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
+2 -4
View File
@@ -21,8 +21,8 @@
// ********************************************************************
//
//
// $Id: G4XXX.cc,v 1.3 2001/08/25 00:22:20 johna Exp $
// GEANT4 tag $Name: geant4-07-00-cand-01 $
// $Id: G4XXX.cc,v 1.4 2005/06/02 17:00:11 allison Exp $
// GEANT4 tag $Name: geant4-07-01 $
//
//
// John Allison 5th April 2001
@@ -42,8 +42,6 @@ G4XXX::~G4XXX() {}
G4VSceneHandler* G4XXX::CreateSceneHandler(const G4String& name) {
G4VSceneHandler* pScene = new G4XXXSceneHandler(*this, name);
G4cout << G4XXXSceneHandler::GetSceneCount()
<< ' ' << fName << " scene handlers extanct." << G4endl;
return pScene;
}
+132 -49
View File
@@ -21,8 +21,8 @@
// ********************************************************************
//
//
// $Id: G4XXXSceneHandler.cc,v 1.17 2004/11/11 16:04:27 johna Exp $
// GEANT4 tag $Name: geant4-07-00-cand-01 $
// $Id: G4XXXSceneHandler.cc,v 1.23 2005/06/07 16:46:33 allison Exp $
// GEANT4 tag $Name: geant4-07-01 $
//
//
// John Allison 5th April 2001
@@ -58,15 +58,10 @@
G4int G4XXXSceneHandler::fSceneIdCount = 0;
// Counter for XXX scene handlers.
G4int G4XXXSceneHandler::fSceneCount = 0;
// No. of extanct scene handlers.
G4XXXSceneHandler::G4XXXSceneHandler(G4VGraphicsSystem& system,
const G4String& name):
G4VSceneHandler(system, fSceneIdCount++, name)
{
fSceneCount++;
}
{}
G4XXXSceneHandler::~G4XXXSceneHandler() {}
@@ -91,147 +86,232 @@ void G4XXXSceneHandler::PrintThings() {
}
#endif
void G4XXXSceneHandler::AddThis(const G4Box& box) {
#include <vector>
std::vector<std::pair<G4VPhysicalVolume*, G4int> > fPVPath;
typedef
std::vector<std::pair<G4VPhysicalVolume*, G4int> >::const_iterator
PVPath_const_iterator;
void G4XXXSceneHandler::PreAddSolid
(const G4Transform3D&, const G4VisAttributes&) {
using namespace std;
G4cout <<
"Current PV/LV/depth: "
<< fpCurrentPV->GetName() <<
"/"
<< fpCurrentLV->GetName() <<
"/"
<< fCurrentDepth
<< G4endl;
// How to establish a tree (even when some volumes have been
// culled)...
static G4int lastDepth = 0;
static G4LogicalVolume* lastMotherLV = 0;
G4int copyNo = fpCurrentPV->GetCopyNo();
if (fCurrentDepth > lastDepth) {
while (fCurrentDepth > lastDepth++) {
fPVPath.push_back(make_pair((G4VPhysicalVolume*)0,0));
}
fPVPath.back() = make_pair(fpCurrentPV,copyNo);
} else if (fCurrentDepth == lastDepth) {
fPVPath.back() = make_pair(fpCurrentPV,copyNo);
} else {
while (fCurrentDepth < lastDepth--) {
fPVPath.pop_back();
}
fPVPath.back() = make_pair(fpCurrentPV,copyNo);
}
lastDepth = fCurrentDepth;
lastMotherLV = fpCurrentPV->GetMotherLogical();
// Debug printing...
for (PVPath_const_iterator i = fPVPath.begin(); i != fPVPath.end(); ++i) {
if ((*i).first) {
G4cout << '/' << (*i).first->GetName();
} else {
G4cout << 0;
}
G4cout << ':' << (*i).second;
}
G4cout << G4endl;
/***********************************************
fLVSet.insert(fpCurrentLV);
G4LogicalVolume* motherLV = fpCurrentPV->GetMotherLogical();
if (motherLV) {
if (fLVSet.find(motherLV) == fLVSet.end()) {
// Mother not previously encountered - must have been culled.
G4cout << "Mother LV \"" << motherLV->GetName()
<< "\" not found." << G4endl;
// Search back up hierarchy...
do {
G4LogicalVolume* possibleMotherLV = 0;
G4LogicalVolumeStore* Store = G4LogicalVolumeStore::GetInstance();
for ( size_t LV=0; LV < Store->size(); LV++ ) {
G4LogicalVolume* aLogVol = (*Store)[LV];
if(aLogVol != this) { // Don't look for it inside itself!
for (G4int daughter=0; daughter < aLogVol->GetNoDaughters(); daughter++ ) {
if( aLogVol->GetDaughter(daughter)->GetLogicalVolume()==this )
{
// aLogVol is the mother !!!
