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geant4/source/visualization/management/include/G4VisManager.hh
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2016-06-08 15:34:16 +02:00

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// 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: G4VisManager.hh,v 1.11 1999/12/15 18:27:14 gcosmo Exp $
// GEANT4 tag $Name: geant4-01-01 $
//
//
// Class Description:
//
// The GEANT4 Visualization Manager - John Allison 02/Jan/1996.
//
// G4VisManage is a "Singleton", i.e., only one instance of it or any
// derived class may exist. A G4Exception is thrown if an attempt is
// made to instantiate more than one.
//
// It is also an abstract class, so the user must derive his/her own
// class from G4VisManager, implement the pure virtual function
// RegisterGraphicsSystems, and instantiate an object of the derived
// class - for an example see
// visualization/include/MyVisManager.hh/cc.
//
// The recommended way for users to obtain a pointer to the vis
// manager is with G4VVisManager::GetConcreteInstance (), being always
// careful to test for non-zero. This pointer is non-zero only when
// (a) an object of the derived class exists and (b) when there is a
// valid viewer available.
//
// Graphics system registration is normally done through the protected
// pure virtual function RegisterGraphicsSystems called from
// Initialise (). You can also use the public function
// RegisterGraphicsSystem (new MyGraphicsSystem) if you have your own
// graphics system.
//
// The VisManager creates graphics systems, scenes, scene handlers and
// viewers and manages them. You can have any number. It has the
// concept of a "current viewer", and the "current scene handler", the
// "current scene" and the "current graphics system" which go with it.
// You can select the current viewer. Most of the the operations of
// the VisManager take place with the current viewer, in particular,
// the Draw operations.
//
// Each scene comprises drawable objects such as detector components
// and hits when appropriate. A scene handler translates a scene into
// graphics-system-specific function calls and, possibly, a
// graphics-system-dependent database - display lists, scene graphs,
// etc. Each viewer has its "view parameters" (see class description
// of G4ViewParameters for available parameters and also for a
// description of the concept of a "standard view" and all that).
//
// A friend class G4VisStateDependent is "state dependent", i.e., it
// is notified on change of state (G4ApplicationState). This is used
// to message the G4VisManager 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 "G4SceneHandlerList.hh"
#include "G4Scene.hh"
#include "G4SceneList.hh"
#include "G4ViewParameters.hh"
#include "G4Transform3D.hh"
#include "G4UImessenger.hh"
#include "g4rw/tpordvec.h"
#include "g4std/iostream"
class G4VisManMessenger;
class G4VPhysicalVolume;
class G4LogicalVolume;
class G4VSolid;
class G4VGraphicsSystem;
class G4VSceneHandler;
class G4VViewer;
class G4Polyline;
class G4Text;
class G4Circle;
class G4Square;
class G4Polymarker;
class G4Polyhedron;
class G4NURBS;
class G4VisManager: public G4VVisManager {
// Friends - classes and functions which need access to private
// members of G4VisManager. This is mainly to obtain access to
// GetInstance (), which is private. The correct way for normal
// users to obtain a pointer to the vis manager is with
// G4VVisManager::GetConcreteInstance (), always testing for
// non-zero.
friend void G4OpenGLXmViewerSecondaryLoopPostAction (); // Mmmm!
friend class G4VSceneHandler;
friend class G4VViewer;
friend G4std::ostream & operator <<
(G4std::ostream &, const G4VGraphicsSystem &);
friend G4std::ostream & operator <<
(G4std::ostream &, const G4VSceneHandler &);
friend class G4VisStateDependent;
// Now classes associated with the old commands...
friend class G4VisManMessenger;
friend class G4VisCommandCameraReset;
friend class G4VisCommandClearScene;
friend class G4VisCommandClearView;
friend class G4VisCommandClearViewAndScene;
friend class G4VisCommandCopyAll;
friend class G4VisCommandCopyScene;
friend class G4VisCommandCopyView;
friend class G4VisCommandCreateViewNewScene;
friend class G4VisCommandCreateViewNewView;
friend class G4VisCommandDeleteScene;
friend class G4VisCommandDeleteView;
friend class G4VisCommandDrawCurrent;
friend class G4VisCommandLightsMoveWithCamera;
friend class G4VisCommandRefreshView;
friend class G4VisCommandSetCulling;
friend class G4VisCommandSetCullCoveredDaughters;
friend class G4VisCommandSetCullInvisible;
friend class G4VisCommandShowView;
protected: // With description
G4VisManager ();
// The constructor is protected so that an object of the derived
// class may be constructed.
