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9.6.p02
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geant4_9_6_p02
source
visualization
modeling
include
G4BoundingSphereScene.hh
Go to the documentation of this file.
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//
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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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// $Id$
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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
& solid) {Accrue (solid);}
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void
AddSolid
(
const
G4Cons
& solid) {Accrue (solid);}
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void
AddSolid
(
const
G4Tubs
& solid) {Accrue (solid);}
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void
AddSolid
(
const
G4Trd
& solid) {Accrue (solid);}
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void
AddSolid
(
const
G4Trap
& solid) {Accrue (solid);}
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void
AddSolid
(
const
G4Sphere
& solid) {Accrue (solid);}
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void
AddSolid
(
const
G4Para
& solid) {Accrue (solid);}
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void
AddSolid
(
const
G4Torus
& solid) {Accrue (solid);}
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void
AddSolid
(
const
G4Polycone
& solid) {Accrue (solid);}
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void
AddSolid
(
const
G4Polyhedra
& solid) {Accrue (solid);}
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void
AddSolid
(
const
G4VSolid
& solid) {Accrue (solid);}
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void
AddCompound
(
const
G4VTrajectory
&) {}
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void
AddCompound
(
const
G4VHit
&) {}
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void
AddCompound
(
const
G4VDigi
&) {}
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void
AddCompound
(
const
G4THitsMap<G4double>
&) {}
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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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// 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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// 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
(
const
G4Transform3D
&) {}
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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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