356 lines
14 KiB
C++
356 lines
14 KiB
C++
//
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// ********************************************************************
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// * DISCLAIMER *
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// * *
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// * The following disclaimer summarizes all the specific disclaimers *
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// * of contributors to this software. The specific disclaimers,which *
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// * govern, are listed with their locations in: *
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// * http://cern.ch/geant4/license *
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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. *
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// * *
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// * This code implementation is the intellectual property of the *
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// * GEANT4 collaboration. *
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// * By copying, distributing or modifying the Program (or any work *
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// * based on the Program) you indicate your acceptance of this *
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// * statement, and all its terms. *
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// ********************************************************************
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//
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//
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// $Id: G4VisManager.hh,v 1.33 2004/07/14 15:38:52 johna Exp $
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// GEANT4 tag $Name: geant4-07-00-cand-01 $
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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/MyVisManager.hh/cc.
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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.
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//
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// The VisManager creates graphics systems, scenes, scene handlers and
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// viewers and manages them. You can have any number. It has the
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// concept of a "current viewer", and the "current scene handler", the
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// "current scene" and the "current graphics system" which go with it.
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// You can select the current viewer. Most of the the operations of
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// the VisManager take place with the current viewer, in particular,
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// 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 hits when appropriate. A scene handler translates a scene into
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// graphics-system-specific function calls and, possibly, a
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// graphics-system-dependent database - display lists, scene graphs,
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// etc. Each viewer has its "view parameters" (see class description
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// of G4ViewParameters for available parameters and also for a
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// description of the concept of a "standard view" and 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 and trajectories in the
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// 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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#include "G4VVisManager.hh"
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#include "globals.hh"
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#include "G4GraphicsSystemList.hh"
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#include "G4SceneHandlerList.hh"
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#include "G4SceneList.hh"
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#include "G4Transform3D.hh"
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#include "G4NullModel.hh"
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#include "G4TrajectoriesModel.hh"
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#include "G4ModelingParameters.hh"
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#include <iostream>
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#include <vector>
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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 G4VisManager: public G4VVisManager {
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// Friends - classes and functions which need access to private
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// members of G4VisManager. This is mainly to obtain access to
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// GetInstance (), which is private. The correct way for normal
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// users to obtain a pointer to the vis manager is with
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// G4VVisManager::GetConcreteInstance (), always testing for
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// non-zero.
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// Odd friends that need access to various methods of the G4VisManager...
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friend class G4RTSteppingAction;
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friend class G4RayTrajectory;
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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 std::ostream & operator <<
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(std::ostream &, const G4VGraphicsSystem &);
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friend std::ostream & operator <<
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(std::ostream &, const G4VSceneHandler &);
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friend class G4VisStateDependent;
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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 ();
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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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static G4VisManager* GetInstance ();
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// Returns pointer to itself. Throws a G4Exception if called before
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// instantiation. Private so that only friends can use; the normal
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// user should instead use G4VVisManager::GetConcreteInstance () to
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// 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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G4bool RegisterGraphicsSystem (G4VGraphicsSystem* pSystem);
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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);
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void Draw (const G4NURBS&,
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const G4Transform3D& objectTransformation);
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void Draw (const G4Polyhedron&,
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const G4Transform3D& objectTransformation);
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void Draw (const G4Polyline&,
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const G4Transform3D& objectTransformation);
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void Draw (const G4Polymarker&,
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const G4Transform3D& objectTransformation);
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void Draw (const G4Scale&,
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const G4Transform3D& objectTransformation);
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void Draw (const G4Square&,
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const G4Transform3D& objectTransformation);
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void Draw (const G4Text&,
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const G4Transform3D& objectTransformation);
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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. The objectTransformation defaults to
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// G4Transform3D::Identity by inheritance from G4VVisManager.
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void Draw (const G4VHit&,
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const G4Transform3D& objectTransformation);
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void Draw (const G4VTrajectory&, G4int i_mode,
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const G4Transform3D& objectTransformation);
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// i_mode is a parameter that can be used to control the drawing of
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// the trajectory. See, e.g., G4VTrajectory::DrawTrajectory.
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// i_mode defaults to 0 by inheritance from G4VVisManager.
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void Draw (const G4LogicalVolume&, const G4VisAttributes&,
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const G4Transform3D& objectTransformation);
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void Draw (const G4VPhysicalVolume&, const G4VisAttributes&,
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const G4Transform3D& objectTransformation);
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void Draw (const G4VSolid&, const G4VisAttributes&,
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const G4Transform3D& objectTransformation);
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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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////////////////////////////////////////////////////////////////////////
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// Administration routines.
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void CreateSceneHandler (G4String name = "");
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// Creates scene handler for the current system.
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void CreateViewer (G4String name = "");
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// Creates viewer for the current scene handler.
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void DeleteCurrentSceneHandler ();
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// Leaves current scene handler and viewer undefined!
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void DeleteCurrentViewer ();
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// Leaves current scene and view undefined!
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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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// This is called on change of state (G4ApplicationState). It is
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// used to draw hits and trajectories if included in the current
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// scene at the end of event, as required.
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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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// Global enable/disable functions.
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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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Verbosity GetVerbosity () const;
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void GetWindowSizeHint (G4int& xHint, G4int& yHint) const;
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// Note: GetWindowSizeHint information is returned via the G4int& arguments.
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void SetCurrentGraphicsSystem (G4VGraphicsSystem* pSystem);
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void SetCurrentScene (G4Scene*);
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void SetCurrentSceneHandler (G4VSceneHandler* pScene);
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void SetCurrentViewer (G4VViewer* pView);
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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 SetWindowSizeHint (G4int xHint, G4int yHint);
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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 G4String VerbosityGuidanceString;
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// Guidance on the use of visualization verbosity.
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protected:
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virtual void RegisterGraphicsSystems () = 0;
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void RegisterMessengers (); // Command messengers.
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void PrintAvailableGraphicsSystems () 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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void CheckModel ();
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// If a scene handler has no model, provides a null model.
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static G4VisManager* fpInstance; // Pointer to single instance.
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G4bool fInitialised;
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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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Verbosity fVerbosity;
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const G4int fVerbose;
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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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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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G4int fWindowSizeHintX, fWindowSizeHintY; // For viewer construction.
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G4NullModel fVisManagerNullModel; // As a default.
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G4TrajectoriesModel dummyTrajectoriesModel; // For passing drawing mode.
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G4ModelingParameters fVisManagerModelingParameters; // Useful memory.
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};
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#include "G4VisManager.icc"
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#endif
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