127 lines
4.2 KiB
C++
127 lines
4.2 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: G4PhysicalVolumeModel.hh,v 1.9 2000/04/12 13:02:03 johna Exp $
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// GEANT4 tag $Name: geant4-03-00 $
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//
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//
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// John Allison 31st December 1997.
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//
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// Class Description:
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//
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// Model for physical volumes. It describes a physical volume and its
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// daughters to any desired depth. Note: the "sought depth" is
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// specified in the modeling parameters.
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//
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// For access to base class information, e.g., modeling parameters,
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// use GetModelingParameters() inherited from G4VModel. See Class
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// Description of the base class G4VModel.
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#ifndef G4PHYSICALVOLUMEMODEL_HH
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#define G4PHYSICALVOLUMEMODEL_HH
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#include "G4VModel.hh"
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#include "G4Transform3D.hh"
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class G4VPhysicalVolume;
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class G4LogicalVolume;
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class G4VSolid;
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class G4Material;
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class G4VisAttributes;
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class G4PhysicalVolumeModel: public G4VModel {
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public: // With description
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enum {UNLIMITED = -1};
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G4PhysicalVolumeModel
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(G4VPhysicalVolume*,
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G4int soughtDepth = UNLIMITED,
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const G4Transform3D& modelTransformation = G4Transform3D::Identity,
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const G4ModelingParameters* = 0,
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G4bool useFullExtent = false);
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virtual ~G4PhysicalVolumeModel ();
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void DescribeYourselfTo (G4VGraphicsScene&);
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// The main task of a model is to describe itself to the scene
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// handler (a object which inherits G4VSceneHandler, which inherits
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// G4VGraphicsScene). It can also provide special information
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// through pointers to working space in the scene handler. These
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// pointers must be set up (if required by the scene handler) in the
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// scene handler's implementaion of EstablishSpecials
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// (G4PhysicalVolumeModel&) which is called from here. To do this,
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// the scene handler should call DefinePointersToWorkingSpace - see
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// below. DecommissionSpecials (G4PhysicalVolumeModel&) is also
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// called from here. To see how this works, look at the
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// implementation of this function and
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// G4VSceneHandler::Establish/DecommissionSpecials.
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G4String GetCurrentDescription () const;
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// A description which depends on the current state of the model.
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G4String GetCurrentTag () const;
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// A tag which depends on the current state of the model.
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G4bool Validate ();
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// Validate, but allow internal changes (hence non-const function).
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void DefinePointersToWorkingSpace (G4int* pCurrentDepth,
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G4VPhysicalVolume** ppCurrentPV,
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G4LogicalVolume** ppCurrentLV);
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// For use (optional) by the scene handler if it needs to know about
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// the current information maintained through these pointers.
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protected:
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void VisitGeometryAndGetVisReps (G4VPhysicalVolume*,
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G4int soughtDepth,
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const G4Transform3D&,
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G4VGraphicsScene&);
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void DescribeAndDescend (G4VPhysicalVolume*,
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G4int soughtDepth,
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G4LogicalVolume*,
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G4VSolid*,
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const G4Material*,
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const G4Transform3D&,
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G4VGraphicsScene&);
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virtual void DescribeSolid (const G4Transform3D& theAT,
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G4VSolid* pSol,
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const G4VisAttributes* pVisAttribs,
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G4VGraphicsScene& sceneHandler);
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G4bool IsThisCulled (const G4LogicalVolume*,
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const G4Material*);
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G4bool IsDaughterCulled (const G4LogicalVolume* pMotherLV);
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/////////////////////////////////////////////////////////
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// Data members...
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G4VPhysicalVolume* fpTopPV; // The physical volume.
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G4String fTopPVName; // ...of the physical volume.
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G4int fTopPVCopyNo; // ...of the physical volume.
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G4int fSoughtDepth; // Sought depth of geom. hierarchy search.
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G4int fCurrentDepth; // Current depth of geom. hierarchy.
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G4VPhysicalVolume* fpCurrentPV; // Current physical volume.
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G4LogicalVolume* fpCurrentLV; // Current logical volume.
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////////////////////////////////////////////////////////////
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// Pointers to working space in scene, if required.
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G4int* fpCurrentDepth; // Current depth of geom. hierarchy.
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G4VPhysicalVolume** fppCurrentPV; // Current physical volume.
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G4LogicalVolume** fppCurrentLV; // Current logical volume.
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};
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#endif
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