// 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: G4VisManager.hh,v 2.10 1998/11/29 15:34:03 allison Exp $ // GEANT4 tag $Name: geant4-00 $ // // // The GEANT4 Visualization Manager - John Allison 02/Jan/1996. // This is a "Singleton", i.e., only one instance of it may exist. A // G4Exception is thrown if an attempt to instantiate more than one is // made. // Graphics system registration is normally Done through the protected // pure virtual function RegisterGraphicsSystems called from // Initialise (). You must define your own subclass and implement // RegisterGraphicsSystems. You can also use the public function // RegisterGraphicsSystem (new MyGraphicsSystem) if you have your own // graphics system. // The VisManager creates graphics systems, scenes and views and // manages them. You can have any number. It has the concept of a // "current view", and the "current scene" and "current graphics // system" which go with it. You can select the current view. Most // of the the operations of the VisManager take place on the current // view, in particular, the Draw operations. // Each scene has its "scene data". // Each view has its "view parameters". // The VisManager also has the concept of "current scene data" and // "current view parameters" which, in general, will be different to // those of any scene or view. When a view is drawn, it is given the // current data and parameters; this might trigger "consequent // actions", such as reconstruction of display lists. If the // differences are minor, e.g, if only the viewpoint direction has // changed, then it might not be necessary to reconstruct the display // lists - each system must decide. // G4VisManager is "state dependent", i.e., it is notified on change // of state (G4ApplicationState). This is used to draw hits and // trajectories in the current scene at the end of event, as required. #ifndef G4VISMANAGER_HH #define G4VISMANAGER_HH #include "G4VVisManager.hh" #include "globals.hh" #include "G4GraphicsSystemList.hh" #include "G4SceneList.hh" #include "G4SceneData.hh" #include "G4SceneDataObjectList.hh" #include "G4ViewParameters.hh" #include "G4Transform3D.hh" #include "G4UImessenger.hh" #include "G4VStateDependent.hh" #include class G4VisManMessenger; class G4VPhysicalVolume; class G4LogicalVolume; class G4VSolid; class G4VGraphicsSystem; class G4VScene; class G4VView; class G4Polyline; class G4Text; class G4Circle; class G4Square; class G4Polymarker; class G4Polyhedron; class G4NURBS; class G4VisManager: public G4VVisManager, public G4VStateDependent { public: G4VisManager (); virtual ~G4VisManager (); static G4VisManager* GetInstance (); // Returns pointer to itself. Throws a G4Exception if called before // instantiation. The general user should instead use // G4VVisManager::GetConcreteInstance() to get a "higher level" // pointer for general use - but always test for non-zero. void Initialise (); void Initialize (); // Alias Initialise (). G4bool RegisterGraphicsSystem (G4VGraphicsSystem* pSystem); ////////////////////////////////////////////////////////////////////// // Drawing routines! void Clear (); // Clear current scene and current view, marking all its views as // needing refreshing. This is a comprehensive clear which clears // both framebuffers of a double buffered system and clears the // scene's graphics databse (display lists, etc.) and clears the // current scene data. void ClearScene (); // Clear current scene, marking all its views as needing refreshing. // Clears the scene's graphics databse (display lists, etc.) // Clears the current scene data. void ClearView (); // Clear visible window of current view (both buffers of a double // buffered system). void Draw (); // Draw current scene in current view. void Show (); // Show current view (for graphics systems which require to process // all drawn objects before finalising the view). // Now functions for drawing hits, digis, etc. These are treated as // "transients", in contrast to the scene (as defined by the Scene // Data), which is treated as "permanent". The crucial difference // is that a scene can be recreated by a visit to the GEANT4 kernel // if the graphics system requires it; transient objects cannot. void Draw (const G4Polyline&, const G4Transform3D& objectTransformation = G4Transform3D::Identity); void