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geant4/source/visualization/modeling/include/G4PhysicalVolumeModel.hh
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//
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// $Id: G4PhysicalVolumeModel.hh,v 1.28 2006/06/29 21:30:34 gunter Exp $
// GEANT4 tag $Name: geant4-08-01 $
//
//
// John Allison 31st December 1997.
//
// Class Description:
//
// Model for physical volumes. It describes a physical volume and its
// daughters to any desired depth. Note: the "requested depth" is
// specified in the modeling parameters; enum {UNLIMITED = -1}.
//
// For access to base class information, e.g., modeling parameters,
// use GetModelingParameters() inherited from G4VModel. See Class
// Description of the base class G4VModel.
//
// G4PhysicalVolumeModel assumes the modeling parameters have been set
// up with meaningful information - default vis attributes and culling
// policy in particular.
#ifndef G4PHYSICALVOLUMEMODEL_HH
#define G4PHYSICALVOLUMEMODEL_HH
#include "G4VModel.hh"
#include "G4Transform3D.hh"
#include <iostream>
#include <vector>
class G4VPhysicalVolume;
class G4LogicalVolume;
class G4VSolid;
class G4Material;
class G4VisAttributes;
class G4Polyhedron;
class G4PhysicalVolumeModel: public G4VModel {
public: // With description
enum {UNLIMITED = -1};
class G4PhysicalVolumeNodeID {
public:
G4PhysicalVolumeNodeID(G4VPhysicalVolume* pPV = 0, G4int iCopyNo = 0):
fpPV(pPV), fCopyNo(iCopyNo) {}
G4VPhysicalVolume* GetPhysicalVolume() const {return fpPV;}
G4int GetCopyNo() const {return fCopyNo;}
G4bool operator< (const G4PhysicalVolumeNodeID& right) const;
G4bool operator== (const G4PhysicalVolumeNodeID& right) const;
private:
G4VPhysicalVolume* fpPV;
G4int fCopyNo;
};
// Nested class for identifying physical volume nodes.
G4PhysicalVolumeModel
(G4VPhysicalVolume*,
G4int requestedDepth = UNLIMITED,
const G4Transform3D& modelTransformation = G4Transform3D(),
const G4ModelingParameters* = 0,
G4bool useFullExtent = false);
virtual ~G4PhysicalVolumeModel ();
void DescribeYourselfTo (G4VGraphicsScene&);
// The main task of a model is to describe itself to the graphics scene
// handler (a object which inherits G4VSceneHandler, which inherits
// G4VGraphicsScene). It can also provide special information
// through pointers to working space in the scene handler. These
// pointers must be set up (if required by the scene handler) in the
// scene handler's implementaion of EstablishSpecials
// (G4PhysicalVolumeModel&) which is called from here. To do this,
// the scene handler should call DefinePointersToWorkingSpace - see
// below. DecommissionSpecials (G4PhysicalVolumeModel&) is also
// called from here. To see how this works, look at the
// implementation of this function and
// G4VSceneHandler::Establish/DecommissionSpecials.
G4String GetCurrentDescription () const;
// A description which depends on the current state of the model.
G4String GetCurrentTag () const;
// A tag which depends on the current state of the model.
const G4PhysicalVolumeModel* GetG4PhysicalVolumeModel () const
{return this;}
G4PhysicalVolumeModel* GetG4PhysicalVolumeModel ()
{return this;}
G4VPhysicalVolume* GetTopPhysicalVolume () const {return fpTopPV;}
G4int GetRequestedDepth () const {return fRequestedDepth;}
const G4Polyhedron* GetClippingVolume () const
{return fpClippingPolyhedron;}
G4int GetCurrentDepth() const {return fCurrentDepth;}
// Current depth of geom. hierarchy.
G4VPhysicalVolume* GetCurrentPV() const {return fpCurrentPV;}
// Current physical volume.
G4LogicalVolume* GetCurrentLV() const {return fpCurrentLV;}
// Current logical volume.