//
motherLogVol = aLogVol;
break;
}
}
}
}
motherLV = motherLV->GetPhysicalVolume()->GetMotherLogical();
} while (motherLV && fLVSet.find(motherLV) == fLVSet.end());
G4cout << "Mother LV \"" << motherLV->GetName()
<< "\" found." << G4endl;
}
}
****************************************/
}
void G4XXXSceneHandler::AddSolid(const G4Box& box) {
#ifdef G4XXXDEBUG
G4cout <<
"G4XXXSceneHandler::AddThis(const G4Box& box) called for "
"G4XXXSceneHandler::AddSolid(const G4Box& box) called for "
<< box.GetName()
<< G4endl;
PrintThings();
#endif
G4VSceneHandler::AddThis(box); // Invoke default action.
G4VSceneHandler::AddSolid(box); // Invoke default action.
}
void G4XXXSceneHandler::AddThis(const G4Cons& cons) {
void G4XXXSceneHandler::AddSolid(const G4Cons& cons) {
#ifdef G4XXXDEBUG
G4cout <<
"G4XXXSceneHandler::AddThis(const G4Cons& cons) called for "
"G4XXXSceneHandler::AddSolid(const G4Cons& cons) called for "
<< cons.GetName()
<< G4endl;
PrintThings();
#endif
G4VSceneHandler::AddThis(cons); // Invoke default action.
G4VSceneHandler::AddSolid(cons); // Invoke default action.
}
void G4XXXSceneHandler::AddThis(const G4Tubs& tubs) {
void G4XXXSceneHandler::AddSolid(const G4Tubs& tubs) {
#ifdef G4XXXDEBUG
G4cout <<
"G4XXXSceneHandler::AddThis(const G4Tubs& tubs) called for "
"G4XXXSceneHandler::AddSolid(const G4Tubs& tubs) called for "
<< tubs.GetName()
<< G4endl;
PrintThings();
#endif
G4VSceneHandler::AddThis(tubs); // Invoke default action.
G4VSceneHandler::AddSolid(tubs); // Invoke default action.
}
void G4XXXSceneHandler::AddThis(const G4Trd& trd) {
void G4XXXSceneHandler::AddSolid(const G4Trd& trd) {
#ifdef G4XXXDEBUG
G4cout <<
"G4XXXSceneHandler::AddThis(const G4Trd& trd) called for "
"G4XXXSceneHandler::AddSolid(const G4Trd& trd) called for "
<< trd.GetName()
<< G4endl;
PrintThings();
#endif
G4VSceneHandler::AddThis(trd); // Invoke default action.
G4VSceneHandler::AddSolid(trd); // Invoke default action.
}
void G4XXXSceneHandler::AddThis(const G4Trap& trap) {
void G4XXXSceneHandler::AddSolid(const G4Trap& trap) {
#ifdef G4XXXDEBUG
G4cout <<
"G4XXXSceneHandler::AddThis(const G4Trap& trap) called for "
"G4XXXSceneHandler::AddSolid(const G4Trap& trap) called for "
<< trap.GetName()
<< G4endl;
PrintThings();
#endif
G4VSceneHandler::AddThis(trap); // Invoke default action.
G4VSceneHandler::AddSolid(trap); // Invoke default action.
}
void G4XXXSceneHandler::AddThis(const G4Sphere& sphere) {
void G4XXXSceneHandler::AddSolid(const G4Sphere& sphere) {
#ifdef G4XXXDEBUG
G4cout <<
"G4XXXSceneHandler::AddThis(const G4Sphere& sphere) called for "
"G4XXXSceneHandler::AddSolid(const G4Sphere& sphere) called for "
<< sphere.GetName()
<< G4endl;
PrintThings();
#endif
G4VSceneHandler::AddThis(sphere); // Invoke default action.
G4VSceneHandler::AddSolid(sphere); // Invoke default action.
}
void G4XXXSceneHandler::AddThis(const G4Para& para) {
void G4XXXSceneHandler::AddSolid(const G4Para& para) {
#ifdef G4XXXDEBUG
G4cout <<
"G4XXXSceneHandler::AddThis(const G4Para& para) called for "
"G4XXXSceneHandler::AddSolid(const G4Para& para) called for "
<< para.GetName()
<< G4endl;
PrintThings();
#endif
G4VSceneHandler::AddThis(para); // Invoke default action.
G4VSceneHandler::AddSolid(para); // Invoke default action.
}
void G4XXXSceneHandler::AddThis(const G4Torus& torus) {
void G4XXXSceneHandler::AddSolid(const G4Torus& torus) {
#ifdef G4XXXDEBUG
G4cout <<
"G4XXXSceneHandler::AddThis(const G4Torus& torus) called for "
"G4XXXSceneHandler::AddSolid(const G4Torus& torus) called for "
<< torus.GetName()
<< G4endl;
PrintThings();
#endif
G4VSceneHandler::AddThis(torus); // Invoke default action.
