308 lines
11 KiB
C++
308 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: G4VisManager.hh,v 1.9.2.1 1999/12/07 20:53:57 gunter Exp $
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// GEANT4 tag $Name: geant4-01-00 $
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//
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//
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// Class Description:
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//
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// The GEANT4 Visualization Manager - John Allison 02/Jan/1996.
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//
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// G4VisManage is a "Singleton", i.e., only one instance of it or any
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// derived class may exist. A G4Exception is thrown if an attempt is
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// made to instantiate more than one.
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//
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// It is also an abstract class, so the user must derive his/her own
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// class from G4VisManager, implement the pure virtual function
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// RegisterGraphicsSystems, and instantiate an object of the derived
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// class - for an example see
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// visualization/include/MyVisManager.hh/cc.
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//
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// The recommended way for users to obtain a pointer to the vis
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// manager is with G4VVisManager::GetConcreteInstance (), being always
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// careful to test for non-zero. This pointer is non-zero only when
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// (a) an object of the derived class exists and (b) when there is a
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// valid viewer available.
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//
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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 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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//
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// The VisManager creates graphics systems, scenes, scene handlers and
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// viewers and manages them. You can have any number. It has the
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// concept of a "current viewer", and the "current scene handler", the
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// "current scene" and the "current graphics system" which go with it.
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// You can select the current viewer. Most of the the operations of
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// the VisManager take place with the current viewer, in particular,
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// the Draw operations.
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//
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// Each scene comprises drawable objects such as detector components
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// and hits when appropriate. A scene handler translates a scene into
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// graphics-system-specific function calls and, possibly, a
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// graphics-system-dependent database - display lists, scene graphs,
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// etc. Each viewer has its "view parameters" (see class description
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// of G4ViewParameters for available parameters and also for a
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// description of the concept of a "standard view" and all that).
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//
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// A friend class G4VisStateDependent is "state dependent", i.e., it
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// is notified on change of state (G4ApplicationState). This is used
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// to message the G4VisManager to draw hits and trajectories in the
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// 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 "G4SceneHandlerList.hh"
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#include "G4Scene.hh"
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#include "G4SceneList.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 "g4rw/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 G4VSceneHandler;
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class G4VViewer;
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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 {
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// Friends - classes and functions which need access to private
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// members of G4VisManager. This is mainly to obtain access to
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// GetInstance (), which is private. The correct way for normal
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// users to obtain a pointer to the vis manager is with
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// G4VVisManager::GetConcreteInstance (), always testing for
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// non-zero.
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friend void G4OpenGLXmViewerSecondaryLoopPostAction (); // Mmmm!
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friend class G4VSceneHandler;
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friend class G4VViewer;
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friend class ostream & operator <<
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(class ostream &, const class G4VGraphicsSystem &);
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friend class ostream & operator <<
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(class ostream &, const class G4VSceneHandler &);
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friend class G4VisStateDependent;
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// Now classes associated with the old commands...
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friend class G4VisManMessenger;
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friend class G4VisCommandCameraReset;
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friend class G4VisCommandClearScene;
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friend class G4VisCommandClearView;
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friend class G4VisCommandClearViewAndScene;
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friend class G4VisCommandCopyAll;
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friend class G4VisCommandCopyScene;
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friend class G4VisCommandCopyView;
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friend class G4VisCommandCreateViewNewScene;
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friend class G4VisCommandCreateViewNewView;
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friend class G4VisCommandDeleteScene;
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friend class G4VisCommandDeleteView;
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friend class G4VisCommandDrawCurrent;
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friend class G4VisCommandLightsMoveWithCamera;
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friend class G4VisCommandRefreshView;
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friend class G4VisCommandSetCulling;
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friend class G4VisCommandSetCullCoveredDaughters;
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friend class G4VisCommandSetCullInvisible;
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friend class G4VisCommandShowView;
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protected: // With description
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G4VisManager ();
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// The constructor is protected so that an object of the derived
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// class may be constructed.
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public: // With description
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virtual ~G4VisManager ();
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private:
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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. Private so that only friends can use; the normal
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// user should instead use G4VVisManager::GetConcreteInstance () to
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// get a "higher level" pointer for general use - but always test
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// for non-zero.
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public: // With description
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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 ClearView ();
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// Clear visible window of current viewer (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 (initiates post-procesing of graphical
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// databases for graphics systems which require it.)
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// ///////////////////////////////////////////////////////////////
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// Now functions for drawing various visualization primitives,
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// useful for representing hits, digis, etc.
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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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// //////////////////////////////////////////////////////////////////
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// Now functions for drawing a GEANT4 geometry object. Note that
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// the 2nd argument overrides any visualization attributes that are
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// 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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////////////////////////////////////////////////////////////////////////
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// Administration routines.
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void CopyViewParameters ();
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// Copy view parameters of current viewer into current view parameters.
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void CreateSceneHandler (G4String name = "");
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// Creates scene handler for the current system.
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void CreateViewer (G4String name = "");
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// Creates viewer for the current scene handler.
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void DeleteCurrentSceneHandler ();
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// Leaves current scene handler and viewer undefined!
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void DeleteCurrentViewer ();
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// Leaves current scene and view undefined!
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void GeometryHasChanged ();
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// Used by run manager to notify change.
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void RefreshCurrentView ();
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// Soft clear, then redraw.
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private:
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void EndOfEvent ();
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// This is called on change of state (G4ApplicationState). It is
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// used to draw hits and trajectories if included in the current
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// scene at the end of event, as required.
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public:
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// These can go when OLD STYLE commands go...
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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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public: // With description
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/////////////////////////////////////////////////////////////////////
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// Access functions.
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G4VGraphicsSystem* GetCurrentGraphicsSystem () const;
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G4Scene* GetCurrentScene () const;
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G4VSceneHandler* GetCurrentSceneHandler () const;
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G4VViewer* GetCurrentViewer () 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 G4SceneHandlerList& GetAvailableSceneHandlers () const;
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const G4SceneList& GetSceneList () const;
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G4int GetVerboseLevel () const;
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G4bool IsValidView ();
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void SetCurrentGraphicsSystemAndCreateViewer
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(G4VGraphicsSystem* pSystem);
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void SetCurrentGraphicsSystem (G4VGraphicsSystem* pSystem);
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void SetCurrentScene (G4Scene*);
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void SetCurrentSceneHandler (G4VSceneHandler* pScene);
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void SetCurrentViewer (G4VViewer* pView);
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G4ViewParameters& SetCurrentViewParameters (); // Returns lvalue.
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G4SceneHandlerList& SetAvailableSceneHandlers (); // Returns lvalue.
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G4SceneList& SetSceneList (); // 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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G4Scene* fpScene; // Current scene.
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G4VSceneHandler* fpSceneHandler; // Current scene handler.
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G4VViewer* fpViewer; // Current viewer.
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G4GraphicsSystemList fAvailableGraphicsSystems;
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G4SceneList fSceneList;
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G4SceneHandlerList fAvailableSceneHandlers;
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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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G4RWTPtrOrderedVector <G4UImessenger> fMessengerList;
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G4VisStateDependent* fpStateDependent; // Friend state dependent class.
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};
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#include "G4VisManager.icc"
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#endif
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