Import Geant4 8.2.0 source tree

This commit is contained in:
Gabriele Cosmo
2016-06-09 14:55:03 +02:00
parent 216a75eeb1
commit fe73f43734
6714 changed files with 118229 additions and 68144 deletions
@@ -24,8 +24,8 @@
// ********************************************************************
//
//
// $Id: G4OpenGLStoredSceneHandler.hh,v 1.18 2006/06/29 21:18:00 gunter Exp $
// GEANT4 tag $Name: geant4-08-01 $
// $Id: G4OpenGLStoredSceneHandler.hh,v 1.21 2006/08/30 11:43:57 allison Exp $
// GEANT4 tag $Name: geant4-08-02 $
//
//
// Andrew Walkden 10th February 1997
@@ -48,8 +48,11 @@
class G4OpenGLStored;
class G4OpenGLStoredSceneHandler: public G4OpenGLSceneHandler {
friend class G4OpenGLStoredViewer; // ..allows access to P/TODLs.
public:
G4OpenGLStoredSceneHandler (G4VGraphicsSystem& system, const G4String& name = "");
virtual ~G4OpenGLStoredSceneHandler ();
void BeginPrimitives (const G4Transform3D& objectTransformation);
@@ -58,24 +61,59 @@ public:
void EndPrimitives2D ();
void BeginModeling ();
void EndModeling ();
private:
friend class G4OpenGLStoredViewer;
// ..allows access to P/TODLs.
void AddPrimitive (const G4Polyline&);
void AddPrimitive (const G4Circle&);
void AddPrimitive (const G4Square&);
void AddPrimitive (const G4Polymarker& polymarker);
// Explicitly invoke base class methods to avoid warnings about
// hiding of base class methods...
void AddPrimitive (const G4Text& text) {
G4OpenGLSceneHandler::AddPrimitive (text);
}
void AddPrimitive (const G4Polyhedron& polyhedron) {
G4OpenGLSceneHandler::AddPrimitive (polyhedron);
}
void AddPrimitive (const G4NURBS& nurbs) {
G4OpenGLSceneHandler::AddPrimitive (nurbs);
}
void AddPrimitive (const G4Scale& scale) {
G4OpenGLSceneHandler::AddPrimitive (scale);
}
void ClearStore ();
void ClearTransientStore ();
protected:
void RequestPrimitives (const G4VSolid& solid);
void AddPrimitivePreamble(const G4Visible& visible);
void AddPrimitivePostamble();
static G4int fSceneIdCount; // static counter for OpenGLStored scenes.
G4int fDisplayListId; // Workspace.
G4bool fMemoryForDisplayLists; // avoid memory overflow
G4int fAddPrimitivePreambleNestingDepth;
// PODL = Persistent Object Display List.
GLint fTopPODL; // List which calls the other PODLs.
std::vector<G4int> fPODLList;
std::vector<G4Transform3D> fPODLTransformList;
GLint fTopPODL; // List which calls the other PODLs.
struct PO {
PO(G4int id, const G4Transform3D& tr = G4Transform3D()):
fDisplayListId(id), fTransform(tr) {}
G4int fDisplayListId;
G4Transform3D fTransform;
};
std::vector<PO> fPOList;
// TODL = Transient Object Display List.
std::vector<G4int> fTODLList;
std::vector<G4Transform3D> fTODLTransformList;
// TO = Transparent Object.
struct TO {
TO(G4int id, const G4Transform3D& tr = G4Transform3D()):
fDisplayListId(id), fTransform(tr),
fStartTime(-DBL_MAX), fEndTime(DBL_MAX) {}
G4int fDisplayListId;
G4Transform3D fTransform;
G4double fStartTime, fEndTime; // Time range (e.g., for trajectory steps).
G4Colour fColour;
};
std::vector<TO> fTOList;
// Stop-gap solution of structure re-use.
// A proper implementation would use geometry hierarchy.