// // ******************************************************************** // * License and Disclaimer * // * * // * The Geant4 software is copyright of the Copyright Holders of * // * the Geant4 Collaboration. It is provided under the terms and * // * conditions of the Geant4 Software License, included in the file * // * LICENSE and available at http://cern.ch/geant4/license . These * // * include a list of copyright holders. * // * * // * 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. Please see the license in the file LICENSE and URL above * // * for the full disclaimer and the limitation of liability. * // * * // * This code implementation is the result of the scientific and * // * technical work of the GEANT4 collaboration. * // * By using, copying, modifying or distributing the software (or * // * any work based on the software) you agree to acknowledge its * // * use in resulting scientific publications, and indicate your * // * acceptance of all terms of the Geant4 Software license. * // ******************************************************************** // // John Allison 17th June 2019 #ifndef G4QT3DSCENEHANDLER_HH #define G4QT3DSCENEHANDLER_HH #include "G4VSceneHandler.hh" #include namespace Qt3DCore { class QEntity; } class G4Qt3DQEntity; class G4Qt3DSceneHandler: public G4VSceneHandler { friend class G4Qt3DViewer; public: G4Qt3DSceneHandler(G4VGraphicsSystem& system, const G4String& name); virtual ~G4Qt3DSceneHandler(); void PreAddSolid(const G4Transform3D& objectTransformation, const G4VisAttributes&); void PostAddSolid(); void BeginPrimitives2D(const G4Transform3D& objectTransformation); void EndPrimitives2D(); void BeginPrimitives(const G4Transform3D& objectTransformation); void EndPrimitives(); using G4VSceneHandler::AddPrimitive; void AddPrimitive(const G4Polyline&); void AddPrimitive(const G4Polymarker&); void AddPrimitive(const G4Text&); void AddPrimitive(const G4Circle&); void AddPrimitive(const G4Square&); void AddPrimitive(const G4Polyhedron&); using G4VSceneHandler::AddCompound; void AddCompound(const G4Mesh&); void ClearStore (); void ClearTransientStore (); protected: void EstablishG4Qt3DQEntities(); G4Qt3DQEntity* CreateNewNode(); // For next solid or primitive static G4int fSceneIdCount; // Counter for Qt3D scene handlers. Qt3DCore::QEntity* fpQt3DScene; Qt3DCore::QEntity* fpTransientObjects; Qt3DCore::QEntity* fpPersistentObjects; std::vector fpPhysicalVolumeObjects; // Multiple worlds }; #endif