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geant4/source/visualization/Qt3D/include/G4Qt3DSceneHandler.hh
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2022-07-01 10:44:02 +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. *
// ********************************************************************
//
// John Allison 17th June 2019
#ifndef G4QT3DSCENEHANDLER_HH
#define G4QT3DSCENEHANDLER_HH
#include "G4VSceneHandler.hh"
#include <vector>
namespace Qt3DCore {
class QEntity;
}
class G4Qt3DQEntity;
class G4Qt3DSceneHandler: public G4VSceneHandler {
friend class G4Qt3DViewer;
public:
G4Qt3DSceneHandler(G4VGraphicsSystem& system,
const G4String& name);
virtual ~G4Qt3DSceneHandler();
void PreAddSolid(const G4Transform3D& objectTransformation,
const G4VisAttributes&);
void PostAddSolid();
void BeginPrimitives2D(const G4Transform3D& objectTransformation);
void EndPrimitives2D();
void BeginPrimitives(const G4Transform3D& objectTransformation);
void EndPrimitives();
using G4VSceneHandler::AddPrimitive;
void AddPrimitive(const G4Polyline&);
void AddPrimitive(const G4Polymarker&);
void AddPrimitive(const G4Text&);
void AddPrimitive(const G4Circle&);
void AddPrimitive(const G4Square&);
void AddPrimitive(const G4Polyhedron&);
using G4VSceneHandler::AddCompound;
void AddCompound(const G4Mesh&);
void ClearStore ();
void ClearTransientStore ();
protected:
void EstablishG4Qt3DQEntities();
G4Qt3DQEntity* CreateNewNode(); // For next solid or primitive
static G4int fSceneIdCount; // Counter for Qt3D scene handlers.
Qt3DCore::QEntity* fpQt3DScene;
Qt3DCore::QEntity* fpTransientObjects;
Qt3DCore::QEntity* fpPersistentObjects;
std::vector<G4Qt3DQEntity*> fpPhysicalVolumeObjects; // Multiple worlds
};
#endif