242 lines
11 KiB
C++
242 lines
11 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: G4ViewParameters.hh,v 1.5.2.1 1999/12/07 20:53:52 gunter Exp $
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// GEANT4 tag $Name: geant4-01-00 $
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//
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//
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// John Allison 19th July 1996
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//
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// Class description
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//
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// View parameters and options.
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//
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// THE STANDARD VIEW AND ALL THAT.
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//
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// In GEANT4 visualization, we have the concept of a ``Standard
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// View''. This is the view when the complete set of objects being
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// viewed is comfortably in view from any viewpoint. It is defined by
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// the ``Bounding Sphere'' of ``visible'' objects when initially
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// registered in the scene, and by the View Parameters.
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//
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// There is also the ``Standard Target Point'', which is the centre of
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// the Bounding Sphere (note that this belongs to the scene and is
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// stored in the G4Scene object). The ``Current Target Point'', initially
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// set to the Standard Target Point, is incremented by the ``dolly''
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// and ``zoom'' commands, and can be reset to the Standard Target
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// Point with the {\tt /vis~/camera/reset} command.
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//
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// Also, the ``Standard Camera Position'' is the ``Standard Camera
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// Distance'' along the Viewpoint Direction vector from the Standard
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// Target Point. The Standard Camera Distance is the radius of the
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// Bounding Sphere divided by {\tt fFieldHalfAngle}. It is not stored
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// explicitly because of the singularity at {\tt fFieldHalfAngle} = 0,
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// which implies parallel projection.
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//
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// Similarly, the ``Current Camera Position'' is the ``Current Camera
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// Distance'' along the Viewpoint Direction vector from the Current
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// Target Point. The Current Camera Distance is given by the formulae
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// below, but note that it can be negative, meaning that the camera
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// has moved {\em beyond} the Current Target Point, which is
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// conceptually possible, but which might give some problems when
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// setting up the view matrix --- see, for example, {\tt
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// G4OpenGLView::SetView ()}.
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//
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// All viewers are expected to keep the ``Up Vector'' vertical.
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//
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// Finally, the view is magnified by the ``Zoom Factor'' which is
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// reset to 1 by the \linebreak {\tt /vis~/camera/reset} command.
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//
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// Note: the camera movements pan, dolly and zoom, are currently coded
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// in \linebreak {\tt G4VisManMessenger.cc}.
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//
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// The algorithms for calculating various useful quantities from the
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// View Parameters are encapsulated in the functions described in
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// Appendix \ref{ap:useful}.
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#ifndef G4VIEWPARAMETERS_HH
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#define G4VIEWPARAMETERS_HH
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#include "g4rw/tvordvec.h"
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#include "G4Vector3D.hh"
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#include "G4Point3D.hh"
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#include "G4Plane3D.hh"
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#include "G4VisAttributes.hh"
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#include "G4VMarker.hh"
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typedef G4RWTValOrderedVector<G4Plane3D> G4Planes;
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class G4ViewParameters {
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public: // With description
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friend ostream& operator << (ostream& os, const G4ViewParameters& v);
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enum DrawingStyle {
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wireframe, // Draw edges - no hidden line removal.
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hlr, // Draw edges - hidden lines removed.
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hsr, // Draw surfaces - hidden surfaces removed.
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hlhsr // Draw surfaces and edges - hidden removed.
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};
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enum RepStyle {
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polyhedron, // Use G4Polyhedron.
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nurbs // Use G4NURBS.
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};
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G4ViewParameters ();
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~G4ViewParameters ();
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// Note: uses default assignment operator and copy constructor.
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G4bool operator != (const G4ViewParameters&) const;
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// Get and Is functions.
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DrawingStyle GetDrawingStyle () const;
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RepStyle GetRepStyle () const;
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G4bool IsCulling () const;
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G4bool IsCullingInvisible () const;
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G4bool IsDensityCulling () const;
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G4double GetVisibleDensity () const;
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G4bool IsCullingCovered () const;
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G4bool IsSection () const;
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const G4Plane3D& GetSectionPlane () const;
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G4bool IsCutaway () const;
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const G4Planes& GetCutawayPlanes () const;
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G4bool IsExplode () const;
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G4double GetExplodeFactor () const;
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G4int GetNoOfSides () const;
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const G4Vector3D& GetViewpointDirection () const;
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const G4Vector3D& GetUpVector () const;
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G4double GetFieldHalfAngle () const;
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G4double GetZoomFactor () const;
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const G4Point3D& GetCurrentTargetPoint () const;
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G4double GetDolly () const;
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G4bool GetLightsMoveWithCamera () const;
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const G4Vector3D& GetLightpointDirection () const; // Relative...
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G4Vector3D& GetActualLightpointDirection (); // Actual...
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// ... depending on GetLightsMoveWithCamera.
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G4bool IsViewGeom () const;
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G4bool IsViewHits () const;
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G4bool IsViewDigis () const;
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const G4VisAttributes* GetDefaultVisAttributes () const;
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const G4VisAttributes* GetDefaultTextVisAttributes () const;
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const G4VMarker& GetDefaultMarker () const;
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G4double GetGlobalMarkerScale () const;
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G4bool IsMarkerNotHidden () const;
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G4int GetWindowSizeHintX () const;
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G4int GetWindowSizeHintY () const;
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// Here Follow functions to evaluate the above algorithms as a
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// function of the radius of the Bounding Sphere of the object being
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// viewed. Call them in the order given - for efficiency, later
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// functions depend on the results of earlier ones (Store the
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// results of earlier functions in your own temporary variables -
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// see, for example, G4OpenGLView::SetView ().)
