Import Geant4 7.1.0 source tree

This commit is contained in:
Gabriele Cosmo
2016-06-09 12:11:21 +02:00
parent 516dbf1a58
commit d93e1e39a9
5384 changed files with 125662 additions and 82444 deletions
+43 -35
View File
@@ -21,8 +21,8 @@
// ********************************************************************
//
//
// $Id: G4VGraphicsScene.hh,v 1.9 2002/10/24 14:11:04 johna Exp $
// GEANT4 tag $Name: geant4-07-00-cand-01 $
// $Id: G4VGraphicsScene.hh,v 1.12 2005/05/03 17:34:44 allison Exp $
// GEANT4 tag $Name: geant4-07-01 $
// John Allison 19th July 1996
//
// Class Description:
@@ -65,52 +65,60 @@ class G4VGraphicsScene {
public: // With description
///////////////////////////////////////////////////////////////////
// Functions for adding raw GEANT4 objects to the scene handler.
// The concrete graphics scene handler has the option of
// implementing its own model or asking the solid to provide a
// G4Polyhedron or similar primitive - see, for example,
// G4VSceneHandler in the Visualization Category.
// Methods for adding solids to the scene handler. They
// must always be called in the triplet PreAddSolid, AddSolid and
// PostAddSolid. The transformation and visualization attributes
// must be set by the call to PreAddSolid. A possible default
// implementation is to request the solid to provide a G4Polyhedron
// or similar primitive - see, for example, G4VSceneHandler in the
// Visualization Category.
virtual void PreAddThis (const G4Transform3D& objectTransformation,
const G4VisAttributes& visAttribs) = 0;
virtual void PreAddSolid (const G4Transform3D& objectTransformation,
const G4VisAttributes& visAttribs) = 0;
// objectTransformation is the transformation in the world
// coordinate system of the object about to be added, and
// visAttribs is its visualization attributes.
virtual void PostAddThis () = 0;
virtual void PostAddSolid () = 0;
virtual void AddThis (const G4Box&) = 0;
virtual void AddThis (const G4Cons&) = 0;
virtual void AddThis (const G4Tubs&) = 0;
virtual void AddThis (const G4Trd&) = 0;
virtual void AddThis (const G4Trap&) = 0;
virtual void AddThis (const G4Sphere&) = 0;
virtual void AddThis (const G4Para&) = 0;
virtual void AddThis (const G4Torus&) = 0;
virtual void AddThis (const G4Polycone&) = 0;
virtual void AddThis (const G4Polyhedra&) = 0;
virtual void AddThis (const G4VSolid&) = 0; // For solids not above.
virtual void AddThis (const G4VTrajectory&) = 0;
virtual void AddThis (const G4VHit&) = 0;
virtual void AddSolid (const G4Box&) = 0;
virtual void AddSolid (const G4Cons&) = 0;
virtual void AddSolid (const G4Tubs&) = 0;
virtual void AddSolid (const G4Trd&) = 0;
virtual void AddSolid (const G4Trap&) = 0;
virtual void AddSolid (const G4Sphere&) = 0;
virtual void AddSolid (const G4Para&) = 0;
virtual void AddSolid (const G4Torus&) = 0;
virtual void AddSolid (const G4Polycone&) = 0;
virtual void AddSolid (const G4Polyhedra&) = 0;
virtual void AddSolid (const G4VSolid&) = 0; // For solids not above.
///////////////////////////////////////////////////////////////////
// Functions for adding graphics primitives to the scene handler.
// Methods for adding "compound" GEANT4 objects to the scene
// handler. These methods may either (a) invoke "user code" that
// uses the "user interface", G4VVisManager (see, for example,
// G4VSceneHandler in the Visualization Category, which for
// trajectories uses G4VTrajectory::DrawTrajectory, via
// G4TrajectoriesModel in the Modeling Category) or (b) invoke
// AddPrimitives below (between calls to Begin/EndPrimitives) or (c)
// use graphics-system-specific code or (d) any combination of the
// above.
virtual void AddCompound (const G4VTrajectory&) = 0;
virtual void AddCompound (const G4VHit&) = 0;
///////////////////////////////////////////////////////////////////
// Methods for adding graphics primitives to the scene handler. A
// sequence of calls to AddPrimitive must be sandwiched between
// calls to BeginPrimitives and EndPrimitives. A sequence is any
// number of calls the have the same transformation.
virtual void BeginPrimitives
(const G4Transform3D& objectTransformation = G4Transform3D::Identity) = 0;
// IMPORTANT: invoke this from your polymorphic versions, e.g.:
// void MyXXXSceneHandler::BeginPrimitives
// (const G4Transform3D& objectTransformation) {
// G4VSceneHandler::BeginPrimitives (objectTransformation);
// ...
// }
// objectTransformation is the transformation in the world
// coordinate system of the object about to be added.
virtual void EndPrimitives () = 0;
// IMPORTANT: invoke this from your polymorphic versions, e.g.:
// void MyXXXSceneHandler::EndPrimitives () {
// ...
// G4VSceneHandler::EndPrimitives ();
// }
virtual void AddPrimitive (const G4Polyline&) = 0;
virtual void AddPrimitive (const G4Scale&) = 0;