Import Geant4 7.1.0 source tree
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@@ -21,8 +21,8 @@
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// ********************************************************************
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//
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//
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// $Id: G4VGraphicsScene.hh,v 1.9 2002/10/24 14:11:04 johna Exp $
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// GEANT4 tag $Name: geant4-07-00-cand-01 $
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// $Id: G4VGraphicsScene.hh,v 1.12 2005/05/03 17:34:44 allison Exp $
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// GEANT4 tag $Name: geant4-07-01 $
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// John Allison 19th July 1996
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//
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// Class Description:
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@@ -65,52 +65,60 @@ class G4VGraphicsScene {
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public: // With description
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///////////////////////////////////////////////////////////////////
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// Functions for adding raw GEANT4 objects to the scene handler.
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// The concrete graphics scene handler has the option of
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// implementing its own model or asking the solid to provide a
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// G4Polyhedron or similar primitive - see, for example,
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// G4VSceneHandler in the Visualization Category.
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// Methods for adding solids to the scene handler. They
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// must always be called in the triplet PreAddSolid, AddSolid and
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// PostAddSolid. The transformation and visualization attributes
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// must be set by the call to PreAddSolid. A possible default
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// implementation is to request the solid to provide a G4Polyhedron
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// or similar primitive - see, for example, G4VSceneHandler in the
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// Visualization Category.
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virtual void PreAddThis (const G4Transform3D& objectTransformation,
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const G4VisAttributes& visAttribs) = 0;
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virtual void PreAddSolid (const G4Transform3D& objectTransformation,
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const G4VisAttributes& visAttribs) = 0;
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// objectTransformation is the transformation in the world
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// coordinate system of the object about to be added, and
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// visAttribs is its visualization attributes.
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virtual void PostAddThis () = 0;
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virtual void PostAddSolid () = 0;
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virtual void AddThis (const G4Box&) = 0;
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virtual void AddThis (const G4Cons&) = 0;
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virtual void AddThis (const G4Tubs&) = 0;
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virtual void AddThis (const G4Trd&) = 0;
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virtual void AddThis (const G4Trap&) = 0;
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virtual void AddThis (const G4Sphere&) = 0;
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virtual void AddThis (const G4Para&) = 0;
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virtual void AddThis (const G4Torus&) = 0;
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virtual void AddThis (const G4Polycone&) = 0;
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virtual void AddThis (const G4Polyhedra&) = 0;
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virtual void AddThis (const G4VSolid&) = 0; // For solids not above.
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virtual void AddThis (const G4VTrajectory&) = 0;
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virtual void AddThis (const G4VHit&) = 0;
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virtual void AddSolid (const G4Box&) = 0;
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virtual void AddSolid (const G4Cons&) = 0;
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virtual void AddSolid (const G4Tubs&) = 0;
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virtual void AddSolid (const G4Trd&) = 0;
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virtual void AddSolid (const G4Trap&) = 0;
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virtual void AddSolid (const G4Sphere&) = 0;
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virtual void AddSolid (const G4Para&) = 0;
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virtual void AddSolid (const G4Torus&) = 0;
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virtual void AddSolid (const G4Polycone&) = 0;
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virtual void AddSolid (const G4Polyhedra&) = 0;
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virtual void AddSolid (const G4VSolid&) = 0; // For solids not above.
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///////////////////////////////////////////////////////////////////
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// Functions for adding graphics primitives to the scene handler.
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// Methods for adding "compound" GEANT4 objects to the scene
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// handler. These methods may either (a) invoke "user code" that
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// uses the "user interface", G4VVisManager (see, for example,
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// G4VSceneHandler in the Visualization Category, which for
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// trajectories uses G4VTrajectory::DrawTrajectory, via
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// G4TrajectoriesModel in the Modeling Category) or (b) invoke
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// AddPrimitives below (between calls to Begin/EndPrimitives) or (c)
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// use graphics-system-specific code or (d) any combination of the
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// above.
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virtual void AddCompound (const G4VTrajectory&) = 0;
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virtual void AddCompound (const G4VHit&) = 0;
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///////////////////////////////////////////////////////////////////
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// Methods for adding graphics primitives to the scene handler. A
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// sequence of calls to AddPrimitive must be sandwiched between
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// calls to BeginPrimitives and EndPrimitives. A sequence is any
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// number of calls the have the same transformation.
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virtual void BeginPrimitives
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(const G4Transform3D& objectTransformation = G4Transform3D::Identity) = 0;
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// IMPORTANT: invoke this from your polymorphic versions, e.g.:
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// void MyXXXSceneHandler::BeginPrimitives
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// (const G4Transform3D& objectTransformation) {
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// G4VSceneHandler::BeginPrimitives (objectTransformation);
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// ...
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// }
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// objectTransformation is the transformation in the world
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// coordinate system of the object about to be added.
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virtual void EndPrimitives () = 0;
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// IMPORTANT: invoke this from your polymorphic versions, e.g.:
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// void MyXXXSceneHandler::EndPrimitives () {
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// ...
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// G4VSceneHandler::EndPrimitives ();
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// }
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virtual void AddPrimitive (const G4Polyline&) = 0;
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virtual void AddPrimitive (const G4Scale&) = 0;
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