577 lines
23 KiB
C++
577 lines
23 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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//
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//
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// Class Description:
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//
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// The GEANT4 Visualization Manager - John Allison 02/Jan/1996.
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//
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// G4VisManager is a "Singleton", i.e., only one instance of it or any
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// derived class may exist. A G4Exception is thrown if an attempt is
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// made to instantiate more than one.
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//
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// It is also an abstract class, so the user must derive his/her own
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// class from G4VisManager, implement the pure virtual function
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// RegisterGraphicsSystems, and instantiate an object of the derived
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// class - for an example see
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// visualization/include/G4VisExecutive.hh/icc.
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//
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// The recommended way for users to obtain a pointer to the vis
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// manager is with G4VVisManager::GetConcreteInstance (), being always
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// careful to test for non-zero. This pointer is non-zero only when
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// (a) an object of the derived class exists and (b) when there is a
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// valid viewer available.
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//
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// Graphics system registration is normally done through the protected
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// pure virtual function RegisterGraphicsSystems called from
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// Initialise (). You can also use the public function
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// RegisterGraphicsSystem (new MyGraphicsSystem) if you have your own
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// graphics system. A graphics system is, in effect, a factory for
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// scene handlers and viewers.
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//
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// The VisManager creates and manages graphics systems, scenes, scene
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// handlers, viewers and some models and model makers. You can have
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// any number. It has the concept of a "current viewer", and the
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// "current scene handler", the "current scene" and the "current
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// graphics system" which go with it. You can select the current
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// viewer. Most of the the operations of the VisManager take place
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// with the current viewer, in particular, the Draw operations.
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//
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// Each scene comprises drawable objects such as detector components
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// and trajectories, hits and digis when appropriate. A scene handler
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// translates a scene into graphics-system-specific function calls
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// and, possibly, a graphics-system-dependent database - display
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// lists, scene graphs, etc. Each viewer has its "view parameters"
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// (see class description of G4ViewParameters for available parameters
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// and also for a description of the concept of a "standard view" and
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// all that).
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//
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// A friend class G4VisStateDependent is "state dependent", i.e., it
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// is notified on change of state (G4ApplicationState). This is used
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// to message the G4VisManager to draw hits, digis and trajectories in
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// the current scene at the end of event, as required.
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#ifndef G4VISMANAGER_HH
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#define G4VISMANAGER_HH
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// Temporary definition until Xeon Phi can handle full C++11.
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#ifndef __MIC__
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#define G4VIS_USE_STD11
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#endif
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#include "G4VVisManager.hh"
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#include "globals.hh"
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#include "G4GraphicsSystemList.hh"
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#include "G4ModelingParameters.hh"
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#include "G4NullModel.hh"
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#include "G4SceneHandlerList.hh"
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#include "G4SceneList.hh"
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#include "G4TrajectoriesModel.hh"
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#include "G4Transform3D.hh"
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#include "G4UImessenger.hh"
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#include <iostream>
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#include <vector>
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#include <map>
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#include "G4Threading.hh"
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class G4Scene;
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class G4UIcommand;
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class G4UImessenger;
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class G4VisStateDependent;
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class G4VTrajectoryModel;
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class G4VUserVisAction;
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template <typename> class G4VFilter;
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template <typename> class G4VisFilterManager;
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template <typename> class G4VisModelManager;
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template <typename> class G4VModelFactory;
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class G4Event;
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// Useful typedef's
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typedef G4VModelFactory<G4VTrajectoryModel> G4TrajDrawModelFactory;
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typedef G4VModelFactory<G4VFilter<G4VTrajectory> > G4TrajFilterFactory;
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typedef G4VModelFactory<G4VFilter<G4VHit> > G4HitFilterFactory;
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typedef G4VModelFactory<G4VFilter<G4VDigi> > G4DigiFilterFactory;
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class G4VisManager: public G4VVisManager {
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// Management friends...
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friend class G4VSceneHandler;
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friend class G4VViewer;
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friend class G4VisStateDependent;
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friend class G4VisCommandList;
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// operator << friends...
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friend std::ostream& operator << (std::ostream&, const G4VGraphicsSystem&);
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friend std::ostream& operator << (std::ostream&, const G4VSceneHandler&);
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public: // With description
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enum Verbosity {
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quiet, // Nothing is printed.
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startup, // Startup and endup messages are printed...
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errors, // ...and errors...
