244 lines
9.6 KiB
C++
244 lines
9.6 KiB
C++
// This code implementation is the intellectual property of
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// the RD44 GEANT4 collaboration.
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//
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// By copying, distributing or modifying the Program (or any work
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// based on the Program) you indicate your acceptance of this statement,
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// and all its terms.
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//
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// $Id: G4VisManager.hh,v 2.10 1998/11/29 15:34:03 allison Exp $
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// GEANT4 tag $Name: geant4-00 $
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//
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//
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// The GEANT4 Visualization Manager - John Allison 02/Jan/1996.
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// This is a "Singleton", i.e., only one instance of it may exist. A
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// G4Exception is thrown if an attempt to instantiate more than one is
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// made.
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// Graphics system registration is normally Done through the protected
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// pure virtual function RegisterGraphicsSystems called from
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// Initialise (). You must define your own subclass and implement
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// RegisterGraphicsSystems. You can also use the public function
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// RegisterGraphicsSystem (new MyGraphicsSystem) if you have your own
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// graphics system.
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// The VisManager creates graphics systems, scenes and views and
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// manages them. You can have any number. It has the concept of a
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// "current view", and the "current scene" and "current graphics
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// system" which go with it. You can select the current view. Most
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// of the the operations of the VisManager take place on the current
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// view, in particular, the Draw operations.
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// Each scene has its "scene data".
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// Each view has its "view parameters".
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// The VisManager also has the concept of "current scene data" and
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// "current view parameters" which, in general, will be different to
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// those of any scene or view. When a view is drawn, it is given the
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// current data and parameters; this might trigger "consequent
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// actions", such as reconstruction of display lists. If the
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// differences are minor, e.g, if only the viewpoint direction has
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// changed, then it might not be necessary to reconstruct the display
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// lists - each system must decide.
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// G4VisManager is "state dependent", i.e., it is notified on change
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// of state (G4ApplicationState). This is used to draw hits and
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// trajectories in the current scene at the end of event, as required.
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#ifndef G4VISMANAGER_HH
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#define G4VISMANAGER_HH
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#include "G4VVisManager.hh"
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#include "globals.hh"
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#include "G4GraphicsSystemList.hh"
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#include "G4SceneList.hh"
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#include "G4SceneData.hh"
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#include "G4SceneDataObjectList.hh"
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#include "G4ViewParameters.hh"
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#include "G4Transform3D.hh"
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#include "G4UImessenger.hh"
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#include "G4VStateDependent.hh"
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#include <rw/tpordvec.h>
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class G4VisManMessenger;
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class G4VPhysicalVolume;
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class G4LogicalVolume;
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class G4VSolid;
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class G4VGraphicsSystem;
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class G4VScene;
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class G4VView;
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class G4Polyline;
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class G4Text;
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class G4Circle;
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class G4Square;
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class G4Polymarker;
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class G4Polyhedron;
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class G4NURBS;
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class G4VisManager: public G4VVisManager, public G4VStateDependent {
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public:
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G4VisManager ();
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virtual ~G4VisManager ();
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static G4VisManager* GetInstance ();
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// Returns pointer to itself. Throws a G4Exception if called before
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// instantiation. The general user should instead use
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// G4VVisManager::GetConcreteInstance() to get a "higher level"
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// pointer for general use - but always test for non-zero.
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void Initialise ();
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void Initialize (); // Alias Initialise ().
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G4bool RegisterGraphicsSystem (G4VGraphicsSystem* pSystem);
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//////////////////////////////////////////////////////////////////////
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// Drawing routines!
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void Clear ();
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// Clear current scene and current view, marking all its views as
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// needing refreshing. This is a comprehensive clear which clears
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// both framebuffers of a double buffered system and clears the
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// scene's graphics databse (display lists, etc.) and clears the
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// current scene data.
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void ClearScene ();
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// Clear current scene, marking all its views as needing refreshing.
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// Clears the scene's graphics databse (display lists, etc.)
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// Clears the current scene data.
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void ClearView ();
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// Clear visible window of current view (both buffers of a double
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// buffered system).
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void Draw ();
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// Draw current scene in current view.
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void Show ();
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// Show current view (for graphics systems which require to process
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// all drawn objects before finalising the view).
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// Now functions for drawing hits, digis, etc. These are treated as
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// "transients", in contrast to the scene (as defined by the Scene
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// Data), which is treated as "permanent". The crucial difference
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// is that a scene can be recreated by a visit to the GEANT4 kernel
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// if the graphics system requires it; transient objects cannot.