public: // With description
virtual ~G4VisManager ();
private:
static G4VisManager* GetInstance ();
// Returns pointer to itself. Throws a G4Exception if called before
// instantiation. Private so that only friends can use; the normal
// user should instead use G4VVisManager::GetConcreteInstance () to
// get a "higher level" pointer for general use - but always test
// for non-zero.
public: // With description
void Initialise ();
void Initialize (); // Alias Initialise ().
G4bool RegisterGraphicsSystem (G4VGraphicsSystem* pSystem);
//////////////////////////////////////////////////////////////////////
// Drawing routines!
void ClearView ();
// Clear visible window of current viewer (both buffers of a double
// buffered system).
void Draw ();
// Draw current scene in current view.
void Show ();
// Show current view (initiates post-procesing of graphical
// databases for graphics systems which require it.)
// ///////////////////////////////////////////////////////////////
// Now functions for drawing various visualization primitives,
// useful for representing hits, digis, etc.
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 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);
////////////////////////////////////////////////////////////////////////
// Administration routines.
void CopyViewParameters ();
// Copy view parameters of current viewer into current view parameters.
void CreateSceneHandler (G4String name = "");
// Creates scene handler for the current system.
void CreateViewer (G4String name = "");
// Creates viewer for the current scene handler.
void DeleteCurrentSceneHandler ();
// Leaves current scene handler and viewer undefined!
void DeleteCurrentViewer ();
// Leaves current scene and view undefined!
void GeometryHasChanged ();
// Used by run manager to notify change.
void RefreshCurrentView ();
// Soft clear, then redraw.
private:
void EndOfEvent ();
// This is called on change of state (G4ApplicationState). It is
// used to draw hits and trajectories if included in the current
// scene at the end of event, as required.
public:
// These can go when OLD STYLE commands go...
void PrintCurrentSystem () const;
void PrintCurrentSystems () const;
void PrintCurrentScene () const;
void PrintCurrentView () const;
public: // With description
/////////////////////////////////////////////////////////////////////
// Access functions.
G4VGraphicsSystem* GetCurrentGraphicsSystem () const;
G4Scene* GetCurrentScene () const;
G4VSceneHandler* GetCurrentSceneHandler () const;
G4VViewer* GetCurrentViewer () 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 G4SceneHandlerList& GetAvailableSceneHandlers () const;
const G4SceneList& GetSceneList () const;
G4int GetVerboseLevel () const;
G4bool IsValidView ();
void SetCurrentGraphicsSystemAndCreateViewer
(G4VGraphicsSystem* pSystem);
void SetCurrentGraphicsSystem (G4VGraphicsSystem* pSystem);
void SetCurrentScene (G4Scene*);
void SetCurrentSceneHandler (G4VSceneHandler* pScene);
void SetCurrentViewer (G4VViewer* pView);
G4ViewParameters& SetCurrentViewParameters (); // Returns lvalue.
G4SceneHandlerList& SetAvailableSceneHandlers (); // Returns lvalue.
G4SceneList& SetSceneList (); // 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.
G4Scene* fpScene; // Current scene.
G4VSceneHandler* fpSceneHandler; // Current scene handler.
G4VViewer* fpViewer; // Current viewer.
G4GraphicsSystemList fAvailableGraphicsSystems;
G4SceneList fSceneList;
G4SceneHandlerList fAvailableSceneHandlers;
G4ViewParameters fVP; // Current viewing parameters.
G4int fVerbose; // Verbosity level 0-10.
G4VisManMessenger* fpMessenger; // Pointer to messenger.
G4RWTPtrOrderedVector <G4UImessenger> fMessengerList;
G4VisStateDependent* fpStateDependent; // Friend state dependent class.
};
#include "G4VisManager.icc"
#endif