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
+15 -13
View File
@@ -21,23 +21,25 @@
// ********************************************************************
//
//
// $Id: G4VVisManager.hh,v 1.8 2003/01/20 14:17:20 johna Exp $
// GEANT4 tag $Name: geant4-07-00-cand-01 $
// $Id: G4VVisManager.hh,v 1.10 2005/05/03 17:32:18 allison Exp $
// GEANT4 tag $Name: geant4-07-01 $
// John Allison 19/Oct/1996.
//
// Class Description:
//
// G4VVisManager is an abstract interface for the GEANT4 Visualization Manager.
// The inheritance hierarchy is:
// G4VVisManager <- G4VisManager <- YourVisManager
// G4VVisManager <- G4VisManager <- G4VisExecutive
//
// See example/novice/N02 to see how to write YourVisManager and
// instantiate it. You should *not* access it directly; instead you
// should obtain a pointer as follows:
// You may also write your own vis manager in place of G4VisExecutive.
//
// See example/novice/N02 to see how and when to instantiate
// G4VisExecutive (or your own vis manager). You should *not* access
// it directly; instead you should obtain a pointer as follows:
//
// G4VVisManager* pVVMan = G4VVisManager::GetConcreteInstance ();
//
// This ensures your code will link even if YourVisManager is not
// This ensures your code will link even if G4VisExecutive is not
// instantiated or even if not provided in a library. Please protect
// your code by testing the pointer, for example, by:
//
@@ -47,14 +49,16 @@
// for debugging, e.g., drawing the step in your UserSteppingAction,
// since G4Steps are not kept.
//
// Note: to draw "permanent" objects, i.e., objects which are always
// Note: "permanent" objects, i.e., objects which are always
// available, such as detector geometry components, or available in an
// event after tracking has finished, such as hits, digitisations and
// trajectories, can be drawn in a transient way if you wish but it is
// usually possible to draw them in a permanent way with /vis/
// commands. The advantage is that permanent objects can be redrawn,
// e.g., when you change view or viewer; transient objects get
// forgotten.
// forgotten. Also, it is possible to write a G4VUserVisAction class
// and register it to "promote" your Draw messages to "permanent" -
// see documentation.
//
// Note that the G4Transform3D argument refers to the transformation
// of the *object*, not the transformation of the coordinate syste.
@@ -133,11 +137,9 @@ public: // With description
// associated with the object itself - thus you can, for example,
// change the colour of a physical volume.
virtual void Draw (const G4VHit&,
const G4Transform3D& objectTransformation = G4Transform3D::Identity) = 0;
virtual void Draw (const G4VHit&) = 0;
virtual void Draw (const G4VTrajectory&, G4int i_mode = 0,
const G4Transform3D& objectTransformation = G4Transform3D::Identity) = 0;
virtual void Draw (const G4VTrajectory&, G4int i_mode = 0) = 0;
// i_mode is a parameter that can be used to control the drawing of
// the trajectory. See, e.g., G4VTrajectory::DrawTrajectory.