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geant4/source/visualization/modeling/include/G4BoundingSphereScene.hh
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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: G4BoundingSphereScene.hh,v 2.2 1998/08/22 16:34:57 allison Exp $
// GEANT4 tag $Name: geant4-00 $
//
//
// John Allison 7th June 1997
// An artificial scene to reuse G4VScene code to calculate a bounding sphere.
#ifndef G4BOUNDINGSPHERESCENE_HH
#define G4BOUNDINGSPHERESCENE_HH
#include "G4VGraphicsScene.hh"
#include "G4VisExtent.hh"
#include "G4Box.hh"
#include "G4Cons.hh"
#include "G4Tubs.hh"
#include "G4Trd.hh"
#include "G4Trap.hh"
#include "G4Sphere.hh"
#include "G4Para.hh"
#include "G4Torus.hh"
class G4BoundingSphereScene: public G4VGraphicsScene {
public:
G4BoundingSphereScene ();
~G4BoundingSphereScene ();
virtual void AddThis (const G4Box& s) {Accrue (s);}
virtual void AddThis (const G4Cons& s) {Accrue (s);}
virtual void AddThis (const G4Tubs& s) {Accrue (s);}
virtual void AddThis (const G4Trd& s) {Accrue (s);}
virtual void AddThis (const G4Trap& s) {Accrue (s);}
virtual void AddThis (const G4Sphere& s) {Accrue (s);}
virtual void AddThis (const G4Para& s) {Accrue (s);}
virtual void AddThis (const G4Torus& s) {Accrue (s);}
virtual void AddThis (const G4VSolid& s) {Accrue (s);}
void PreAddThis (const G4Transform3D& objectTransformation,
const G4VisAttributes&) {
fpObjectTransformation = &objectTransformation;
}
void PostAddThis () {}
G4VisExtent GetBoundingSphereExtent ();
////////////////////////////////////////////////////////////////
// The following 2 functions can be used by any code which wishes to
// accrue a bounding sphere. Just instantiate a
// G4BoundingSphereScene and use AccrueBoundingSphere.
void ResetBoundingSphere ();
void AccrueBoundingSphere (const G4Point3D& centre,
G4double radius);
private:
void Accrue (const G4VSolid& solid);
G4Point3D fCentre;
G4double fRadius;
const G4Transform3D* fpObjectTransformation;
};
#endif