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warnings, // ...and warnings...
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confirmations, // ...and confirming messages...
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parameters, // ...and parameters of scenes and views...
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all // ...and everything available.
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};
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// Simple graded message scheme.
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protected: // With description
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G4VisManager (const G4String& verbosityString = "warnings");
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// The constructor is protected so that an object of the derived
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// class may be constructed.
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public: // With description
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virtual ~G4VisManager ();
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private:
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// Private copy constructor and assigment operator - copying and
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// assignment not allowed. Keeps CodeWizard happy.
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G4VisManager (const G4VisManager&);
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G4VisManager& operator = (const G4VisManager&);
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public:
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static G4VisManager* GetInstance ();
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// Returns pointer to itself. Throws a G4Exception if called before
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// instantiation. Intended only for use within the vis category; the
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// normal user should instead use G4VVisManager::GetConcreteInstance()
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// to get a "higher level" pointer for general use - but always test
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// for non-zero.
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public: // With description
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void Initialise ();
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void Initialize (); // Alias Initialise ()
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// Optional registration of user vis actions. Added to scene with
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// /vis/scene/add/userAction.
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void RegisterRunDurationUserVisAction
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(const G4String& name, G4VUserVisAction*,
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const G4VisExtent& = G4VisExtent());
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void RegisterEndOfEventUserVisAction
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(const G4String& name, G4VUserVisAction*,
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const G4VisExtent& = G4VisExtent());
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void RegisterEndOfRunUserVisAction
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(const G4String& name, G4VUserVisAction*,
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const G4VisExtent& = G4VisExtent());
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G4bool RegisterGraphicsSystem (G4VGraphicsSystem*);
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// Register an individual graphics system. Normally this is done in
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// a sub-class implementation of the protected virtual function,
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// RegisterGraphicsSystems. See, e.g., G4VisExecutive.icc.
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void RegisterModelFactory(G4TrajDrawModelFactory* factory);
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// Register trajectory draw model factory. Assumes ownership of factory.
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void RegisterModel(G4VTrajectoryModel* model);
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// Register trajectory model. Assumes ownership of model.
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void RegisterModelFactory(G4TrajFilterFactory* factory);
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// Register trajectory filter model factory. Assumes ownership of factory.
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void RegisterModel(G4VFilter<G4VTrajectory>* filter);
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// Register trajectory filter model. Assumes ownership of model.
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void RegisterModelFactory(G4HitFilterFactory* factory);
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// Register trajectory hit model factory. Assumes ownership of factory.
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void RegisterModel(G4VFilter<G4VHit>* filter);
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// Register trajectory hit model. Assumes ownership of model.
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void RegisterModelFactory(G4DigiFilterFactory* factory);
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// Register trajectory digi model factory. Assumes ownership of factory.
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void RegisterModel(G4VFilter<G4VDigi>* filter);
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// Register trajectory digi model. Assumes ownership of model.
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void SelectTrajectoryModel(const G4String& model);
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// Set default trajectory model. Useful for use in compiled code
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void RegisterMessenger(G4UImessenger* messenger);
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// Register messenger. Assumes ownership of messenger.
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/////////////////////////////////////////////////////////////////
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// Now functions that implement the pure virtual functions of
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// G4VVisManager for drawing various visualization primitives, useful
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// for representing hits, digis, etc.
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void Draw (const G4Circle&,
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const G4Transform3D& objectTransformation = G4Transform3D());
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void Draw (const G4Polyhedron&,
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const G4Transform3D& objectTransformation = G4Transform3D());
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void Draw (const G4Polyline&,
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const G4Transform3D& objectTransformation = G4Transform3D());
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void Draw (const G4Polymarker&,
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const G4Transform3D& objectTransformation = G4Transform3D());
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void Draw (const G4Square&,
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const G4Transform3D& objectTransformation = G4Transform3D());
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void Draw (const G4Text&,
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const G4Transform3D& objectTransformation = G4Transform3D());
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void Draw2D (const G4Circle&,
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const G4Transform3D& objectTransformation = G4Transform3D());
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void Draw2D (const G4Polyhedron&,
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const G4Transform3D& objectTransformation = G4Transform3D());
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void Draw2D (const G4Polyline&,
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const G4Transform3D& objectTransformation = G4Transform3D());
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void Draw2D (const G4Polymarker&,
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const G4Transform3D& objectTransformation = G4Transform3D());
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void Draw2D (const G4Square&,
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const G4Transform3D& objectTransformation = G4Transform3D());
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void Draw2D (const G4Text&,
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const G4Transform3D& objectTransformation = G4Transform3D());
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////////////////////////////////////////////////////////////////////
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// Now functions that implement the pure virtual functions of
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// G4VVisManager for drawing a GEANT4 object. Note that the
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// visualization attributes needed in some cases override any
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// visualization attributes that are associated with the object
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// itself - thus you can, for example, change the colour of a
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// physical volume.
