Import Geant4 9.6.0 source tree

This commit is contained in:
Gabriele Cosmo
2016-06-09 17:01:34 +02:00
parent b1eb5424d2
commit e2d2f9810a
10384 changed files with 698580 additions and 628834 deletions
@@ -24,8 +24,7 @@
// ********************************************************************
//
//
// $Id: G4VSceneHandler.hh,v 1.44 2010-05-30 11:30:49 allison Exp $
// GEANT4 tag $Name: not supported by cvs2svn $
// $Id$
//
//
// John Allison 19th July 1996.
@@ -61,10 +60,11 @@ class G4AttHolder;
class G4VSceneHandler: public G4VGraphicsScene {
public: // With description
friend class G4VViewer;
friend std::ostream& operator << (std::ostream& os, const G4VSceneHandler& s);
public: // With description
enum MarkerSizeType {world, screen};
G4VSceneHandler (G4VGraphicsSystem& system,
@@ -85,7 +85,7 @@ public: // With description
// suggestions. If not, please implement the base class invocation.
virtual void PreAddSolid (const G4Transform3D& objectTransformation,
const G4VisAttributes& visAttribs);
const G4VisAttributes&);
// objectTransformation is the transformation in the world
// coordinate system of the object about to be added, and visAttribs
// is its visualization attributes.
@@ -208,9 +208,10 @@ public: // With description
G4bool IsReadyForTransients () const;
G4bool GetTransientsDrawnThisEvent () const;
G4bool GetTransientsDrawnThisRun () const;
void SetName (const G4String&);
const G4Transform3D& GetObjectTransformation () const;
void SetName (const G4String&);
void SetCurrentViewer (G4VViewer*);
void SetScene (G4Scene*);
virtual void SetScene (G4Scene*);
G4ViewerList& SetViewerList (); // Non-const so you can change.
void SetModel (G4VModel*);
void SetMarkForClearingTransientStore (G4bool);
@@ -218,6 +219,7 @@ public: // With description
// next call to BeginPrimitives(). Maintained by vis manager.
void SetTransientsDrawnThisEvent (G4bool);
void SetTransientsDrawnThisRun (G4bool);
void SetObjectTransformation (const G4Transform3D&);
// Maintained by vis manager.
//////////////////////////////////////////////////////////////
@@ -279,22 +281,10 @@ public: // With description
G4int IncrementViewCount ();
virtual void ClearStore ();
// Clears graphics database (display lists) if any. This base class
// implements some common functionality so...
// IMPORTANT: invoke this from your polymorphic versions, e.g.:
// void MyXXXSceneHandler::ClearStore () {
// G4VSceneHandler::ClearStore ();
// ...
// }
// Clears graphics database (display lists) if any.
virtual void ClearTransientStore ();
// Clears transient part of graphics database (display lists) if any.
// This base class implements some common functionality so...
// IMPORTANT: invoke this from your polymorphic versions, e.g.:
// void MyXXXSceneHandler::ClearTransientStore () {
// G4VSceneHandler::ClearTransientStore ();
// ...
// }
void AddViewerToList (G4VViewer* pView); // Add view to view List.
void RemoveViewerFromList (G4VViewer* pView); // Remove view from view List.
@@ -302,8 +292,13 @@ public: // With description
protected:
//////////////////////////////////////////////////////////////
// Default routine used by default AddSolid ().
// Core routine for looping over models, redrawing stored events, etc.
// Overload with care (see, for example,
// G4OpenGLScenehandler::ProcessScene).
virtual void ProcessScene ();
//////////////////////////////////////////////////////////////
// Default routine used by default AddSolid ().
virtual void RequestPrimitives (const G4VSolid& solid);
//////////////////////////////////////////////////////////////
@@ -341,31 +336,18 @@ protected:
G4bool fTransientsDrawnThisEvent; // Maintained by vis
G4bool fTransientsDrawnThisRun; // manager.
G4bool fProcessingSolid; // True if within Pre/PostAddSolid.
G4bool fSecondPassRequested;
G4bool fSecondPass; // ...in process.
G4VModel* fpModel; // Current model.
const G4Transform3D* fpObjectTransformation; // Current accumulated
// object transformation.
G4int fNestingDepth; // For Begin/EndPrimitives.
const G4VisAttributes* fpVisAttribs; // Working vis attributes.
G4bool fProcessing2D; // True for 2D.
G4VModel* fpModel; // Current model.
G4Transform3D fObjectTransformation; // Current accumulated
// object transformation.
G4int fNestingDepth; // For Begin/EndPrimitives.
const G4VisAttributes* fpVisAttribs; // Working vis attributes.
const G4Transform3D fIdentityTransformation;
private:
G4VSceneHandler (const G4VSceneHandler&);
G4VSceneHandler& operator = (const G4VSceneHandler&);
//////////////////////////////////////////////////////////////
// Friend function accessed only by views of this scene.
friend void G4VViewer::ProcessView ();
//////////////////////////////////////////////////////////////
// Private functions, etc..
void ProcessScene (G4VViewer& view);
// Accessed by G4VViewer::ProcessView ().
};
#include "G4VSceneHandler.icc"