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geant4/source/graphics_reps/include/G4VGraphicsScene.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 *
// * 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: G4VGraphicsScene.hh,v 1.11 2008/01/04 22:20:59 allison Exp $
// GEANT4 tag $Name: geant4-09-02 $
// John Allison 19th July 1996
//
// Class Description:
// Abstract interface class for a graphics scene handler.
// It is a minimal scene handler for the GEANT4 kernel.
// See G4VSceneHandler for a fuller description. G4VSceneHandler is
// the full abstract interface to graphics systems.
#ifndef G4VGRAPHICSSCENE_HH
#define G4VGRAPHICSSCENE_HH
class G4VisAttributes;
class G4VSolid;
class G4Box;
class G4Cons;
class G4Tubs;
class G4Trd;
class G4Trap;
class G4Sphere;
class G4Ellipsoid;
class G4Para;
class G4Torus;
class G4PhysicalVolumeModel;
class G4Polycone;
class G4Polyhedra;
class G4VTrajectory;
class G4VHit;
class G4Polyline;
class G4Scale;
class G4Text;
class G4Circle;
class G4Square;
class G4Polymarker;
class G4Polyhedron;
class G4NURBS;
#include "G4Transform3D.hh"
class G4VGraphicsScene {
public: // With description
G4VGraphicsScene();
virtual ~G4VGraphicsScene();
///////////////////////////////////////////////////////////////////
// Methods for adding solids to the scene handler. They
// must always be called in the triplet PreAddSolid, AddSolid and
// PostAddSolid. The transformation and visualization attributes
// must be set by the call to PreAddSolid. A possible default
// implementation is to request the solid to provide a G4Polyhedron
// or similar primitive - see, for example, G4VSceneHandler in the
// Visualization Category.
virtual void PreAddSolid (const G4Transform3D& objectTransformation,
const G4VisAttributes& visAttribs) = 0;
// objectTransformation is the transformation in the world
// coordinate system of the object about to be added, and
// visAttribs is its visualization attributes.
virtual void PostAddSolid () = 0;
virtual void AddSolid (const G4Box&) = 0;
virtual void AddSolid (const G4Cons&) = 0;
virtual void AddSolid (const G4Tubs&) = 0;
virtual void AddSolid (const G4Trd&) = 0;
virtual void AddSolid (const G4Trap&) = 0;
virtual void AddSolid (const G4Sphere&) = 0;
virtual void AddSolid (const G4Para&) = 0;
virtual void AddSolid (const G4Torus&) = 0;
virtual void AddSolid (const G4Polycone&) = 0;
virtual void AddSolid (const G4Polyhedra&) = 0;
virtual void AddSolid (const G4VSolid&) = 0; // For solids not above.
///////////////////////////////////////////////////////////////////
// Methods for adding "compound" GEANT4 objects to the scene
// handler. These methods may either (a) invoke "user code" that
// uses the "user interface", G4VVisManager (see, for example,
// G4VSceneHandler in the Visualization Category, which for
// trajectories uses G4VTrajectory::DrawTrajectory, via
// G4TrajectoriesModel in the Modeling Category) or (b) invoke
// AddPrimitives below (between calls to Begin/EndPrimitives) or (c)
// use graphics-system-specific code or (d) any combination of the
// above.
virtual void AddCompound (const G4VTrajectory&) = 0;
virtual void AddCompound (const G4VHit&) = 0;
///////////////////////////////////////////////////////////////////
// Methods for adding graphics primitives to the scene handler. A
// sequence of calls to AddPrimitive must be sandwiched between
// calls to BeginPrimitives and EndPrimitives. A sequence is any
// number of calls that have the same transformation.
virtual void BeginPrimitives
(const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
// objectTransformation is the transformation in the world
// coordinate system of the object about to be added.
virtual void EndPrimitives () = 0;
virtual void BeginPrimitives2D
(const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
virtual void EndPrimitives2D () = 0;
// The x,y coordinates of the primitives passed to AddPrimitive are
// intrepreted as screen coordinates, -1 < x,y < 1. The
// z-coordinate is ignored.
virtual void AddPrimitive (const G4Polyline&) = 0;
virtual void AddPrimitive (const G4Scale&) = 0;
virtual void AddPrimitive (const G4Text&) = 0;
virtual void AddPrimitive (const G4Circle&) = 0;
virtual void AddPrimitive (const G4Square&) = 0;
virtual void AddPrimitive (const G4Polymarker&) = 0;
virtual void AddPrimitive (const G4Polyhedron&) = 0;
virtual void AddPrimitive (const G4NURBS&) = 0;
};
#endif