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geant4/source/visualization/modeling/include/G4PhysicalVolumeModel.hh
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2016-06-08 15:55:53 +02:00

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