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geant4/source/visualization/modeling/include/G4BoundingSphereScene.hh
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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 *
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// * 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: G4BoundingSphereScene.hh,v 1.17 2006/06/29 21:30:08 gunter Exp $
// GEANT4 tag $Name: geant4-09-00 $
//
//
// John Allison 7th June 1997
// An artificial scene to reuse G4VScene code to calculate a bounding sphere.
#ifndef G4BOUNDINGSPHERESCENE_HH
#define G4BOUNDINGSPHERESCENE_HH
#include "G4VGraphicsScene.hh"
#include "G4VisExtent.hh"
#include "G4Box.hh"
#include "G4Cons.hh"
#include "G4Tubs.hh"
#include "G4Trd.hh"
#include "G4Trap.hh"
#include "G4Sphere.hh"
#include "G4Para.hh"
#include "G4Torus.hh"
#include "G4Polycone.hh"
#include "G4Polyhedra.hh"
class G4VModel;
class G4BoundingSphereScene: public G4VGraphicsScene {
public:
G4BoundingSphereScene (G4VModel* pModel = 0);
virtual ~G4BoundingSphereScene ();
void PreAddSolid (const G4Transform3D& objectTransformation,
const G4VisAttributes&);
void PostAddSolid () {}
void AddSolid (const G4Box& s) {Accrue (s);}
void AddSolid (const G4Cons& s) {Accrue (s);}
void AddSolid (const G4Tubs& s) {Accrue (s);}
void AddSolid (const G4Trd& s) {Accrue (s);}
void AddSolid (const G4Trap& s) {Accrue (s);}
void AddSolid (const G4Sphere& s) {Accrue (s);}
void AddSolid (const G4Para& s) {Accrue (s);}
void AddSolid (const G4Torus& s) {Accrue (s);}
void AddSolid (const G4Polycone& s) {Accrue (s);}
void AddSolid (const G4Polyhedra& s) {Accrue (s);}
void AddSolid (const G4VSolid& s) {Accrue (s);}
void AddCompound (const G4VTrajectory&) {}
void AddCompound (const G4VHit&) {}
G4VisExtent GetBoundingSphereExtent ();
const G4Point3D& GetCentre() const {return fCentre;}
G4double GetRadius() const {return fRadius;}
void SetCentre(const G4Point3D& centre) {fCentre = centre;}
////////////////////////////////////////////////////////////////
// The following 2 functions can be used by any code which wishes to
// accrue a bounding sphere. Just instantiate a
// G4BoundingSphereScene and use AccrueBoundingSphere.
void ResetBoundingSphere ();
void AccrueBoundingSphere (const G4Point3D& centre,
G4double radius);
////////////////////////////////////////////////////////////////
// Functions not used by required by the abstract interface.
virtual void BeginPrimitives (const G4Transform3D&) {}
virtual void EndPrimitives () {}
virtual void BeginPrimitives2D () {}
virtual void EndPrimitives2D () {}
virtual void AddPrimitive (const G4Polyline&) {}
virtual void AddPrimitive (const G4Scale&) {}
virtual void AddPrimitive (const G4Text&) {}
virtual void AddPrimitive (const G4Circle&) {}
virtual void AddPrimitive (const G4Square&) {}
virtual void AddPrimitive (const G4Polymarker&) {}
virtual void AddPrimitive (const G4Polyhedron&) {}
virtual void AddPrimitive (const G4NURBS&) {}
private:
void Accrue (const G4VSolid& solid);
G4VModel* fpModel; // Instantiating code may optionally set this.
G4Point3D fCentre;
G4double fRadius;
const G4Transform3D* fpObjectTransformation;
};
#endif