Import Geant4 7.1.0 source tree
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@@ -21,23 +21,25 @@
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// ********************************************************************
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//
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//
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// $Id: G4VVisManager.hh,v 1.8 2003/01/20 14:17:20 johna Exp $
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// GEANT4 tag $Name: geant4-07-00-cand-01 $
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// $Id: G4VVisManager.hh,v 1.10 2005/05/03 17:32:18 allison Exp $
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// GEANT4 tag $Name: geant4-07-01 $
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// John Allison 19/Oct/1996.
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//
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// Class Description:
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//
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// G4VVisManager is an abstract interface for the GEANT4 Visualization Manager.
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// The inheritance hierarchy is:
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// G4VVisManager <- G4VisManager <- YourVisManager
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// G4VVisManager <- G4VisManager <- G4VisExecutive
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//
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// See example/novice/N02 to see how to write YourVisManager and
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// instantiate it. You should *not* access it directly; instead you
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// should obtain a pointer as follows:
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// You may also write your own vis manager in place of G4VisExecutive.
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//
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// See example/novice/N02 to see how and when to instantiate
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// G4VisExecutive (or your own vis manager). You should *not* access
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// it directly; instead you should obtain a pointer as follows:
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//
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// G4VVisManager* pVVMan = G4VVisManager::GetConcreteInstance ();
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//
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// This ensures your code will link even if YourVisManager is not
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// This ensures your code will link even if G4VisExecutive is not
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// instantiated or even if not provided in a library. Please protect
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// your code by testing the pointer, for example, by:
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//
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@@ -47,14 +49,16 @@
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// for debugging, e.g., drawing the step in your UserSteppingAction,
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// since G4Steps are not kept.
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//
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// Note: to draw "permanent" objects, i.e., objects which are always
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// Note: "permanent" objects, i.e., objects which are always
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// available, such as detector geometry components, or available in an
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// event after tracking has finished, such as hits, digitisations and
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// trajectories, can be drawn in a transient way if you wish but it is
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// usually possible to draw them in a permanent way with /vis/
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// commands. The advantage is that permanent objects can be redrawn,
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// e.g., when you change view or viewer; transient objects get
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// forgotten.
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// forgotten. Also, it is possible to write a G4VUserVisAction class
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// and register it to "promote" your Draw messages to "permanent" -
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// see documentation.
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//
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// Note that the G4Transform3D argument refers to the transformation
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// of the *object*, not the transformation of the coordinate syste.
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@@ -133,11 +137,9 @@ public: // With description
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// associated with the object itself - thus you can, for example,
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// change the colour of a physical volume.
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virtual void Draw (const G4VHit&,
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const G4Transform3D& objectTransformation = G4Transform3D::Identity) = 0;
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virtual void Draw (const G4VHit&) = 0;
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virtual void Draw (const G4VTrajectory&, G4int i_mode = 0,
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const G4Transform3D& objectTransformation = G4Transform3D::Identity) = 0;
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virtual void Draw (const G4VTrajectory&, G4int i_mode = 0) = 0;
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// i_mode is a parameter that can be used to control the drawing of
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// the trajectory. See, e.g., G4VTrajectory::DrawTrajectory.
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