62 lines
2.5 KiB
C++
62 lines
2.5 KiB
C++
//
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// ********************************************************************
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// * License and Disclaimer *
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// * *
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// * The Geant4 software is copyright of the Copyright Holders of *
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// * the Geant4 Collaboration. It is provided under the terms and *
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// * conditions of the Geant4 Software License, included in the file *
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// * LICENSE and available at http://cern.ch/geant4/license . These *
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// * include a list of copyright holders. *
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// * *
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// * Neither the authors of this software system, nor their employing *
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// * institutes,nor the agencies providing financial support for this *
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// * work make any representation or warranty, express or implied, *
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// * regarding this software system or assume any liability for its *
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// * use. Please see the license in the file LICENSE and URL above *
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// * for the full disclaimer and the limitation of liability. *
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// * *
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// * This code implementation is the result of the scientific and *
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// * technical work of the GEANT4 collaboration. *
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// * By using, copying, modifying or distributing the software (or *
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// * any work based on the software) you agree to acknowledge its *
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// * use in resulting scientific publications, and indicate your *
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// * acceptance of all terms of the Geant4 Software license. *
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// ********************************************************************
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//
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//
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// $Id: G4ScaleModel.cc,v 1.4 2006/06/29 21:32:58 gunter Exp $
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// GEANT4 tag $Name: geant4-08-01 $
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//
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//
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// John Allison 21st July 2001.
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// Model which knows how to draw scale.
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#include "G4ScaleModel.hh"
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#include "G4ModelingParameters.hh"
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#include "G4VGraphicsScene.hh"
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G4ScaleModel::~G4ScaleModel () {}
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G4ScaleModel::G4ScaleModel (const G4Scale& scale): fScale(scale) {
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fGlobalTag = "G4ScaleModel: " + fScale.GetAnnotation();
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switch (fScale.GetDirection()) {
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case G4Scale::x:
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fGlobalTag += " x";
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break;
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case G4Scale::y:
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fGlobalTag += " y";
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break;
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case G4Scale::z:
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fGlobalTag += " z";
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break;
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}
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fGlobalDescription = fGlobalTag;
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}
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void G4ScaleModel::DescribeYourselfTo (G4VGraphicsScene& sceneHandler) {
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sceneHandler.BeginPrimitives ();
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sceneHandler.AddPrimitive (fScale);
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sceneHandler.EndPrimitives ();
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}
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