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void Draw (const G4VTrajectory&);
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void Draw (const G4VHit&);
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void Draw (const G4VDigi&);
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void Draw (const G4LogicalVolume&, const G4VisAttributes&,
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const G4Transform3D& objectTransformation = G4Transform3D());
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void Draw (const G4VPhysicalVolume&, const G4VisAttributes&,
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const G4Transform3D& objectTransformation = G4Transform3D());
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void Draw (const G4VSolid&, const G4VisAttributes&,
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const G4Transform3D& objectTransformation = G4Transform3D());
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void DrawGeometry
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(G4VPhysicalVolume*, const G4Transform3D& t = G4Transform3D());
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// Draws a geometry tree starting at the specified physical volume.
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//////////////////////////////////////////////////////////////////////
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// Optional methods that you may use to bracket a series of Draw
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// messages that have identical objectTransformation to improve
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// drawing speed. Use Begin/EndDraw for a series of Draw messages,
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// Begin/EndDraw2D for a series of Draw2D messages. Do not mix Draw
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// and Draw2D messages.
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void BeginDraw
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(const G4Transform3D& objectTransformation = G4Transform3D());
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void EndDraw ();
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void BeginDraw2D
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(const G4Transform3D& objectTransformation = G4Transform3D());
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void EndDraw2D ();
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////////////////////////////////////////////////////////////////////////
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// Now other pure virtual functions of G4VVisManager...
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void GeometryHasChanged ();
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// Used by run manager to notify change.
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void IgnoreStateChanges(G4bool);
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// This method shoud be invoked by a class that has its own event loop,
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// such as the RayTracer, material scanner, etc. If the argument is true,
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// the following state changes among Idle, GeomClosed and EventProc are
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// caused by such a class, and thus not by the ordinary event simulation.
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// The same method with false should be invoked once such an event loop
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// is over.
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void NotifyHandlers();
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// Notify scene handlers (G4VGraphicsScene objects) that the scene
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// has changed so that they may rebuild their graphics database, if
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// any, and redraw all views.
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void DispatchToModel(const G4VTrajectory&);
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// Draw the trajectory.
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G4bool FilterTrajectory(const G4VTrajectory&);
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G4bool FilterHit(const G4VHit&);
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G4bool FilterDigi(const G4VDigi&);
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virtual void SetUpForAThread();
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// This method is invoked by G4WorkerRunManager
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virtual void EventReadyForVis(const G4Event*);
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// This is invoked by G4SubEvtRunManager.
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// The event is passed to EndOfEventKernel.
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static G4ThreadFunReturnType G4VisSubThread(G4ThreadFunArgType);
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// Vis sub-thread function.
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////////////////////////////////////////////////////////////////////////
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// Administration routines.
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void CreateSceneHandler (const G4String& name = "");
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// Creates scene handler for the current system.
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void CreateViewer (const G4String& name = "", const G4String& XGeometry = "");
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// Creates viewer for the current scene handler.
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private:
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void BeginOfRun ();
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void BeginOfEvent ();
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void EndOfEvent ();
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void EndOfEventKernel (const G4Event* currentEvent);
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void EndOfEventCleanup (const G4Event* currentEvent);
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G4bool RequiredToBeKeptForVis (G4int eventID);
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// Cluster of methods to handle end of event.
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void EndOfRun ();
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public: // With description
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/////////////////////////////////////////////////////////////////////
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// Access functions.
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void Enable();
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void Disable();
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G4bool IsEnabled() const;
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// Global enable/disable functions.
