Import Geant4 2.0.0 source tree

This commit is contained in:
Gabriele Cosmo
2016-06-08 15:42:07 +02:00
parent 103bda00c8
commit e7d7193284
3106 changed files with 171117 additions and 90550 deletions
@@ -5,8 +5,8 @@
// based on the Program) you indicate your acceptance of this statement,
// and all its terms.
//
// $Id: G4ViewParameters.hh,v 1.6 1999/12/15 14:54:20 gunter Exp $
// GEANT4 tag $Name: geant4-01-01 $
// $Id: G4ViewParameters.hh,v 1.8 2000/05/13 10:51:31 johna Exp $
// GEANT4 tag $Name: geant4-02-00 $
//
//
// John Allison 19th July 1996
@@ -17,46 +17,41 @@
//
// THE STANDARD VIEW AND ALL THAT.
//
// In GEANT4 visualization, we have the concept of a ``Standard
// View''. This is the view when the complete set of objects being
// In GEANT4 visualization, we have the concept of a "Standard
// View". This is the view when the complete set of objects being
// viewed is comfortably in view from any viewpoint. It is defined by
// the ``Bounding Sphere'' of ``visible'' objects when initially
// the "Bounding Sphere" of "visible" objects when initially
// registered in the scene, and by the View Parameters.
//
// There is also the ``Standard Target Point'', which is the centre of
// There is also the "Standard Target Point", which is the centre of
// the Bounding Sphere (note that this belongs to the scene and is
// stored in the G4Scene object). The ``Current Target Point'', initially
// set to the Standard Target Point, is incremented by the ``dolly''
// and ``zoom'' commands, and can be reset to the Standard Target
// Point with the {\tt /vis~/camera/reset} command.
// stored in the G4Scene object). The "Current Target Point", defined
// relative to the Standard Target Point, is changed by the
// "dolly" and "zoom" commands, and can be reset to the Standard
// Target Point with the "/vis/viewer/reset" command.
//
// Also, the ``Standard Camera Position'' is the ``Standard Camera
// Distance'' along the Viewpoint Direction vector from the Standard
// Also, the "Standard Camera Position" is the "Standard Camera
// Distance" along the Viewpoint Direction vector from the Standard
// Target Point. The Standard Camera Distance is the radius of the
// Bounding Sphere divided by {\tt fFieldHalfAngle}. It is not stored
// explicitly because of the singularity at {\tt fFieldHalfAngle} = 0,
// Bounding Sphere divided by fFieldHalfAngle. It is not stored
// explicitly because of the singularity at fFieldHalfAngle = 0,
// which implies parallel projection.
//
// Similarly, the ``Current Camera Position'' is the ``Current Camera
// Distance'' along the Viewpoint Direction vector from the Current
// Similarly, the "Current Camera Position" is the "Current Camera
// Distance" along the Viewpoint Direction vector from the Current
// Target Point. The Current Camera Distance is given by the formulae
// below, but note that it can be negative, meaning that the camera
// has moved {\em beyond} the Current Target Point, which is
// has moved *beyond* the Current Target Point, which is
// conceptually possible, but which might give some problems when
// setting up the view matrix --- see, for example, {\tt
// G4OpenGLView::SetView ()}.
// setting up the view matrix - see, for example, G4OpenGLView::SetView ().
//
// All viewers are expected to keep the ``Up Vector'' vertical.
// All viewers are expected to keep the "Up Vector" vertical.
//
// Finally, the view is magnified by the ``Zoom Factor'' which is
// reset to 1 by the \linebreak {\tt /vis~/camera/reset} command.
//
// Note: the camera movements pan, dolly and zoom, are currently coded
// in \linebreak {\tt G4VisManMessenger.cc}.
// Finally, the view is magnified by the "Zoom Factor" which is
// reset to 1 by the "/vis/viewer/reset" command.
//
// The algorithms for calculating various useful quantities from the
// View Parameters are encapsulated in the functions described in
// Appendix \ref{ap:useful}.
// View Parameters, such as GetCameraDistance, are described below.
#ifndef G4VIEWPARAMETERS_HH
#define G4VIEWPARAMETERS_HH
@@ -213,11 +208,11 @@ private:
// to fViewpointDirection!)
G4double fFieldHalfAngle; // Radius / camara distance, 0 for parallel.
G4double fZoomFactor; // Magnification relative to Standard View.
G4Point3D fCurrentTargetPoint;
G4Point3D fCurrentTargetPoint; // Relative to standard target point.
G4double fDolly; // Distance towards current target point.
G4bool fLightsMoveWithCamera;
G4Vector3D fRelativeLightpointDirection;
// i.e., rel. to object or camera accoding to G4bool LightsMoveWithCamera.
// i.e., rel. to object or camera accoding to G4bool fLightsMoveWithCamera.
G4Vector3D fActualLightpointDirection;
G4bool fViewGeom; // View geometry objects.
G4bool fViewHits; // View hits, if any.
@@ -238,4 +233,3 @@ private:
#include "G4ViewParameters.icc"
#endif