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geant4/source/visualization/VRML/include/G4VRML1SceneHandler.hh
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2016-06-09 16:15:05 +02:00

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//
// ********************************************************************
// * License and Disclaimer *
// * *
// * The Geant4 software is copyright of the Copyright Holders of *
// * the Geant4 Collaboration. It is provided under the terms and *
// * conditions of the Geant4 Software License, included in the file *
// * LICENSE and available at http://cern.ch/geant4/license . These *
// * include a list of copyright holders. *
// * *
// * Neither the authors of this software system, nor their employing *
// * institutes,nor the agencies providing financial support for this *
// * work make any representation or warranty, express or implied, *
// * regarding this software system or assume any liability for its *
// * use. Please see the license in the file LICENSE and URL above *
// * for the full disclaimer and the limitation of liability. *
// * *
// * This code implementation is the result of the scientific and *
// * technical work of the GEANT4 collaboration. *
// * By using, copying, modifying or distributing the software (or *
// * any work based on the software) you agree to acknowledge its *
// * use in resulting scientific publications, and indicate your *
// * acceptance of all terms of the Geant4 Software license. *
// ********************************************************************
//
//
// $Id: G4VRML1SceneHandler.hh,v 1.15 2009/10/21 15:27:21 allison Exp $
// GEANT4 tag $Name: geant4-09-03 $
//
// G4VRML1SceneHandler.hh
// Yasuhide Sawada & Satoshi Tanaka
#ifndef WIN32
#ifdef G4VIS_BUILD_VRML_DRIVER
#ifndef G4VRML1_SCENE_HANDLER_HH
#define G4VRML1_SCENE_HANDLER_HH
#include "globals.hh"
#include "G4LogicalVolume.hh"
#include "G4VSceneHandler.hh"
#include "G4FRClient.hh"
class G4VRML1;
class G4VisAttributes;
class G4VRML1SceneHandler: public G4VSceneHandler {
enum { MAX_CONNECTION_TRIAL = 10 } ;
// methods (public)
public:
G4VRML1SceneHandler(G4VRML1& system, const G4String& name = "");
virtual ~G4VRML1SceneHandler();
void AddSolid(const G4Box&);
void AddSolid(const G4Cons&);
void AddSolid(const G4Tubs&);
void AddSolid(const G4Trd&);
void AddSolid(const G4Trap&);
void AddSolid(const G4Sphere&);
void AddSolid(const G4Para&);
void AddSolid(const G4Torus&);
void AddSolid ( const G4Polycone& polycone ) {
G4VSceneHandler::AddSolid (polycone);
}
void AddSolid ( const G4Polyhedra& polyhedra) {
G4VSceneHandler::AddSolid (polyhedra);
}
void AddSolid(const G4VSolid&);
void AddCompound ( const G4VTrajectory& traj) {
G4VSceneHandler::AddCompound(traj);
}
void AddCompound ( const G4VHit& hit) {
G4VSceneHandler::AddCompound(hit);
}
void AddCompound ( const G4THitsMap<G4double> & hits) {
G4VSceneHandler::AddCompound(hits);
}
void BeginPrimitives(const G4Transform3D& objectTransformation);
void EndPrimitives();
void AddPrimitive(const G4Polyline&);
void AddPrimitive(const G4Polyhedron&);
void AddPrimitive(const G4NURBS&);
void AddPrimitive(const G4Text&);
void AddPrimitive(const G4Circle&);
void AddPrimitive(const G4Square&);
void AddPrimitive (const G4Polymarker& polymarker)
{ G4VSceneHandler::AddPrimitive (polymarker); }
void AddPrimitive (const G4Scale& scale)
{ G4VSceneHandler::AddPrimitive (scale); }
void ClearTransientStore(); // Used for triggering detector re-drawing.
void BeginModeling();
void EndModeling();
void VRMLBeginModeling();
void VRMLEndModeling();
void connectPort(int max_trial = MAX_CONNECTION_TRIAL );
void closePort();
// methods (private)
private:
void SendMaterialNode( const G4VisAttributes* pAV );
void SendMaterialNode();
void SendMatrixTransformNode(const G4Transform3D *);
void SendCubeNode(G4double, G4double, G4double);
void SendCylinderNode(G4double, G4double);
void SendSphereNode(G4double);
void SendMarkerColor ( const G4VMarker& mark ) ;
void SendMarkerWorldPosition ( const G4VMarker& mark ) ;
G4double GetMarkerHalfSize ( const G4VMarker& mark ) ;
// data
private:
G4String fCurrentDEF;
G4VRML1& fSystem; // Graphics system for this scene.
G4FRClient fDest ;
static G4int fSceneIdCount;
};
#endif //G4VRML1_SCENE_HH
#endif //G4VIS_BUILD_VRML_DRIVER
#endif //WIN32