G4Material* GetCurrentMaterial() const {return fpCurrentMaterial;}
// Current material.
const std::vector<G4PhysicalVolumeNodeID>& GetDrawnPVPath() const
{return fDrawnPVPath;}
// Path of the current drawn (non-culled) volume in terms of drawn
// (non-culled) ancesters. It is a vector of physical volume node
// identifiers corresponding to the geometry hierarchy actually
// selected, i.e., not culled. It is guaranteed that volumes are
// presented to the scene handlers in top-down hierarchy order,
// i.e., ancesters first, mothers before daughters, so the scene
// handler can be assured that, if it is building its own scene
// graph tree, a mother, if any, will have already been encountered
// and there will already be a node in place on which to hang the
// current volume.
void SetRequestedDepth (G4int requestedDepth) {
fRequestedDepth = requestedDepth;
}
void SetClippingPolyhedron (const G4Polyhedron* pClippingPolyhedron) {
fpClippingPolyhedron = pClippingPolyhedron;
}
G4bool Validate (G4bool warn);
// Validate, but allow internal changes (hence non-const function).
void DefinePointersToWorkingSpace
(G4int* pCurrentDepth = 0,
G4VPhysicalVolume** ppCurrentPV = 0,
G4LogicalVolume** ppCurrentLV = 0,
G4Material** ppCurrentMaterial = 0,
std::vector<G4PhysicalVolumeNodeID>* pDrawnPVPath = 0);
// For use (optional) by the scene handler if it needs to know about
// the current information maintained through these pointers. For
// description of pointers, see below.
void CurtailDescent() {fCurtailDescent = true;}
protected:
void VisitGeometryAndGetVisReps (G4VPhysicalVolume*,
G4int requestedDepth,
const G4Transform3D&,
G4VGraphicsScene&);
void DescribeAndDescend (G4VPhysicalVolume*,
G4int requestedDepth,
G4LogicalVolume*,
G4VSolid*,
G4Material*,
const G4Transform3D&,
G4VGraphicsScene&);
virtual void DescribeSolid (const G4Transform3D& theAT,
G4VSolid* pSol,
const G4VisAttributes* pVisAttribs,
G4VGraphicsScene& sceneHandler);
void CalculateExtent ();
/////////////////////////////////////////////////////////
// Data members...
G4VPhysicalVolume* fpTopPV; // The physical volume.
G4String fTopPVName; // ...of the physical volume.
G4int fTopPVCopyNo; // ...of the physical volume.
G4int fRequestedDepth;
// Requested depth of geom. hierarchy search.
G4bool fUseFullExtent; // ...if requested.
G4int fCurrentDepth; // Current depth of geom. hierarchy.
G4VPhysicalVolume* fpCurrentPV; // Current physical volume.
G4LogicalVolume* fpCurrentLV; // Current logical volume.
G4Material* fpCurrentMaterial; // Current material.
std::vector<G4PhysicalVolumeNodeID> fDrawnPVPath;
G4bool fCurtailDescent; // Can be set to curtail descent.
const G4Polyhedron*fpClippingPolyhedron;
////////////////////////////////////////////////////////////
// Pointers to working space in scene handler, if required.
G4int* fpCurrentDepth; // Current depth of geom. hierarchy.
G4VPhysicalVolume** fppCurrentPV; // Current physical volume.
G4LogicalVolume** fppCurrentLV; // Current logical volume.
G4Material** fppCurrentMaterial; // Current material.
std::vector<G4PhysicalVolumeNodeID>* fpDrawnPVPath;
private:
// Private copy constructor and assigment operator - copying and
// assignment not allowed. Keeps CodeWizard happy.
G4PhysicalVolumeModel (const G4PhysicalVolumeModel&);
G4PhysicalVolumeModel& operator = (const G4PhysicalVolumeModel&);
};
std::ostream& operator<<
(std::ostream& os, const G4PhysicalVolumeModel::G4PhysicalVolumeNodeID);
#endif