287 lines
10 KiB
C++
287 lines
10 KiB
C++
//
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// ********************************************************************
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// * License and Disclaimer *
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// * *
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// * The Geant4 software is copyright of the Copyright Holders of *
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// * the Geant4 Collaboration. It is provided under the terms and *
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// * conditions of the Geant4 Software License, included in the file *
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// * LICENSE and available at http://cern.ch/geant4/license . These *
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// * include a list of copyright holders. *
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// * *
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// * Neither the authors of this software system, nor their employing *
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// * institutes,nor the agencies providing financial support for this *
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// * work make any representation or warranty, express or implied, *
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// * regarding this software system or assume any liability for its *
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// * use. Please see the license in the file LICENSE and URL above *
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// * for the full disclaimer and the limitation of liability. *
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// * *
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// * This code implementation is the result of the scientific and *
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// * technical work of the GEANT4 collaboration. *
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// * By using, copying, modifying or distributing the software (or *
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// * any work based on the software) you agree to acknowledge its *
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// * use in resulting scientific publications, and indicate your *
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// * acceptance of all terms of the Geant4 Software license. *
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// ********************************************************************
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//
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//
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// $Id: G4PhysicalVolumeModel.hh 88763 2015-03-09 12:26:23Z gcosmo $
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//
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//
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// John Allison 31st December 1997.
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//
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// Class Description:
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//
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// Model for physical volumes. It describes a physical volume and its
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// daughters to any desired depth. Note: the "requested depth" is
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// specified in the modeling parameters; enum {UNLIMITED = -1}.
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//
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// For access to base class information, e.g., modeling parameters,
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// use GetModelingParameters() inherited from G4VModel. See Class
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// Description of the base class G4VModel.
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//
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// G4PhysicalVolumeModel assumes the modeling parameters have been set
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// up with meaningful information - default vis attributes and culling
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// policy in particular.
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//
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// The volumes are unpacked and sent to the scene handler. They are,
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// in effect, "touchables" as defined by G4TouchableHistory. A
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// touchable is defined not only by its physical volume name and copy
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// number but also by its position in the geometry hierarchy.
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//
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// It is guaranteed that touchables are presented to the scene handler
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// in top-down hierarchy order, i.e., ancesters first, mothers before
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// daughters, so the scene handler can be assured that, if it is
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// building its own scene graph tree, a mother, if any, will have
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// already been encountered and there will already be a node in place
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// on which to hang the current volume. But be aware that the
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// visibility and culling policy might mean that some touchables are
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// not passed to the scene handler so the drawn tree might have
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// missing layers. GetFullPVPath allows you to know the full
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// hierarchy.
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#ifndef G4PHYSICALVOLUMEMODEL_HH
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#define G4PHYSICALVOLUMEMODEL_HH
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#include "G4VModel.hh"
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#include "G4VTouchable.hh"
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#include "G4Transform3D.hh"
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#include "G4Plane3D.hh"
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#include <iostream>
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#include <vector>
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#include <map>
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class G4VPhysicalVolume;
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class G4LogicalVolume;
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class G4VSolid;
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class G4Material;
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class G4VisAttributes;
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class G4AttDef;
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class G4AttValue;
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class G4PhysicalVolumeModel: public G4VModel {
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public: // With description
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enum {UNLIMITED = -1};
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enum ClippingMode {subtraction, intersection};
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class G4PhysicalVolumeNodeID {
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public:
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G4PhysicalVolumeNodeID
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(G4VPhysicalVolume* pPV = 0,
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G4int iCopyNo = 0,
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G4int depth = 0,
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const G4Transform3D& transform = G4Transform3D(),
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G4bool drawn = true):
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fpPV(pPV),
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fCopyNo(iCopyNo),
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fNonCulledDepth(depth),
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fTransform(transform),
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fDrawn(drawn) {}
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G4VPhysicalVolume* GetPhysicalVolume() const {return fpPV;}
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G4int GetCopyNo() const {return fCopyNo;}
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G4int GetNonCulledDepth() const {return fNonCulledDepth;}
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const G4Transform3D& GetTransform() const {return fTransform;}
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G4bool GetDrawn() const {return fDrawn;}
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void SetDrawn(G4bool drawn) {fDrawn = drawn;}
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G4bool operator< (const G4PhysicalVolumeNodeID& right) const;
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private:
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G4VPhysicalVolume* fpPV;
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G4int fCopyNo;
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G4int fNonCulledDepth;
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G4Transform3D fTransform;
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G4bool fDrawn;
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};
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// Nested class for identifying physical volume nodes.
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class G4PhysicalVolumeModelTouchable: public G4VTouchable {
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public:
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G4PhysicalVolumeModelTouchable
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(const std::vector<G4PhysicalVolumeNodeID>& fullPVPath);
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const G4ThreeVector& GetTranslation(G4int depth) const;
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const G4RotationMatrix* GetRotation(G4int depth) const;
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G4VPhysicalVolume* GetVolume(G4int depth) const;
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G4VSolid* GetSolid(G4int depth) const;
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G4int GetReplicaNumber(G4int depth) const;
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G4int GetHistoryDepth() const {return fFullPVPath.size();}
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private:
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const std::vector<G4PhysicalVolumeNodeID>& fFullPVPath;
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};
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// Nested class for handling nested parameterisations.
