115 lines
4.2 KiB
C++
115 lines
4.2 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: G4OpenGLStoredSceneHandler.hh,v 1.27 2008/04/28 16:19:40 allison Exp $
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// GEANT4 tag $Name: geant4-09-02 $
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//
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//
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// Andrew Walkden 10th February 1997
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// G4OpenGLStoredSceneHandler - creates OpenGL Display lists.
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#ifdef G4VIS_BUILD_OPENGL_DRIVER
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#ifndef G4OPENGLSTOREDSCENEHANDLER_HH
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#define G4OPENGLSTOREDSCENEHANDLER_HH
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#include "G4VSceneHandler.hh"
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#include "G4OpenGLViewer.hh"
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#include "G4OpenGLStoredViewer.hh"
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#include "globals.hh"
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#include "G4RotationMatrix.hh"
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#include "G4OpenGLSceneHandler.hh"
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#include <map>
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#include <vector>
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class G4OpenGLStored;
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class G4OpenGLStoredSceneHandler: public G4OpenGLSceneHandler {
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friend class G4OpenGLStoredViewer; // ..allows access to P/TODLs.
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public:
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G4OpenGLStoredSceneHandler (G4VGraphicsSystem& system, const G4String& name = "");
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virtual ~G4OpenGLStoredSceneHandler ();
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void BeginPrimitives (const G4Transform3D& objectTransformation);
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void EndPrimitives ();
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void BeginPrimitives2D (const G4Transform3D& objectTransformation);
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void EndPrimitives2D ();
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void BeginModeling ();
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void EndModeling ();
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void AddPrimitive (const G4Polyline&);
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void AddPrimitive (const G4Polymarker&);
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void AddPrimitive (const G4Circle&);
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void AddPrimitive (const G4Square&);
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void AddPrimitive (const G4Text&);
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void AddPrimitive (const G4Scale&);
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void AddPrimitive (const G4Polyhedron&);
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void AddPrimitive (const G4NURBS&);
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void ClearStore ();
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void ClearTransientStore ();
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protected:
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void RequestPrimitives (const G4VSolid& solid);
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void AddPrimitivePreamble(const G4Visible& visible);
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void AddPrimitivePostamble();
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static G4int fSceneIdCount; // static counter for OpenGLStored scenes.
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G4int fDisplayListId; // Workspace.
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G4bool fMemoryForDisplayLists; // avoid memory overflow
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G4int fAddPrimitivePreambleNestingDepth;
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// PODL = Persistent Object Display List.
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GLint fTopPODL; // List which calls the other PODLs.
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struct PO {
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PO(G4int id, const G4Transform3D& tr = G4Transform3D());
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G4int fDisplayListId;
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G4Transform3D fTransform;
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GLuint fPickName;
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};
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std::vector<PO> fPOList;
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// TO = Transparent Object.
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struct TO {
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TO(G4int id, const G4Transform3D& tr = G4Transform3D());
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G4int fDisplayListId;
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G4Transform3D fTransform;
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GLuint fPickName;
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G4double fStartTime, fEndTime; // Time range (e.g., for trajectory steps).
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G4Colour fColour;
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};
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std::vector<TO> fTOList;
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// Stop-gap solution of structure re-use.
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// A proper implementation would use geometry hierarchy.
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std::map <const G4VSolid*, G4int, std::less <const G4VSolid*> > fSolidMap;
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};
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#endif
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#endif
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