Draw (const G4Text&, const G4Transform3D& objectTransformation = G4Transform3D::Identity); void Draw (const G4Circle&, const G4Transform3D& objectTransformation = G4Transform3D::Identity); void Draw (const G4Square&, const G4Transform3D& objectTransformation = G4Transform3D::Identity); void Draw (const G4Polymarker&, const G4Transform3D& objectTransformation = G4Transform3D::Identity); void Draw (const G4Polyhedron&, const G4Transform3D& objectTransformation = G4Transform3D::Identity); void Draw (const G4NURBS&, const G4Transform3D& objectTransformation = G4Transform3D::Identity); // Now Follow functions for drawing a GEANT4 geometry object. Note // that the 2nd argument overrides any visualization attributes that // are associated with the object itself. void Draw (const G4VSolid&, const G4VisAttributes&, const G4Transform3D& objectTransformation = G4Transform3D::Identity); void Draw (const G4LogicalVolume&, const G4VisAttributes&, const G4Transform3D& objectTransformation = G4Transform3D::Identity); void Draw (const G4VPhysicalVolume&, const G4VisAttributes&, const G4Transform3D& objectTransformation = G4Transform3D::Identity); G4bool Notify (G4ApplicationState requestedState); // This is called on change of state (G4ApplicationState). It is // used to draw hits and trajectories in the current scene at the // end of event, as required. //////////////////////////////////////////////////////////////////////// // Administration routines. void ClearCurrentSceneData (); void CopyScene (); // Copy scene data of current scene into current scene data. void CopyView (); // Copy view parameters of current view into current view parameters. void CreateScene (G4String name = ""); // Creates scene of the current system. void CreateView (G4String name = ""); // Creates view of the current scene. void DeleteCurrentScene (); // Leaves current scene and view undefined! void DeleteCurrentView (); // Leaves current scene and view undefined! void GeometryHasChanged (); // Used by run manager to notify change. void RefreshCurrentView (); // Soft clear, then redraw. void PrintCurrentSystem () const; void PrintCurrentSystems () const; void PrintCurrentScene () const; void PrintCurrentView () const; ///////////////////////////////////////////////////////////////////// // Access functions. G4VGraphicsSystem* GetCurrentGraphicsSystem () const; G4VScene* GetCurrentScene () const; G4VView* GetCurrentView () const; const G4SceneData& GetCurrentSceneData () const; const G4ViewParameters& GetCurrentViewParameters () const; const G4GraphicsSystemList& GetAvailableGraphicsSystems (); // The above is non-const because it checks and updates the List by // calling RegisterGraphicsSystems() if no graphics systems are // already registered. const G4SceneList& GetAvailableScenes () const; const G4SceneDataObjectList& GetSceneDataObjectList () const; G4int GetVerboseLevel () const; G4bool IsValidView (); void SetCurrentGraphicsSystemAndCreateView (G4VGraphicsSystem* pSystem); void SetCurrentGraphicsSystem (G4VGraphicsSystem* pSystem); void SetCurrentScene (G4VScene* pScene); void SetCurrentView (G4VView* pView); G4SceneData& SetCurrentSceneData (); // Returns lvalue. G4ViewParameters& SetCurrentViewParameters (); // Returns lvalue. G4SceneList& SetAvailableScenes (); // Returns lvalue. G4SceneDataObjectList& SetSceneDataObjectList (); // Returns lvalue. void SetVerboseLevel (G4int vLevel); protected: virtual void RegisterGraphicsSystems () = 0; void RegisterMessengers (); // Command messengers. void PrintAllGraphicsSystems () const; void PrintInstalledGraphicsSystems () const; void PrintAvailableGraphicsSystems () const; void PrintInvalidPointers () const; static G4VisManager* fpInstance; // Pointer to single instance. G4bool fInitialised; G4VGraphicsSystem* fpGraphicsSystem; // Current graphics system. G4VScene* fpScene; // Current graphics model. G4VView* fpView; // Current view. G4GraphicsSystemList fAvailableGraphicsSystems; G4SceneList fAvailableScenes; G4SceneDataObjectList fSceneDataObjectList; G4SceneData fSD; // Current scene data object. G4ViewParameters fVP; // Current viewing parameters. G4int fVerbose; // Verbosity level 0-10. G4VisManMessenger* fpMessenger; // Pointer to messenger. RWTPtrOrderedVector fMessengerList; }; #include "G4VisManager.icc" #endif