85 lines
3.2 KiB
C++
85 lines
3.2 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: G4AxesModel.cc,v 1.6 2006/06/29 21:32:38 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 3rd April 2001
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// Model which knows how to draw axes.
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#include "G4AxesModel.hh"
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#include "G4ModelingParameters.hh"
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#include "G4VGraphicsScene.hh"
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#include "G4VisAttributes.hh"
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#include "G4Polyline.hh"
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#include "G4Colour.hh"
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G4AxesModel::~G4AxesModel () {}
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G4AxesModel::G4AxesModel
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(G4double x0, G4double y0, G4double z0, G4double length):
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fX0(x0), fY0(y0), fZ0(z0), fLength(length) {
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fGlobalTag = "G4AxesModel";
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fGlobalDescription = fGlobalTag;
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}
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void G4AxesModel::DescribeYourselfTo (G4VGraphicsScene& sceneHandler) {
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G4Polyline x_axis, y_axis, z_axis;
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G4Colour cx(1.0, 0.0, 0.0); // color for x-axis
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G4Colour cy(0.0, 1.0, 0.0); // color for y-axis
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G4Colour cz(0.0, 0.0, 1.0); // color for z-axis
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G4VisAttributes ax(cx); // VA for x-axis
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G4VisAttributes ay(cy); // VA for y-axis
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G4VisAttributes az(cz); // VA for z-axis
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sceneHandler.BeginPrimitives();
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//----- Draw x-axis
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x_axis.SetVisAttributes(&ax);
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x_axis.push_back(G4Point3D(fX0,fY0,fZ0));
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x_axis.push_back(G4Point3D((fX0 + fLength),fY0,fZ0));
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sceneHandler.AddPrimitive(x_axis);
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//----- Draw y-axis
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y_axis.SetVisAttributes(&ay);
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y_axis.push_back(G4Point3D(fX0,fY0,fZ0));
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y_axis.push_back(G4Point3D(fX0,(fY0 + fLength),fZ0));
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sceneHandler.AddPrimitive(y_axis);
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//----- Draw z-axis
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z_axis.SetVisAttributes(&az);
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z_axis.push_back(G4Point3D(fX0,fY0,fZ0));
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z_axis.push_back(G4Point3D(fX0,fY0,(fZ0 + fLength)));
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sceneHandler.AddPrimitive(z_axis);
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sceneHandler.EndPrimitives();
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}
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