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const G4VTrajectoryModel* CurrentTrajDrawModel() const;
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struct UserVisAction {
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UserVisAction(const G4String& name, G4VUserVisAction* pUserVisAction)
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:fName(name), fpUserVisAction(pUserVisAction) {}
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G4String fName;
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G4VUserVisAction* fpUserVisAction;
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};
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const std::vector<UserVisAction>& GetRunDurationUserVisActions () const;
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const std::vector<UserVisAction>& GetEndOfEventUserVisActions () const;
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const std::vector<UserVisAction>& GetEndOfRunUserVisActions () const;
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const std::map<G4VUserVisAction*,G4VisExtent>& GetUserVisActionExtents () const;
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G4VGraphicsSystem* GetCurrentGraphicsSystem () const;
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G4Scene* GetCurrentScene () const;
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G4VSceneHandler* GetCurrentSceneHandler () const;
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G4VViewer* GetCurrentViewer () const;
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const G4GraphicsSystemList& GetAvailableGraphicsSystems ();
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// The above is non-const because it checks and updates the List by
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// calling RegisterGraphicsSystems() if no graphics systems are
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// already registered.
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const G4SceneHandlerList& GetAvailableSceneHandlers () const;
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const G4SceneList& GetSceneList () const;
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static Verbosity GetVerbosity ();
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G4bool GetTransientsDrawnThisRun () const;
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G4bool GetTransientsDrawnThisEvent () const;
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G4bool GetDrawEventOnlyIfToBeKept () const;
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const G4Event* GetRequestedEvent () const;
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G4int GetNKeepForPostProcessingRequests () const;
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G4int GetNKeepTheEventRequests () const;
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G4int GetNKeepRequests () const;
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G4bool GetReviewingKeptEvents () const;
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G4bool GetAbortReviewKeptEvents () const;
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G4bool GetReviewingPlots () const;
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G4bool GetAbortReviewPlots () const;
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const G4ViewParameters& GetDefaultViewParameters () const;
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G4int GetMaxEventQueueSize () const;
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G4bool GetWaitOnEventQueueFull () const;
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virtual const G4String& GetDefaultGraphicsSystemName();
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// The above has to be virtual so that the derived class, G4VisExecutive,
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// can override and non-const because on first pass it may/should
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// determine these defaults.
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const G4String& GetDefaultXGeometryString () const;
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const G4String& GetDefaultGraphicsSystemBasis() const;
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const G4String& GetDefaultXGeometryStringBasis() const;
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void SetCurrentGraphicsSystem (G4VGraphicsSystem*);
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void SetCurrentScene (G4Scene*);
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void SetCurrentSceneHandler (G4VSceneHandler*);
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void SetCurrentViewer (G4VViewer*);
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G4SceneHandlerList& SetAvailableSceneHandlers (); // Returns lvalue.
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G4SceneList& SetSceneList (); // Returns lvalue.
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void SetVerboseLevel (G4int);
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void SetVerboseLevel (const G4String&);
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void SetVerboseLevel (Verbosity);
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void SetEventRefreshing (G4bool);
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void ResetTransientsDrawnFlags ();
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void SetTransientsDrawnThisRun (G4bool);
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void SetTransientsDrawnThisEvent (G4bool);
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void SetDrawEventOnlyIfToBeKept (G4bool);
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// If non-zero, requested event is used in G4VSceneHandler::ProcessScene.
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void SetRequestedEvent (const G4Event*);
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void SetReviewingKeptEvents (G4bool);
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void SetAbortReviewKeptEvents (G4bool);
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void SetReviewingPlots (G4bool);
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void SetAbortReviewPlots (G4bool);
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void SetDefaultViewParameters (const G4ViewParameters&);
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void SetMaxEventQueueSize (G4int);
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void SetWaitOnEventQueueFull (G4bool);
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void SetDefaultGraphicsSystemName(const G4String&);
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void SetDefaultXGeometryString (const G4String&);
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void SetDefaultGraphicsSystemBasis(const G4String&);
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void SetDefaultXGeometryStringBasis(const G4String&);
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/////////////////////////////////////////////////////////////////////
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// Utility functions.
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G4String ViewerShortName (const G4String& viewerName) const;
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// Returns shortened version of viewer name, i.e., up to first space,
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// if any.
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G4VViewer* GetViewer (const G4String& viewerName) const;
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// Returns zero if not found. Can use long or short name, but find
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// is done on short name.
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static Verbosity GetVerbosityValue(const G4String&);
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// Returns verbosity given a string. (Uses first character only.)
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static Verbosity GetVerbosityValue(G4int);
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// Returns verbosity given an integer. If integer is out of range,
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// selects verbosity at extreme of range.
