249 lines
7.3 KiB
C++
249 lines
7.3 KiB
C++
//
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// ********************************************************************
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// * License and Disclaimer *
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// * *
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// * The Geant4 software is copyright of the Copyright Holders of *
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// * the Geant4 Collaboration. It is provided under the terms and *
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// * conditions of the Geant4 Software License, included in the file *
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// * LICENSE and available at http://cern.ch/geant4/license . These *
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// * include a list of copyright holders. *
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// * *
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// * Neither the authors of this software system, nor their employing *
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// * institutes,nor the agencies providing financial support for this *
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// * work make any representation or warranty, express or implied, *
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// * regarding this software system or assume any liability for its *
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// * use. Please see the license in the file LICENSE and URL above *
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// * for the full disclaimer and the limitation of liability. *
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// * *
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// * This code implementation is the result of the scientific and *
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// * technical work of the GEANT4 collaboration. *
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// * By using, copying, modifying or distributing the software (or *
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// * any work based on the software) you agree to acknowledge its *
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// * use in resulting scientific publications, and indicate your *
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// * acceptance of all terms of the Geant4 Software license. *
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// ********************************************************************
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//
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//
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// $Id: G4XXXSceneHandler.cc,v 1.32 2006/07/03 16:52:49 allison Exp $
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// GEANT4 tag $Name: geant4-08-02 $
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//
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//
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// John Allison 5th April 2001
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// A template for a simplest possible graphics driver.
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//?? Lines or sections marked like this require specialisation for your driver.
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#include "G4XXXSceneHandler.hh"
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#include "G4PhysicalVolumeModel.hh"
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#include "G4VPhysicalVolume.hh"
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#include "G4LogicalVolume.hh"
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#include "G4Polyline.hh"
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#include "G4Text.hh"
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#include "G4Circle.hh"
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#include "G4Square.hh"
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#include "G4Polyhedron.hh"
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#include "G4UnitsTable.hh"
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G4int G4XXXSceneHandler::fSceneIdCount = 0;
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// Counter for XXX scene handlers.
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G4XXXSceneHandler::G4XXXSceneHandler(G4VGraphicsSystem& system,
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const G4String& name):
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G4VSceneHandler(system, fSceneIdCount++, name)
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{}
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G4XXXSceneHandler::~G4XXXSceneHandler() {}
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#ifdef G4XXXDEBUG
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void G4XXXSceneHandler::PrintThings() {
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G4cout <<
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" with transformation "
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<< (void*)fpObjectTransformation;
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if (fpModel) {
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G4cout << " from " << fpModel->GetCurrentDescription()
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<< " (tag " << fpModel->GetCurrentTag()
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<< ')';
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} else {
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G4cout << "(not from a model)";
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}
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G4PhysicalVolumeModel* pPVModel =
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dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
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if (pPVModel) {
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G4cout <<
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"\n current physical volume: "
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<< pPVModel->GetCurrentPV()->GetName() <<
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"\n current logical volume: "
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<< pPVModel->GetCurrentLV()->GetName() <<
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"\n current depth of geometry tree: "
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<< pPVModel->GetCurrentDepth();
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}
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G4cout << G4endl;
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}
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#endif
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void G4XXXSceneHandler::AddPrimitive(const G4Polyline&
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#ifdef G4XXXDEBUG
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polyline
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#endif
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) {
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#ifdef G4XXXDEBUG
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G4cout <<
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"G4XXXSceneHandler::AddPrimitive(const G4Polyline& polyline) called.\n"
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<< polyline
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<< G4endl;
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PrintThings();
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#endif
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// Get vis attributes - pick up defaults if none.
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//const G4VisAttributes* pVA =
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// fpViewer -> GetApplicableVisAttributes (polyline.GetVisAttributes ());
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//?? Process polyline.
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}
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void G4XXXSceneHandler::AddPrimitive(const G4Text&
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#ifdef G4XXXDEBUG
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text
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#endif
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) {
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#ifdef G4XXXDEBUG
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G4cout <<
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"G4XXXSceneHandler::AddPrimitive(const G4Text& text) called.\n"
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<< text
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<< G4endl;
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PrintThings();
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#endif
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// Get text colour - special method since default text colour is
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// determined by the default text vis attributes, which may be
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// specified independent of default vis attributes of other types of
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// visible objects.
