240 lines
8.9 KiB
C++
240 lines
8.9 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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// John Allison 19/Oct/1996.
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//
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// Class Description:
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//
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// G4VVisManager is an abstract interface for the GEANT4 Visualization Manager.
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// The inheritance hierarchy is:
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// G4VVisManager <- G4VisManager <- G4VisExecutive
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//
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// You may also write your own vis manager in place of G4VisExecutive.
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//
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// See example/novice/N02 to see how and when to instantiate
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// G4VisExecutive (or your own vis manager). You should *not* access
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// it directly; instead you should obtain a pointer as follows:
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//
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// G4VVisManager* pVVMan = G4VVisManager::GetConcreteInstance ();
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//
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// This ensures your code will link even if G4VisExecutive is not
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// instantiated or even if not provided in a library. Please protect
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// your code by testing the pointer, for example, by:
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//
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// if (pVVMan) pVVMan -> Draw (polyline);
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//
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// The Draw functions draw only "transient" objects. This is useful
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// for debugging, e.g., drawing the step in your UserSteppingAction,
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// since G4Steps are not kept.
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//
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// Note: "permanent" objects, i.e., objects which are always
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// available, such as detector geometry components, or available in an
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// event after tracking has finished, such as hits, digitisations and
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// trajectories, can be drawn in a transient way if you wish but it is
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// usually possible to draw them in a permanent way with /vis/
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// commands. The advantage is that permanent objects can be redrawn,
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// e.g., when you change view or viewer; transient objects get
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// forgotten. Also, it is possible to write a G4VUserVisAction class
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// and register it to "promote" your Draw messages to "permanent" -
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// see documentation.
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//
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// Note that the G4Transform3D argument refers to the transformation
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// of the *object*, not the transformation of the coordinate syste.
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//
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// Note also that where a G4VisAttributes argument is specified, it
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// overrides any attributes belonging to the object itself.
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#ifndef G4VVISMANAGER_HH
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#define G4VVISMANAGER_HH
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#include "G4Transform3D.hh"
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#include "G4ThreeVector.hh" // Just a typedef Hep3Vector.
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#include "G4RotationMatrix.hh" // Just a typedef HepRotation.
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class G4Polyline;
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class G4Text;
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class G4Circle;
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class G4Scale;
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class G4Square;
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class G4Polymarker;
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class G4Polyhedron;
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class G4VSolid;
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class G4VHit;
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class G4VDigi;
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class G4VTrajectory;
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class G4LogicalVolume;
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class G4VPhysicalVolume;
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class G4VisAttributes;
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class G4VVisManager {
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public: // With description
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static G4VVisManager* GetConcreteInstance ();
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// Returns pointer to actual visualization manager if a view is
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// available for drawing, else returns null. Always check value.
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public:
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G4VVisManager ();
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virtual ~G4VVisManager ();
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public: // With description
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///////////////////////////////////////////////////////////////////////
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// Draw methods for Geant4 Visualization Primitives, useful
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// for representing hits, digis, etc.
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virtual void Draw (const G4Circle&,
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const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
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virtual void Draw (const G4Polyhedron&,
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const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
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virtual void Draw (const G4Polyline&,
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const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
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virtual void Draw (const G4Polymarker&,
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const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
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virtual void Draw (const G4Scale&,
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const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
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virtual void Draw (const G4Square&,
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const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
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virtual void Draw (const G4Text&,
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const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
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///////////////////////////////////////////////////////////////////////
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// For 2D methods, the x,y coordinates are interpreted as screen
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// coordinates, -1 < x,y < 1. The z-coordinate is ignored.
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virtual void Draw2D (const G4Circle&,
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const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
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virtual void Draw2D (const G4Polyhedron&,
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const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
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virtual void Draw2D (const G4Polyline&,
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const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
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virtual void Draw2D (const G4Polymarker&,
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const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
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virtual void Draw2D (const G4Square&,
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const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
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virtual void Draw2D (const G4Text&,
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const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
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///////////////////////////////////////////////////////////////////////
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// Draw methods for Geant4 Objects as if they were Visualization
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// Primitives. Note that the visualization attributes needed in
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// some cases override any visualization attributes that are
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// associated with the object itself - thus you can, for example,
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// change the colour of a physical volume.
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virtual void Draw (const G4VTrajectory&) = 0;
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virtual void Draw (const G4VHit&) = 0;
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virtual void Draw (const G4VDigi&) = 0;
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virtual void Draw (const G4LogicalVolume&, const G4VisAttributes&,
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const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
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virtual void Draw (const G4VPhysicalVolume&, const G4VisAttributes&,
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const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
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virtual void Draw (const G4VSolid&, const G4VisAttributes&,
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const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
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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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virtual void BeginDraw
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(const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
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virtual void EndDraw () = 0;
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virtual void BeginDraw2D
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(const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
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virtual void EndDraw2D () = 0;
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//////////////////////////////////////////////////////////////////////
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// Other methods...
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virtual void GeometryHasChanged () = 0;
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// This is used by the run manager to notify a change of geometry.
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virtual 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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virtual 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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virtual void DispatchToModel(const G4VTrajectory&) = 0;
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// Draw the trajectory.
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virtual G4bool FilterTrajectory(const G4VTrajectory&) = 0;
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// Trajectory filter
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virtual G4bool FilterHit(const G4VHit&) = 0;
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// Hit filter
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virtual G4bool FilterDigi(const G4VDigi&) = 0;
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// Digi filter
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#ifdef G4MULTITHREADED
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virtual void SetUpForAThread() = 0;
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// This method is invoked by G4WorkerRunManager
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#endif
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protected:
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static void SetConcreteInstance (G4VVisManager*);
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static G4VVisManager* fpConcreteInstance; // Pointer to real G4VisManager.
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};
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#endif
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