62 #ifndef G4PHYSICALVOLUMEMODEL_HH
63 #define G4PHYSICALVOLUMEMODEL_HH
100 fNonCulledDepth(depth),
101 fTransform(transform),
113 G4int fNonCulledDepth;
122 (
const std::vector<G4PhysicalVolumeNodeID>& fullPVPath);
130 const std::vector<G4PhysicalVolumeNodeID>& fFullPVPath;
139 G4bool useFullExtent =
false);
190 const std::map<G4String,G4AttDef>*
GetAttDefs()
const;
204 (
const std::vector<G4PhysicalVolumeNodeID>&
234 G4int requestedDepth,
239 G4int requestedDepth,
283 std::ostream&
operator<<
286 std::ostream&
operator<<
287 (std::ostream& os,
const std::vector<G4PhysicalVolumeModel::G4PhysicalVolumeNodeID>&);
G4bool operator<(const G4PhysicalVolumeNodeID &right) const
G4int GetNonCulledDepth() const
void SetClippingSolid(G4VSolid *pClippingSolid)
const std::map< G4String, G4AttDef > * GetAttDefs() const
G4Material * GetCurrentMaterial() const
const G4ThreeVector & GetTranslation(G4int depth) const
G4int GetReplicaNumber(G4int depth) const
G4bool Validate(G4bool warn)
ClippingMode fClippingMode
G4Transform3D * fpCurrentTransform
const std::vector< G4PhysicalVolumeNodeID > & GetDrawnPVPath() const
G4int GetCurrentDepth() const
G4VPhysicalVolume * fpCurrentPV
virtual ~G4PhysicalVolumeModel()
std::vector< G4PhysicalVolumeNodeID > fFullPVPath
G4Transform3D * GetCurrentTransform() const
G4VPhysicalVolume * GetVolume(G4int depth) const
std::vector< G4PhysicalVolumeNodeID > fBaseFullPVPath
G4VPhysicalVolume * GetPhysicalVolume() const
const G4VSolid * GetClippingSolid() const
G4Material * fpCurrentMaterial
G4LogicalVolume * fpCurrentLV
G4String GetCurrentDescription() const
G4PhysicalVolumeNodeID(G4VPhysicalVolume *pPV=0, G4int iCopyNo=0, G4int depth=0, const G4Transform3D &transform=G4Transform3D(), G4bool drawn=true)
void SetBaseFullPVPath(const std::vector< G4PhysicalVolumeNodeID > &baseFullPVPath)
virtual void DescribeSolid(const G4Transform3D &theAT, G4VSolid *pSol, const G4VisAttributes *pVisAttribs, G4VGraphicsScene &sceneHandler)
G4VPhysicalVolume * GetTopPhysicalVolume() const
const std::vector< G4PhysicalVolumeNodeID > & GetFullPVPath() const
G4int GetRequestedDepth() const
G4VPhysicalVolume * fpTopPV
G4VSolid * fpClippingSolid
G4PhysicalVolumeModelTouchable(const std::vector< G4PhysicalVolumeNodeID > &fullPVPath)
G4VSolid * GetSolid(G4int depth) const
std::vector< G4AttValue > * CreateCurrentAttValues() const
void SetClippingMode(ClippingMode mode)
G4String GetCurrentTag() const
G4PhysicalVolumeModel(G4VPhysicalVolume *=0, G4int requestedDepth=UNLIMITED, const G4Transform3D &modelTransformation=G4Transform3D(), const G4ModelingParameters *=0, G4bool useFullExtent=false)
G4int GetHistoryDepth() const
std::vector< G4PhysicalVolumeNodeID > fDrawnPVPath
void VisitGeometryAndGetVisReps(G4VPhysicalVolume *, G4int requestedDepth, const G4Transform3D &, G4VGraphicsScene &)
G4LogicalVolume * GetCurrentLV() const
G4VPhysicalVolume * GetCurrentPV() const
void DescribeAndDescend(G4VPhysicalVolume *, G4int requestedDepth, G4LogicalVolume *, G4VSolid *, G4Material *, const G4Transform3D &, G4VGraphicsScene &)
void CurtailDescent() const
const G4Transform3D & GetTransform() const
const G4RotationMatrix * GetRotation(G4int depth) const
void SetRequestedDepth(G4int requestedDepth)
void SetDrawn(G4bool drawn)
void DescribeYourselfTo(G4VGraphicsScene &)