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//const G4Colour& c = GetTextColour (text); // Picks up default if none.
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//?? Process text.
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}
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void G4XXXSceneHandler::AddPrimitive(const G4Circle&
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#ifdef G4XXXDEBUG
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circle
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#endif
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) {
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#ifdef G4XXXDEBUG
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G4cout <<
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"G4XXXSceneHandler::AddPrimitive(const G4Circle& circle) called.\n"
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<< circle
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<< G4endl;
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MarkerSizeType sizeType;
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G4double size = GetMarkerSize (circle, sizeType);
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switch (sizeType) {
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default:
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case screen:
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// Draw in screen coordinates.
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G4cout << "screen";
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break;
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case world:
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// Draw in world coordinates.
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G4cout << "world";
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break;
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}
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G4cout << " size: " << size << G4endl;
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PrintThings();
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#endif
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// Get vis attributes - pick up defaults if none.
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//const G4VisAttributes* pVA =
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// fpViewer -> GetApplicableVisAttributes (circle.GetVisAttributes ());
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//?? Process circle.
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}
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void G4XXXSceneHandler::AddPrimitive(const G4Square&
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#ifdef G4XXXDEBUG
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square
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#endif
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) {
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#ifdef G4XXXDEBUG
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G4cout <<
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"G4XXXSceneHandler::AddPrimitive(const G4Square& square) called.\n"
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<< square
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<< G4endl;
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MarkerSizeType sizeType;
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G4double size = GetMarkerSize (square, sizeType);
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switch (sizeType) {
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default:
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case screen:
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// Draw in screen coordinates.
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G4cout << "screen";
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break;
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case world:
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// Draw in world coordinates.
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G4cout << "world";
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break;
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}
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G4cout << " size: " << size << G4endl;
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PrintThings();
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#endif
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// Get vis attributes - pick up defaults if none.
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//const G4VisAttributes* pVA =
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// fpViewer -> GetApplicableVisAttributes (square.GetVisAttributes ());
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//?? Process square.
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}
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void G4XXXSceneHandler::AddPrimitive(const G4Polyhedron& polyhedron) {
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#ifdef G4XXXDEBUG
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G4cout <<
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"G4XXXSceneHandler::AddPrimitive(const G4Polyhedron& polyhedron) called.\n"
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<< polyhedron
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<< G4endl;
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PrintThings();
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#endif
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//?? Process polyhedron. Here are some ideas...
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//Assume all facets are convex quadrilaterals.
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//Draw each G4Facet individually
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//Get colour, etc..
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if (polyhedron.GetNoFacets() == 0) return;
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// Get vis attributes - pick up defaults if none.
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const G4VisAttributes* pVA =
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fpViewer -> GetApplicableVisAttributes (polyhedron.GetVisAttributes ());
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// Get view parameters that the user can force through the vis
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// attributes, thereby over-riding the current view parameter.
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G4ViewParameters::DrawingStyle drawing_style = GetDrawingStyle (pVA);
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//G4bool isAuxEdgeVisible = GetAuxEdgeVisible (pVA);
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//Get colour, etc..
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//const G4Colour& c = pVA -> GetColour ();
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// Initial action depending on drawing style.
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switch (drawing_style) {
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case (G4ViewParameters::hsr):
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{
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break;
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}
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case (G4ViewParameters::hlr):
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{
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break;
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}
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case (G4ViewParameters::wireframe):
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{
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break;
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}
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default:
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{
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break;
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}
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}
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// Loop through all the facets...
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// Look at G4OpenGLSceneHandler::AddPrimitive(const G4Polyhedron&)
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// for an example of how to get facets out of a G4Polyhedron,
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// including how to cope with triangles if that's a problem.
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}
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void G4XXXSceneHandler::AddPrimitive(const G4NURBS&) {
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#ifdef G4XXXDEBUG
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G4cout <<
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"G4XXXSceneHandler::AddPrimitive(const G4NURBS& nurbs) called."
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<< G4endl;
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PrintThings();
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#endif
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//?? Don't bother implementing this. NURBS are not functional.
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}
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