72 lines
2.2 KiB
C++
72 lines
2.2 KiB
C++
// This code implementation is the intellectual property of
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// the 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: G4OpenGLStoredSceneHandler.hh,v 1.6.2.1 1999/12/07 20:53:18 gunter Exp $
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// GEANT4 tag $Name: geant4-01-00 $
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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 "g4std/map"
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class G4OpenGLStored;
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class G4OpenGLStoredSceneHandler: public G4OpenGLSceneHandler {
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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 BeginModeling ();
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void EndModeling ();
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static G4int GetSceneCount ();
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G4bool fMemoryForDisplayLists; // avoid memory overflow
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private:
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friend class G4OpenGLStoredViewer;
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// ..allows access to P/TODLs.
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void ClearStore ();
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void RequestPrimitives (const G4VSolid& solid);
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static G4int fSceneIdCount; // static counter for OpenGLStored scenes.
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static G4int fSceneCount; // No. of extanct scenes.
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G4int fDisplayListId; // Workspace.
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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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G4RWTValOrderedVector<G4int> fPODLList;
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G4RWTValOrderedVector<G4Transform3D> fPODLTransformList;
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// TODL = Transient Object Display List.
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G4RWTValOrderedVector<G4int> fTODLList;
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G4RWTValOrderedVector<G4Transform3D> fTODLTransformList;
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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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G4std::map <const G4VSolid*, G4int, less <const G4VSolid*> > fSolidMap;
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};
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inline G4int G4OpenGLStoredSceneHandler::GetSceneCount () {
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return fSceneCount;
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}
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#endif
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#endif
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