Import Geant4 9.6.0 source tree
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@@ -24,8 +24,7 @@
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// ********************************************************************
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//
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//
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// $Id: G4VSceneHandler.hh,v 1.44 2010-05-30 11:30:49 allison Exp $
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// GEANT4 tag $Name: not supported by cvs2svn $
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// $Id$
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//
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//
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// John Allison 19th July 1996.
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@@ -61,10 +60,11 @@ class G4AttHolder;
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class G4VSceneHandler: public G4VGraphicsScene {
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public: // With description
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friend class G4VViewer;
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friend std::ostream& operator << (std::ostream& os, const G4VSceneHandler& s);
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public: // With description
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enum MarkerSizeType {world, screen};
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G4VSceneHandler (G4VGraphicsSystem& system,
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@@ -85,7 +85,7 @@ public: // With description
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// suggestions. If not, please implement the base class invocation.
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virtual void PreAddSolid (const G4Transform3D& objectTransformation,
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const G4VisAttributes& visAttribs);
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const G4VisAttributes&);
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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 visAttribs
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// is its visualization attributes.
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@@ -208,9 +208,10 @@ public: // With description
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G4bool IsReadyForTransients () const;
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G4bool GetTransientsDrawnThisEvent () const;
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G4bool GetTransientsDrawnThisRun () const;
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void SetName (const G4String&);
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const G4Transform3D& GetObjectTransformation () const;
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void SetName (const G4String&);
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void SetCurrentViewer (G4VViewer*);
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void SetScene (G4Scene*);
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virtual void SetScene (G4Scene*);
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G4ViewerList& SetViewerList (); // Non-const so you can change.
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void SetModel (G4VModel*);
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void SetMarkForClearingTransientStore (G4bool);
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@@ -218,6 +219,7 @@ public: // With description
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// next call to BeginPrimitives(). Maintained by vis manager.
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void SetTransientsDrawnThisEvent (G4bool);
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void SetTransientsDrawnThisRun (G4bool);
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void SetObjectTransformation (const G4Transform3D&);
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// Maintained by vis manager.
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//////////////////////////////////////////////////////////////
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@@ -279,22 +281,10 @@ public: // With description
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G4int IncrementViewCount ();
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virtual void ClearStore ();
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// Clears graphics database (display lists) if any. This base class
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// implements some common functionality so...
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// IMPORTANT: invoke this from your polymorphic versions, e.g.:
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// void MyXXXSceneHandler::ClearStore () {
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// G4VSceneHandler::ClearStore ();
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// ...
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// }
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// Clears graphics database (display lists) if any.
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virtual void ClearTransientStore ();
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// Clears transient part of graphics database (display lists) if any.
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// This base class implements some common functionality so...
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// IMPORTANT: invoke this from your polymorphic versions, e.g.:
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// void MyXXXSceneHandler::ClearTransientStore () {
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// G4VSceneHandler::ClearTransientStore ();
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// ...
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// }
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void AddViewerToList (G4VViewer* pView); // Add view to view List.
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void RemoveViewerFromList (G4VViewer* pView); // Remove view from view List.
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@@ -302,8 +292,13 @@ public: // With description
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protected:
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//////////////////////////////////////////////////////////////
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// Default routine used by default AddSolid ().
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// Core routine for looping over models, redrawing stored events, etc.
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// Overload with care (see, for example,
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// G4OpenGLScenehandler::ProcessScene).
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virtual void ProcessScene ();
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//////////////////////////////////////////////////////////////
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// Default routine used by default AddSolid ().
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virtual void RequestPrimitives (const G4VSolid& solid);
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//////////////////////////////////////////////////////////////
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@@ -341,31 +336,18 @@ protected:
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G4bool fTransientsDrawnThisEvent; // Maintained by vis
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G4bool fTransientsDrawnThisRun; // manager.
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G4bool fProcessingSolid; // True if within Pre/PostAddSolid.
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G4bool fSecondPassRequested;
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G4bool fSecondPass; // ...in process.
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G4VModel* fpModel; // Current model.
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const G4Transform3D* fpObjectTransformation; // Current accumulated
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// object transformation.
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G4int fNestingDepth; // For Begin/EndPrimitives.
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const G4VisAttributes* fpVisAttribs; // Working vis attributes.
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G4bool fProcessing2D; // True for 2D.
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G4VModel* fpModel; // Current model.
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G4Transform3D fObjectTransformation; // Current accumulated
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// object transformation.
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G4int fNestingDepth; // For Begin/EndPrimitives.
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const G4VisAttributes* fpVisAttribs; // Working vis attributes.
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const G4Transform3D fIdentityTransformation;
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private:
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G4VSceneHandler (const G4VSceneHandler&);
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G4VSceneHandler& operator = (const G4VSceneHandler&);
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//////////////////////////////////////////////////////////////
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// Friend function accessed only by views of this scene.
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friend void G4VViewer::ProcessView ();
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//////////////////////////////////////////////////////////////
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// Private functions, etc..
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void ProcessScene (G4VViewer& view);
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// Accessed by G4VViewer::ProcessView ().
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};
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#include "G4VSceneHandler.icc"
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