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static G4String VerbosityString(Verbosity);
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// Converts the verbosity into a string for suitable for printing.
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static std::vector<G4String> VerbosityGuidanceStrings;
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// Guidance on the use of visualization verbosity.
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static void PrintAvailableVerbosity (std::ostream& os);
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void PrintAvailableGraphicsSystems (Verbosity, std::ostream& = G4cout) const;
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protected:
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virtual void RegisterGraphicsSystems () = 0;
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// The sub-class must implement and make successive calls to
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// RegisterGraphicsSystem.
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virtual void RegisterModelFactories();
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// Sub-class must register desired models
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void RegisterMessengers (); // Command messengers.
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const G4int fVerbose;
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// No longer used. Use fVerbosity and access functions instead.
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// fVerbose is kept for backwards compatibility for some user
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// examples. (It is used in the derived user vis managers to print
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// available graphics systems.) It is initialised to 1 in the
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// constructor and cannot be changed.
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static Verbosity fVerbosity;
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G4String fDefaultGraphicsSystemName;
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G4String fDefaultXGeometryString;
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G4String fDefaultGraphicsSystemBasis;
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G4String fDefaultXGeometryStringBasis;
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private:
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// Function templates to implement the Draw methods (to avoid source
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// code duplication).
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template <class T> void DrawT
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(const T& graphics_primitive, const G4Transform3D& objectTransform);
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template <class T> void DrawT2D
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(const T& graphics_primitive, const G4Transform3D& objectTransform);
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void PrintAvailableModels (Verbosity) const;
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void InitialiseG4ColourMap () const;
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void PrintAvailableColours (Verbosity) const;
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void PrintAvailableUserVisActions (Verbosity) const;
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void PrintInvalidPointers () const;
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G4bool IsValidView ();
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// True if view is valid. Prints messages and sanitises various data.
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void ClearTransientStoreIfMarked();
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// Clears transient store of current scene handler if it is marked
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// for clearing. Assumes view is valid.
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static G4VisManager* fpInstance; // Pointer to single instance.
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G4bool fInitialised;
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std::vector<UserVisAction> fRunDurationUserVisActions;
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std::vector<UserVisAction> fEndOfEventUserVisActions;
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std::vector<UserVisAction> fEndOfRunUserVisActions;
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std::map<G4VUserVisAction*,G4VisExtent> fUserVisActionExtents;
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G4VGraphicsSystem* fpGraphicsSystem; // Current graphics system.
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G4Scene* fpScene; // Current scene.
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G4VSceneHandler* fpSceneHandler; // Current scene handler.
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G4VViewer* fpViewer; // Current viewer.
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G4GraphicsSystemList fAvailableGraphicsSystems;
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G4SceneList fSceneList;
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G4SceneHandlerList fAvailableSceneHandlers;
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std::vector<G4UImessenger*> fMessengerList;
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std::vector<G4UIcommand*> fDirectoryList;
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G4VisStateDependent* fpStateDependent; // Friend state dependent class.
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G4bool fEventRefreshing;
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G4bool fTransientsDrawnThisRun;
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G4bool fTransientsDrawnThisEvent;
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G4int fNoOfEventsDrawnThisRun;
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G4int fNKeepForPostProcessingRequests;
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G4int fNKeepTheEventRequests;
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G4bool fEventKeepingSuspended;
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G4bool fDrawEventOnlyIfToBeKept;
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const G4Event* fpRequestedEvent; // If non-zero, scene handler uses.
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G4bool fReviewingKeptEvents;
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G4bool fAbortReviewKeptEvents;
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G4bool fReviewingPlots;
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G4bool fAbortReviewPlots;
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G4ViewParameters fDefaultViewParameters;
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G4bool fIsDrawGroup;
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G4int fDrawGroupNestingDepth;
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G4bool fIgnoreStateChanges;
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G4int fMaxEventQueueSize;
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G4bool fWaitOnEventQueueFull;
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// Trajectory draw model manager
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G4VisModelManager<G4VTrajectoryModel>* fpTrajDrawModelMgr;
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// Trajectory filter model manager
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G4VisFilterManager<G4VTrajectory>* fpTrajFilterMgr;
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// Hit filter model manager
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G4VisFilterManager<G4VHit>* fpHitFilterMgr;
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// Digi filter model manager
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G4VisFilterManager<G4VDigi>* fpDigiFilterMgr;
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};
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#include "G4VisManager.icc"
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#endif
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