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geant4/source/visualization/management/include/G4VScene.icc
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2016-06-01 15:25:35 +02:00

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// This code implementation is the intellectual property of
// the RD44 GEANT4 collaboration.
//
// By copying, distributing or modifying the Program (or any work
// based on the Program) you indicate your acceptance of this statement,
// and all its terms.
//
// $Id: G4VScene.icc,v 2.3 1998/11/06 13:43:04 allison Exp $
// GEANT4 tag $Name: geant4-00 $
//
//
// John Allison 19th July 1996.
inline G4bool G4VScene::operator == (const G4VScene& scene) const {
return this == &scene;
}
inline void G4VScene::EndModeling () {}
inline void G4VScene::AddThis (const G4Box& box) {
RequestPrimitives (box);
// If your graphics system is sophisticated enough to handle a
// particular solid shape as a primitive, in your derived class write a
// function to override this. (Note: some compilers warn that your
// function "hides" this one. That's OK.)
// Your function might look like this...
// void G4MyScene::AddThis (const G4Box& box) {
// Get parameters of appropriate object, e.g.:
// G4double dx = box.GetXHalfLength ();
// G4double dy = box.GetYHalfLength ();
// G4double dz = box.GetZHalfLength ();
// and Draw or Store in your display List.
}
inline void G4VScene::AddThis (const G4Tubs& tubs) {
RequestPrimitives (tubs);
}
inline void G4VScene::AddThis (const G4Cons& cons) {
RequestPrimitives (cons);
}
inline void G4VScene::AddThis (const G4Trd& trd) {
RequestPrimitives (trd);
}
inline void G4VScene::AddThis (const G4Trap& trap) {
RequestPrimitives (trap);
}
inline void G4VScene::AddThis (const G4Sphere& sphere) {
RequestPrimitives ( sphere );
}
inline void G4VScene::AddThis (const G4Para& para ) {
RequestPrimitives ( para );
}
inline void G4VScene::AddThis (const G4Torus& torus ) {
RequestPrimitives ( torus );
}
inline void G4VScene::AddThis (const G4VSolid& solid) {
RequestPrimitives (solid);
}
inline void G4VScene::PreAddThis (const G4Transform3D& objectTransformation,
const G4VisAttributes& visAttribs) {
fpObjectTransformation = &objectTransformation;
fpVisAttribs = &visAttribs;
}
inline void G4VScene::PostAddThis () {}
inline void G4VScene::ClearStore () {}
inline G4VGraphicsSystem* G4VScene::GetGraphicsSystem () const {
return &fSystem;
}
inline G4int G4VScene::GetSceneId () const {
return fSceneId;
}
inline G4int G4VScene::GetViewCount () const {
return fViewCount;
}
inline
G4double G4VScene::GetMarkerDiameter (const G4VMarker& marker,
G4VScene::MarkerSizeType& sizeType) {
return GetMarkerSize (marker, sizeType);
}
inline
G4double G4VScene::GetMarkerRadius (const G4VMarker& marker,
G4VScene::MarkerSizeType& sizeType) {
return GetMarkerSize (marker, sizeType) / 2.;
}
inline G4int G4VScene::IncrementViewCount () {
return fViewCount++;
}
inline const G4String& G4VScene::GetName () const {
return fName;
}
inline void G4VScene::SetName (const G4String& name) {
fName = name;
}
inline const G4SceneData& G4VScene::GetSceneData () const {
return fSD;
}
inline const G4VViewList& G4VScene::GetViewList () const {
return fViewList;
}
inline const G4VModel* G4VScene::GetModel () const {
return fpModel;
}
inline G4VView* G4VScene::GetCurrentView () const {
return fpView;
}
inline void G4VScene::SetCurrentView (G4VView* pView) {
fpView = pView;
}
inline G4VViewList& G4VScene::SetViewList () {
return fViewList;
}
inline void
G4VScene::SetModel (const G4VModel* pModel) {
fpModel = pModel;
}
inline const G4Colour& G4VScene::GetColor (const G4Visible& visible) {
return GetColour (visible);
}
inline const G4Colour& G4VScene::GetTextColor (const G4Text& text) {
return GetTextColour (text);
}