// This code implementation is the intellectual property of // the RD44 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: G4VScene.icc,v 2.3 1998/11/06 13:43:04 allison Exp $ // GEANT4 tag $Name: geant4-00 $ // // // John Allison 19th July 1996. inline G4bool G4VScene::operator == (const G4VScene& scene) const { return this == &scene; } inline void G4VScene::EndModeling () {} inline void G4VScene::AddThis (const G4Box& box) { RequestPrimitives (box); // If your graphics system is sophisticated enough to handle a // particular solid shape as a primitive, in your derived class write a // function to override this. (Note: some compilers warn that your // function "hides" this one. That's OK.) // Your function might look like this... // void G4MyScene::AddThis (const G4Box& box) { // Get parameters of appropriate object, e.g.: // G4double dx = box.GetXHalfLength (); // G4double dy = box.GetYHalfLength (); // G4double dz = box.GetZHalfLength (); // and Draw or Store in your display List. } inline void G4VScene::AddThis (const G4Tubs& tubs) { RequestPrimitives (tubs); } inline void G4VScene::AddThis (const G4Cons& cons) { RequestPrimitives (cons); } inline void G4VScene::AddThis (const G4Trd& trd) { RequestPrimitives (trd); } inline void G4VScene::AddThis (const G4Trap& trap) { RequestPrimitives (trap); } inline void G4VScene::AddThis (const G4Sphere& sphere) { RequestPrimitives ( sphere ); } inline void G4VScene::AddThis (const G4Para& para ) { RequestPrimitives ( para ); } inline void G4VScene::AddThis (const G4Torus& torus ) { RequestPrimitives ( torus ); } inline void G4VScene::AddThis (const G4VSolid& solid) { RequestPrimitives (solid); } inline void G4VScene::PreAddThis (const G4Transform3D& objectTransformation, const G4VisAttributes& visAttribs) { fpObjectTransformation = &objectTransformation; fpVisAttribs = &visAttribs; } inline void G4VScene::PostAddThis () {} inline void G4VScene::ClearStore () {} inline G4VGraphicsSystem* G4VScene::GetGraphicsSystem () const { return &fSystem; } inline G4int G4VScene::GetSceneId () const { return fSceneId; } inline G4int G4VScene::GetViewCount () const { return fViewCount; } inline G4double G4VScene::GetMarkerDiameter (const G4VMarker& marker, G4VScene::MarkerSizeType& sizeType) { return GetMarkerSize (marker, sizeType); } inline G4double G4VScene::GetMarkerRadius (const G4VMarker& marker, G4VScene::MarkerSizeType& sizeType) { return GetMarkerSize (marker, sizeType) / 2.; } inline G4int G4VScene::IncrementViewCount () { return fViewCount++; } inline const G4String& G4VScene::GetName () const { return fName; } inline void G4VScene::SetName (const G4String& name) { fName = name; } inline const G4SceneData& G4VScene::GetSceneData () const { return fSD; } inline const G4VViewList& G4VScene::GetViewList () const { return fViewList; } inline const G4VModel* G4VScene::GetModel () const { return fpModel; } inline G4VView* G4VScene::GetCurrentView () const { return fpView; } inline void G4VScene::SetCurrentView (G4VView* pView) { fpView = pView; } inline G4VViewList& G4VScene::SetViewList () { return fViewList; } inline void G4VScene::SetModel (const G4VModel* pModel) { fpModel = pModel; } inline const G4Colour& G4VScene::GetColor (const G4Visible& visible) { return GetColour (visible); } inline const G4Colour& G4VScene::GetTextColor (const G4Text& text) { return GetTextColour (text); }