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G4double GetCameraDistance (G4double radius) const;
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G4double GetNearDistance (G4double cameraDistance, G4double radius) const;
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G4double GetFarDistance (G4double cameraDistance,
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G4double nearDistance, G4double radius) const;
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G4double GetFrontHalfHeight (G4double nearDistance, G4double radius) const;
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// Set, Add, Multiply, Increment, Unset and Clear functions.
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void SetDrawingStyle (G4ViewParameters::DrawingStyle style);
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void SetRepStyle (G4ViewParameters::RepStyle style);
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void SetCulling (G4bool);
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void SetCullingInvisible (G4bool);
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void SetDensityCulling (G4bool);
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void SetVisibleDensity (G4double visibleDensity);
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void SetCullingCovered (G4bool);
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void SetSectionPlane (const G4Plane3D& sectionPlane);
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void UnsetSectionPlane ();
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void AddCutawayPlane (const G4Plane3D& cutawayPlane);
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void ClearCutawayPlanes ();
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void SetExplodeFactor (G4double explodeFactor);
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void UnsetExplodeFactor ();
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void SetNoOfSides (G4int nSides);
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void SetViewpointDirection (const G4Vector3D& viewpointDirection);
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// Prefer the following to get lightpoint direction right too.
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void SetViewAndLights (const G4Vector3D& viewpointDirection);
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// Also sets lightpoint direction according to G4bool fLightsMoveWithCamera.
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void SetUpVector (const G4Vector3D& upVector);
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void SetFieldHalfAngle (G4double fieldHalfAngle);
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void SetZoomFactor (G4double zoomFactor);
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void MultiplyZoomFactor (G4double zoomFactorMultiplier);
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void SetCurrentTargetPoint (const G4Point3D& currentTargetPoint);
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void SetDolly (G4double dolly);
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void IncrementDolly (G4double dollyIncrement);
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void SetLightpointDirection (const G4Vector3D& lightpointDirection);
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void SetLightsMoveWithCamera (G4bool moves);
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void SetViewGeom ();
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void UnsetViewGeom ();
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void SetViewHits ();
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void UnsetViewHits ();
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void SetViewDigis ();
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void UnsetViewDigis ();
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void SetDefaultVisAttributes (const G4VisAttributes&);
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void SetDefaultTextVisAttributes (const G4VisAttributes&);
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void SetDefaultMarker (const G4VMarker& defaultMarker);
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void SetGlobalMarkerScale (G4double globalMarkerScale);
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void SetMarkerHidden ();
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void SetMarkerNotHidden ();
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void SetWindowSizeHint (G4int xHint, G4int yHint);
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void Pan (G4double right, G4double up);
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// Note: the result of above "pan"operation is always an Increment
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// relative to the current target point and also depends on the
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// veiwpoint and up directions.
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void PrintDifferences (const G4ViewParameters& v) const;
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private:
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DrawingStyle fDrawingStyle; // Drawing style.
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RepStyle fRepStyle; // Representation style.
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G4bool fCulling; // Culling requested.
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G4bool fCullInvisible; // Cull (don't Draw) invisible objects.
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G4bool fDensityCulling; // Density culling requested. If so...
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G4double fVisibleDensity; // ...density lower than this not drawn.
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G4bool fCullCovered; // Cull daughters covered by opaque mothers.
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G4bool fSection; // Section drawing requested (DCUT in GEANT3).
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G4Plane3D fSectionPlane; // Cut plane for section drawing (DCUT).
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G4bool fCutaway; // Cutaway flag.
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G4Planes fCutawayPlanes; // Set of planes used for cutaway.
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G4bool fExplode; // Explode flag.
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G4double fExplodeFactor;
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G4int fNoOfSides; // ...if polygon approximates circle.
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G4Vector3D fViewpointDirection;
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G4Vector3D fUpVector; // Up vector. (Warning: MUST NOT be parallel
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// to fViewpointDirection!)
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G4double fFieldHalfAngle; // Radius / camara distance, 0 for parallel.
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G4double fZoomFactor; // Magnification relative to Standard View.
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G4Point3D fCurrentTargetPoint;
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G4double fDolly; // Distance towards current target point.
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G4bool fLightsMoveWithCamera;
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G4Vector3D fRelativeLightpointDirection;
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// i.e., rel. to object or camera accoding to G4bool LightsMoveWithCamera.
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G4Vector3D fActualLightpointDirection;
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G4bool fViewGeom; // View geometry objects.
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G4bool fViewHits; // View hits, if any.
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G4bool fViewDigis; // View digis, if any.
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G4VisAttributes fDefaultVisAttributes;
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G4VisAttributes fDefaultTextVisAttributes;
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G4VMarker fDefaultMarker;
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G4double fGlobalMarkerScale;
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G4bool fMarkerNotHidden;
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// True if transients are to be drawn and not hidden by
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// hidden-line-hidden-surface removal algorithms, e.g., z-buffer
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// testing; false if they are to be hidden-line-hidden-surface
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// removed.
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G4int fWindowSizeHintX; // Size hints for pixel-based window systems.
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G4int fWindowSizeHintY;
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};
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#include "G4ViewParameters.icc"
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#endif
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