145 lines
5.4 KiB
C++
145 lines
5.4 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: G4XXXStoredSceneHandler.hh 99152 2016-09-07 08:04:30Z gcosmo $
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//
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//
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// John Allison 7th March 2006
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// A template for a graphics driver with a store/database.
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//?? Lines beginning like this require specialisation for your driver.
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#ifndef G4XXXStoredSCENEHANDLER_HH
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#define G4XXXStoredSCENEHANDLER_HH
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#include "G4VSceneHandler.hh"
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#include <list>
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class G4XXXStoredSceneHandler: public G4VSceneHandler {
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friend class G4XXXStoredViewer;
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public:
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G4XXXStoredSceneHandler(G4VGraphicsSystem& system,
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const G4String& name);
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virtual ~G4XXXStoredSceneHandler();
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////////////////////////////////////////////////////////////////
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// Optional virtual functions...
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void AddSolid(const G4Box&);
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// Further optional AddSolid functions. Explicitly invoke base
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// class methods if not otherwise defined to avoid warnings about
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// hiding of base class methods.
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void AddSolid(const G4Cons& cons)
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{G4VSceneHandler::AddSolid(cons);}
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void AddSolid(const G4Tubs& tubs)
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{G4VSceneHandler::AddSolid(tubs);}
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void AddSolid(const G4Trd& trd)
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{G4VSceneHandler::AddSolid(trd);}
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void AddSolid(const G4Trap& trap)
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{G4VSceneHandler::AddSolid(trap);}
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void AddSolid(const G4Sphere& sphere)
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{G4VSceneHandler::AddSolid(sphere);}
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void AddSolid(const G4Para& para)
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{G4VSceneHandler::AddSolid(para);}
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void AddSolid(const G4Torus& torus)
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{G4VSceneHandler::AddSolid(torus);}
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void AddSolid(const G4Polycone& polycone)
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{G4VSceneHandler::AddSolid(polycone);}
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void AddSolid(const G4Polyhedra& polyhedra)
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{G4VSceneHandler::AddSolid(polyhedra);}
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void AddSolid(const G4Orb& orb)
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{G4VSceneHandler::AddSolid(orb);}
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void AddSolid(const G4Ellipsoid& ellipsoid)
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{G4VSceneHandler::AddSolid(ellipsoid);}
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void AddSolid(const G4VSolid& solid)
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{G4VSceneHandler::AddSolid(solid);}
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// More optional functions...
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// void AddCompound(const G4VTrajectory&);
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// void AddCompound(const G4VHit&);
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// void AddCompound(const G4THitsMap<G4double>&);
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// void AddCompound(const G4THitsMap<G4StatDouble>&);
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void PreAddSolid(const G4Transform3D& objectTransformation,
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const G4VisAttributes&);
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void PostAddSolid();
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////////////////////////////////////////////////////////////////
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// Required implementation of pure virtual functions...
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void AddPrimitive(const G4Polyline&);
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void AddPrimitive(const G4Text&);
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void AddPrimitive(const G4Circle&);
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void AddPrimitive(const G4Square&);
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void AddPrimitive(const G4Polyhedron&);
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// Further optional AddPrimitive methods. Explicitly invoke base
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// class methods if not otherwise defined to avoid warnings about
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// hiding of base class methods.
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void AddPrimitive(const G4Polymarker& polymarker)
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{G4VSceneHandler::AddPrimitive (polymarker);}
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void AddPrimitive(const G4Scale& scale)
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{G4VSceneHandler::AddPrimitive (scale);}
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// Further related optional virtual functions...
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void BeginPrimitives(const G4Transform3D& objectTransformation);
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void EndPrimitives();
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////////////////////////////////////////////////////////////////
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// Further optional virtual functions...
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// void BeginModeling();
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// void EndModeling();
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//////////////////////////////////////////////////////////////
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// Administration functions.
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void ClearStore ();
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void ClearTransientStore ();
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protected:
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static G4int fSceneIdCount; // Counter for XXXStored scene handlers.
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//?? Define a store for your graphics system. (For emulation, list
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//?? has good properties - removal of items is fast and does not
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//?? invalidate iterators to other elements.)
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typedef std::list<G4String> Store;
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typedef std::list<G4String>::iterator StoreIterator;
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Store fStore;
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StoreIterator fCurrentItem;
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// Keep track of which items are permanent, which transient...
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std::vector<StoreIterator> fPermanents;
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std::vector<StoreIterator> fTransients;
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private:
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#ifdef G4XXXFileDEBUG
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void PrintThings();
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#endif
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};
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#endif
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