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G4PhysicalVolumeModel
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(G4VPhysicalVolume* = 0,
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G4int requestedDepth = UNLIMITED,
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const G4Transform3D& modelTransformation = G4Transform3D(),
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const G4ModelingParameters* = 0,
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G4bool useFullExtent = false);
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virtual ~G4PhysicalVolumeModel ();
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void DescribeYourselfTo (G4VGraphicsScene&);
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// The main task of a model is to describe itself to the graphics scene
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// handler (a object which inherits G4VSceneHandler, which inherits
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// G4VGraphicsScene).
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G4String GetCurrentDescription () const;
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// A description which depends on the current state of the model.
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G4String GetCurrentTag () const;
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// A tag which depends on the current state of the model.
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G4VPhysicalVolume* GetTopPhysicalVolume () const {return fpTopPV;}
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G4int GetRequestedDepth () const {return fRequestedDepth;}
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const G4VSolid* GetClippingSolid () const
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{return fpClippingSolid;}
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G4int GetCurrentDepth() const {return fCurrentDepth;}
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// Current depth of geom. hierarchy.
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G4VPhysicalVolume* GetCurrentPV() const {return fpCurrentPV;}
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// Current physical volume.
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G4LogicalVolume* GetCurrentLV() const {return fpCurrentLV;}
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// Current logical volume.
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G4Material* GetCurrentMaterial() const {return fpCurrentMaterial;}
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// Current material.
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G4Transform3D* GetCurrentTransform() const {return fpCurrentTransform;}
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// Current transform.
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const std::vector<G4PhysicalVolumeNodeID>& GetFullPVPath() const
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{return fFullPVPath;}
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// Vector of physical volume node identifiers for the current
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// touchable. It is its path in the geometry hierarchy, similar to
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// the concept of "touchable history" available from the navigator
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// during tracking.
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const std::vector<G4PhysicalVolumeNodeID>& GetDrawnPVPath() const
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{return fDrawnPVPath;}
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// Path of the current drawn (non-culled) touchable in terms of
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// drawn (non-culled) ancesters. It is a vector of physical volume
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// node identifiers corresponding to the geometry hierarchy actually
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// selected, i.e., not culled.
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const std::map<G4String,G4AttDef>* GetAttDefs() const;
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// Attribute definitions for current solid.
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std::vector<G4AttValue>* CreateCurrentAttValues() const;
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// Attribute values for current solid. Each must refer to an
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// attribute definition in the above map; its name is the key. The
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// user must test the validity of this pointer (it must be non-zero
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// and conform to the G4AttDefs, which may be checked with
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// G4AttCheck) and delete the list after use. See
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// G4XXXStoredSceneHandler::PreAddSolid for how to access and
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// G4VTrajectory::ShowTrajectory for an example of the use of
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// G4Atts.
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void SetBaseFullPVPath
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(const std::vector<G4PhysicalVolumeNodeID>&
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baseFullPVPath) {
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fBaseFullPVPath = baseFullPVPath;
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fFullPVPath = baseFullPVPath;
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}
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void SetRequestedDepth (G4int requestedDepth) {
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fRequestedDepth = requestedDepth;
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}
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void SetClippingSolid (G4VSolid* pClippingSolid) {
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fpClippingSolid = pClippingSolid;
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}
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void SetClippingMode (ClippingMode mode) {
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fClippingMode = mode;
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}
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G4bool Validate (G4bool warn);
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// Validate, but allow internal changes (hence non-const function).
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void Abort () const {fAbort = true;}
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// Abort all further traversing.
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void CurtailDescent() const {fCurtailDescent = true;}
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// Curtail descent of current branch.
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protected:
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void VisitGeometryAndGetVisReps (G4VPhysicalVolume*,
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G4int requestedDepth,
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const G4Transform3D&,
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G4VGraphicsScene&);
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void DescribeAndDescend (G4VPhysicalVolume*,
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G4int requestedDepth,
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G4LogicalVolume*,
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G4VSolid*,
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G4Material*,
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const G4Transform3D&,
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G4VGraphicsScene&);
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virtual void DescribeSolid (const G4Transform3D& theAT,
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G4VSolid* pSol,
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const G4VisAttributes* pVisAttribs,
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G4VGraphicsScene& sceneHandler);
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void CalculateExtent ();
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/////////////////////////////////////////////////////////
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// Data members...
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G4VPhysicalVolume* fpTopPV; // The physical volume.
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G4String fTopPVName; // ...of the physical volume.
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G4int fTopPVCopyNo; // ...of the physical volume.
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G4int fRequestedDepth;
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// Requested depth of geom. hierarchy search.
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G4bool fUseFullExtent; // ...if requested.
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G4int fCurrentDepth; // Current depth of geom. hierarchy.
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G4VPhysicalVolume* fpCurrentPV; // Current physical volume.
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G4LogicalVolume* fpCurrentLV; // Current logical volume.
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G4Material* fpCurrentMaterial; // Current material.
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G4Transform3D* fpCurrentTransform; // Current transform.
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std::vector<G4PhysicalVolumeNodeID> fBaseFullPVPath;
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std::vector<G4PhysicalVolumeNodeID> fFullPVPath;
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std::vector<G4PhysicalVolumeNodeID> fDrawnPVPath;
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mutable G4bool fAbort; // Abort all further traversing.
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mutable G4bool fCurtailDescent;// Can be set to curtail descent.
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G4VSolid* fpClippingSolid;
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ClippingMode fClippingMode;
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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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G4PhysicalVolumeModel (const G4PhysicalVolumeModel&);
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G4PhysicalVolumeModel& operator = (const G4PhysicalVolumeModel&);
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};
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std::ostream& operator<<
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(std::ostream& os, const G4PhysicalVolumeModel::G4PhysicalVolumeNodeID);
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#endif
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