// // ******************************************************************** // * DISCLAIMER * // * * // * The following disclaimer summarizes all the specific disclaimers * // * of contributors to this software. The specific disclaimers,which * // * govern, are listed with their locations in: * // * http://cern.ch/geant4/license * // * * // * Neither the authors of this software system, nor their employing * // * institutes,nor the agencies providing financial support for this * // * work make any representation or warranty, express or implied, * // * regarding this software system or assume any liability for its * // * use. * // * * // * This code implementation is the intellectual property of the * // * GEANT4 collaboration. * // * By copying, distributing or modifying the Program (or any work * // * based on the Program) you indicate your acceptance of this * // * statement, and all its terms. * // ******************************************************************** // // // $Id: G4VTreeSceneHandler.cc,v 1.7 2002/12/11 16:08:55 johna Exp $ // GEANT4 tag $Name: geant4-05-02 $ // // // John Allison 5th April 2001 // A base class for a scene handler to dump geometry hierarchy. // Based on a provisional G4VTreeGraphicsScene (was in modeling). #include "G4VTreeSceneHandler.hh" #include "G4VSolid.hh" #include "G4PhysicalVolumeModel.hh" #include "G4VPhysicalVolume.hh" #include "G4LogicalVolume.hh" #include "G4ModelingParameters.hh" G4int G4VTreeSceneHandler::fSceneIdCount = 0; // Counter for Tree scene handlers. G4int G4VTreeSceneHandler::fSceneCount = 0; // No. of extanct scene handlers. G4VTreeSceneHandler::G4VTreeSceneHandler(G4VGraphicsSystem& system, const G4String& name): G4VSceneHandler(system, fSceneIdCount++, name), fCurrentDepth (0), fpCurrentPV (0), fpCurrentLV (0), fpCurrentObjectTransformation (0) { fSceneCount++; } G4VTreeSceneHandler::~G4VTreeSceneHandler () {} void G4VTreeSceneHandler::EstablishSpecials (G4PhysicalVolumeModel& pvModel) { pvModel.DefinePointersToWorkingSpace (&fCurrentDepth, &fpCurrentPV, &fpCurrentLV); } void G4VTreeSceneHandler::BeginModeling() { G4VSceneHandler::BeginModeling(); // Required: see G4VSceneHandler.hh. } void G4VTreeSceneHandler::EndModeling() { G4VSceneHandler::EndModeling(); // Required: see G4VSceneHandler.hh. }