G4VSceneHandler::AddSolid(torus); // Invoke default action.
}
void G4XXXSceneHandler::AddThis(const G4Polycone& polycone) {
void G4XXXSceneHandler::AddSolid(const G4Polycone& polycone) {
#ifdef G4XXXDEBUG
G4cout <<
"G4XXXSceneHandler::AddThis(const G4Polycone& polycone) called for "
"G4XXXSceneHandler::AddSolid(const G4Polycone& polycone) called for "
<< polycone.GetName()
<< G4endl;
PrintThings();
#endif
G4VSceneHandler::AddThis(polycone); // Invoke default action.
G4VSceneHandler::AddSolid(polycone); // Invoke default action.
}
void G4XXXSceneHandler::AddThis(const G4Polyhedra& polyhedra) {
void G4XXXSceneHandler::AddSolid(const G4Polyhedra& polyhedra) {
#ifdef G4XXXDEBUG
G4cout <<
"G4XXXSceneHandler::AddThis(const G4Polyhedra& polyhedra) called for "
"G4XXXSceneHandler::AddSolid(const G4Polyhedra& polyhedra) called for "
<< polyhedra.GetName()
<< G4endl;
PrintThings();
#endif
G4VSceneHandler::AddThis(polyhedra); // Invoke default action.
G4VSceneHandler::AddSolid(polyhedra); // Invoke default action.
}
void G4XXXSceneHandler::AddThis(const G4VSolid& solid) {
void G4XXXSceneHandler::AddSolid(const G4VSolid& solid) {
#ifdef G4XXXDEBUG
G4cout <<
"G4XXXSceneHandler::AddThis(const G4Solid& solid) called for "
"G4XXXSceneHandler::AddSolid(const G4Solid& solid) called for "
<< solid.GetName()
<< G4endl;
PrintThings();
#endif
G4VSceneHandler::AddThis(solid); // Invoke default action.
G4VSceneHandler::AddSolid(solid); // Invoke default action.
}
void G4XXXSceneHandler::AddThis(const G4VTrajectory& traj) {
void G4XXXSceneHandler::AddCompound(const G4VTrajectory& traj) {
#ifdef G4XXXDEBUG
G4cout <<
"G4XXXSceneHandler::AddThis(const G4VTrajectory& traj) called."
"G4XXXSceneHandler::AddCompound(const G4VTrajectory& traj) called."
<< G4endl;
#endif
G4VSceneHandler::AddThis(traj); // Draw trajectory in good old way for now.
G4VSceneHandler::AddCompound(traj); // Draw trajectory in good old way for now.
traj.ShowTrajectory();
G4cout << G4endl;
}
void G4XXXSceneHandler::AddThis(const G4VHit& hit) {
void G4XXXSceneHandler::AddCompound(const G4VHit& hit) {
#ifdef G4XXXDEBUG
G4cout <<
"G4XXXSceneHandler::AddThis(const G4VHit& hit) called."
"G4XXXSceneHandler::AddCompound(const G4VHit& hit) called."
<< G4endl;
#endif
G4VSceneHandler::AddThis(hit); // Invoke default action.
G4VSceneHandler::AddCompound(hit); // Invoke default action.
}
void G4XXXSceneHandler::AddPrimitive(const G4Polyline& polyline) {
@@ -338,7 +418,7 @@ void G4XXXSceneHandler::AddPrimitive(const G4Polyhedron& polyhedron) {
//Get colour, etc..
//const G4Colour& c = pVA -> GetColour ();
// Initial action depending on drwaing style.
// Initial action depending on drawing style.
switch (drawing_style) {
case (G4ViewParameters::hsr):
{
@@ -400,7 +480,6 @@ void G4XXXSceneHandler::AddPrimitive(const G4Polyhedron& polyhedron) {
} while (notLastFace);
}
//void G4XXXSceneHandler::AddPrimitive(const G4NURBS& nurbs) {
void G4XXXSceneHandler::AddPrimitive(const G4NURBS&) {
#ifdef G4XXXDEBUG
G4cout <<
@@ -415,6 +494,10 @@ void G4XXXSceneHandler::AddPrimitive(const G4NURBS&) {
void G4XXXSceneHandler::ClearTransientStore () {
G4VSceneHandler::ClearTransientStore ();
// This is typically called after an update and before drawing hits
// of the next event. To simulate the clearing of "transients"
// (hits, etc.) in a system without a graphical database, the
// detector is redrawn...
if (fpViewer) {
fpViewer -> SetView ();
fpViewer -> ClearView ();
+1 -1
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@@ -22,7 +22,7 @@
//
//
// $Id: G4XXXViewer.cc,v 1.6 2003/11/06 15:06:51 johna Exp $
// GEANT4 tag $Name: geant4-07-00-cand-01 $
// GEANT4 tag $Name: geant4-07-01 $
#include "G4XXXViewer.hh"