113 lines
4.5 KiB
C++
113 lines
4.5 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: G4BoundingSphereScene.hh,v 1.17 2006/06/29 21:30:08 gunter 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 7th June 1997
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// An artificial scene to reuse G4VScene code to calculate a bounding sphere.
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#ifndef G4BOUNDINGSPHERESCENE_HH
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#define G4BOUNDINGSPHERESCENE_HH
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#include "G4VGraphicsScene.hh"
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#include "G4VisExtent.hh"
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#include "G4Box.hh"
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#include "G4Cons.hh"
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#include "G4Tubs.hh"
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#include "G4Trd.hh"
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#include "G4Trap.hh"
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#include "G4Sphere.hh"
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#include "G4Para.hh"
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#include "G4Torus.hh"
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#include "G4Polycone.hh"
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#include "G4Polyhedra.hh"
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class G4VModel;
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class G4BoundingSphereScene: public G4VGraphicsScene {
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public:
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G4BoundingSphereScene (G4VModel* pModel = 0);
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virtual ~G4BoundingSphereScene ();
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void PreAddSolid (const G4Transform3D& objectTransformation,
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const G4VisAttributes&);
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void PostAddSolid () {}
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void AddSolid (const G4Box& s) {Accrue (s);}
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void AddSolid (const G4Cons& s) {Accrue (s);}
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void AddSolid (const G4Tubs& s) {Accrue (s);}
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void AddSolid (const G4Trd& s) {Accrue (s);}
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void AddSolid (const G4Trap& s) {Accrue (s);}
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void AddSolid (const G4Sphere& s) {Accrue (s);}
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void AddSolid (const G4Para& s) {Accrue (s);}
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void AddSolid (const G4Torus& s) {Accrue (s);}
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void AddSolid (const G4Polycone& s) {Accrue (s);}
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void AddSolid (const G4Polyhedra& s) {Accrue (s);}
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void AddSolid (const G4VSolid& s) {Accrue (s);}
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void AddCompound (const G4VTrajectory&) {}
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void AddCompound (const G4VHit&) {}
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G4VisExtent GetBoundingSphereExtent ();
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const G4Point3D& GetCentre() const {return fCentre;}
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G4double GetRadius() const {return fRadius;}
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void SetCentre(const G4Point3D& centre) {fCentre = centre;}
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////////////////////////////////////////////////////////////////
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// The following 2 functions can be used by any code which wishes to
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// accrue a bounding sphere. Just instantiate a
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// G4BoundingSphereScene and use AccrueBoundingSphere.
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void ResetBoundingSphere ();
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void AccrueBoundingSphere (const G4Point3D& centre,
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G4double radius);
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////////////////////////////////////////////////////////////////
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// Functions not used by required by the abstract interface.
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virtual void BeginPrimitives (const G4Transform3D&) {}
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virtual void EndPrimitives () {}
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virtual void BeginPrimitives2D () {}
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virtual void EndPrimitives2D () {}
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virtual void AddPrimitive (const G4Polyline&) {}
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virtual void AddPrimitive (const G4Scale&) {}
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virtual void AddPrimitive (const G4Text&) {}
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virtual void AddPrimitive (const G4Circle&) {}
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virtual void AddPrimitive (const G4Square&) {}
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virtual void AddPrimitive (const G4Polymarker&) {}
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virtual void AddPrimitive (const G4Polyhedron&) {}
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virtual void AddPrimitive (const G4NURBS&) {}
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private:
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void Accrue (const G4VSolid& solid);
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G4VModel* fpModel; // Instantiating code may optionally set this.
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G4Point3D fCentre;
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G4double fRadius;
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const G4Transform3D* fpObjectTransformation;
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};
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#endif
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