh,v 1.6.2.1 1999/12/07 20:53:18 gunter Exp $
// GEANT4 tag $Name: geant4-01-00 $
//
//
// Andrew Walkden 10th February 1997
@@ -23,14 +23,13 @@
#include "globals.hh"
#include "G4RotationMatrix.hh"
#include "G4OpenGLSceneHandler.hh"
#include <rw/tvhdict.h>
#include "g4std/map"
class G4OpenGLStored;
class G4OpenGLStoredSceneHandler: public G4OpenGLSceneHandler {
public:
typedef unsigned long G4VSolidPointer;
G4OpenGLStoredSceneHandler (G4VGraphicsSystem& system, const G4String& name = "");
virtual ~G4OpenGLStoredSceneHandler ();
void BeginPrimitives (const G4Transform3D& objectTransformation);
@@ -51,16 +50,16 @@ friend class G4OpenGLStoredViewer;
// PODL = Persistent Object Display List.
GLint fTopPODL; // List which calls the other PODLs.
RWTValOrderedVector<G4int> fPODLList;
RWTValOrderedVector<G4Transform3D> fPODLTransformList;
G4RWTValOrderedVector<G4int> fPODLList;
G4RWTValOrderedVector<G4Transform3D> fPODLTransformList;
// TODL = Transient Object Display List.
RWTValOrderedVector<G4int> fTODLList;
RWTValOrderedVector<G4Transform3D> fTODLTransformList;
G4RWTValOrderedVector<G4int> fTODLList;
G4RWTValOrderedVector<G4Transform3D> fTODLTransformList;
// Stop-gap solution of structure re-use.
// A proper implementation would use geometry hierarchy.
RWTValHashDictionary<G4VSolidPointer, G4int> fSolidDictionary;
G4std::map <const G4VSolid*, G4int, less <const G4VSolid*> > fSolidMap;
};
inline G4int G4OpenGLStoredSceneHandler::GetSceneCount () {