205     GetNavigatorForTracking()->GetWorldVolume();
   210   for (
G4int j=0; j < pVector->
size(); ++j) {
   231       G4int iCoord = iRow * nColumn + iColumn;
   234       G4double angleX = -(viewSpanX/2. - (iColumn+dColumn)*stepAngle);
   235       G4double angleY = viewSpanY/2. - (iRow+dRow)*stepAngle;
   239     rayDirection = 
G4ThreeVector(-std::tan(angleX)/std::cos(angleY),std::tan(angleY)/std::cos(angleX),1.0);
   243     rayDirection = 
G4ThreeVector(-std::tan(angleX),std::tan(angleY),1.0);
   254       G4bool interceptable = 
true;
   262       DistanceToIn(rayPosition,rayDirection);  
   268       rayPosition = rayPosition+(outsideDistance+0.001)*rayDirection;
   271       interceptable = 
false;
   292       if(!succeeded) 
return false;
 static G4Geantino * GeantinoDefinition()
 
void UpdateMaterialList(G4VPhysicalVolume *currentWorld=0)
 
G4ProcessVector * GetProcessList() const
 
static const G4double kInfinity
 
CLHEP::Hep3Vector G4ThreeVector
 
static G4VVisManager * GetConcreteInstance()
 
G4RayShooter * theRayShooter
 
virtual G4bool Coords(G4int &iRow, G4int &iColumn)=0
 
G4ProcessManager * GetProcessManager() const
 
G4double GetGreen() const
 
G4VRTScanner * theScanner
 
G4ThreeVector eyeDirection
 
static G4RegionStore * GetInstance()
 
static G4StateManager * GetStateManager()
 
virtual void Draw(unsigned char red, unsigned char green, unsigned char blue)
 
G4bool SetNewState(G4ApplicationState requestedState)
 
virtual void IgnoreStateChanges(G4bool)
 
virtual void Initialize(G4int nRow, G4int nColumn)=0
 
virtual EInside Inside(const G4ThreeVector &p) const =0
 
Hep3Vector & rotateUz(const Hep3Vector &)
 
Hep3Vector & rotateZ(double)
 
G4Navigator * GetNavigatorForTracking() const
 
static G4GeometryManager * GetInstance()
 
static G4TransportationManager * GetTransportationManager()
 
G4EventManager * theEventManager
 
static G4ProductionCutsTable * GetProductionCutsTable()
 
void Shoot(G4Event *evt, G4ThreeVector vtx, G4ThreeVector direc)
 
virtual G4VPhysicalVolume * LocateGlobalPointAndSetup(const G4ThreeVector &point, const G4ThreeVector *direction=0, const G4bool pRelativeSearch=true, const G4bool ignoreDirection=true)
 
void OpenGeometry(G4VPhysicalVolume *vol=0)
 
void ProcessOneEvent(G4Event *anEvent)
 
void UpdateCoupleTable(G4VPhysicalVolume *currentWorld)
 
G4Colour backgroundColour
 
G4ThreeVector eyePosition
 
G4LogicalVolume * GetLogicalVolume() const
 
G4VSolid * GetSolid() const
 
G4bool CloseGeometry(G4bool pOptimise=true, G4bool verbose=false, G4VPhysicalVolume *vol=0)
 
G4bool GenerateColour(G4Event *anEvent)