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void Draw (const G4Polyline&,
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const G4Transform3D& objectTransformation = G4Transform3D::Identity);
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void Draw (const G4Text&,
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const G4Transform3D& objectTransformation = G4Transform3D::Identity);
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void Draw (const G4Circle&,
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const G4Transform3D& objectTransformation = G4Transform3D::Identity);
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void Draw (const G4Square&,
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const G4Transform3D& objectTransformation = G4Transform3D::Identity);
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void Draw (const G4Polymarker&,
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const G4Transform3D& objectTransformation = G4Transform3D::Identity);
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void Draw (const G4Polyhedron&,
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const G4Transform3D& objectTransformation = G4Transform3D::Identity);
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void Draw (const G4NURBS&,
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const G4Transform3D& objectTransformation = G4Transform3D::Identity);
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// Now Follow functions for drawing a GEANT4 geometry object. Note
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// that the 2nd argument overrides any visualization attributes that
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// are associated with the object itself.
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void Draw (const G4VSolid&, const G4VisAttributes&,
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const G4Transform3D& objectTransformation = G4Transform3D::Identity);
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void Draw (const G4LogicalVolume&, const G4VisAttributes&,
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const G4Transform3D& objectTransformation = G4Transform3D::Identity);
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void Draw (const G4VPhysicalVolume&, const G4VisAttributes&,
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const G4Transform3D& objectTransformation = G4Transform3D::Identity);
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G4bool Notify (G4ApplicationState requestedState);
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// This is called on change of state (G4ApplicationState). It is
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// used to draw hits and trajectories in the current scene at the
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// end of event, as required.
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////////////////////////////////////////////////////////////////////////
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// Administration routines.
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void ClearCurrentSceneData ();
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void CopyScene ();
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// Copy scene data of current scene into current scene data.
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void CopyView ();
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// Copy view parameters of current view into current view parameters.
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void CreateScene (G4String name = "");
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// Creates scene of the current system.
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void CreateView (G4String name = "");
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// Creates view of the current scene.
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void DeleteCurrentScene (); // Leaves current scene and view undefined!
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void DeleteCurrentView (); // Leaves current scene and view undefined!
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void GeometryHasChanged (); // Used by run manager to notify change.
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void RefreshCurrentView (); // Soft clear, then redraw.
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void PrintCurrentSystem () const;
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void PrintCurrentSystems () const;
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void PrintCurrentScene () const;
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void PrintCurrentView () const;
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/////////////////////////////////////////////////////////////////////
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// Access functions.
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G4VGraphicsSystem* GetCurrentGraphicsSystem () const;
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G4VScene* GetCurrentScene () const;
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G4VView* GetCurrentView () const;
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const G4SceneData& GetCurrentSceneData () const;
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const G4ViewParameters& GetCurrentViewParameters () const;
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const G4GraphicsSystemList& GetAvailableGraphicsSystems ();
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// The above is non-const because it checks and updates the List by
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// calling RegisterGraphicsSystems() if no graphics systems are
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// already registered.
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const G4SceneList& GetAvailableScenes () const;
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const G4SceneDataObjectList& GetSceneDataObjectList () const;
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G4int GetVerboseLevel () const;
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G4bool IsValidView ();
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void SetCurrentGraphicsSystemAndCreateView
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(G4VGraphicsSystem* pSystem);
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void SetCurrentGraphicsSystem (G4VGraphicsSystem* pSystem);
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void SetCurrentScene (G4VScene* pScene);
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void SetCurrentView (G4VView* pView);
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G4SceneData& SetCurrentSceneData (); // Returns lvalue.
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G4ViewParameters& SetCurrentViewParameters (); // Returns lvalue.
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G4SceneList& SetAvailableScenes (); // Returns lvalue.
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G4SceneDataObjectList& SetSceneDataObjectList (); // Returns lvalue.
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void SetVerboseLevel (G4int vLevel);
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protected:
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virtual void RegisterGraphicsSystems () = 0;
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void RegisterMessengers (); // Command messengers.
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void PrintAllGraphicsSystems () const;
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void PrintInstalledGraphicsSystems () const;
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void PrintAvailableGraphicsSystems () const;
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void PrintInvalidPointers () const;
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static G4VisManager* fpInstance; // Pointer to single instance.
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G4bool fInitialised;
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G4VGraphicsSystem* fpGraphicsSystem; // Current graphics system.
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G4VScene* fpScene; // Current graphics model.
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G4VView* fpView; // Current view.
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G4GraphicsSystemList fAvailableGraphicsSystems;
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G4SceneList fAvailableScenes;
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G4SceneDataObjectList fSceneDataObjectList;
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G4SceneData fSD; // Current scene data object.
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G4ViewParameters fVP; // Current viewing parameters.
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G4int fVerbose; // Verbosity level 0-10.
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G4VisManMessenger* fpMessenger; // Pointer to messenger.
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RWTPtrOrderedVector <G4UImessenger> fMessengerList;
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};
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#include "G4VisManager.icc"
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#endif
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