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9.6.p02
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geant4_9_6_p02
source
graphics_reps
include
G4VGraphicsScene.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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// John Allison 19th July 1996
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//
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// Class Description:
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// Abstract interface class for a graphics scene handler.
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// It is a minimal scene handler for the GEANT4 kernel.
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// See G4VSceneHandler for a fuller description. G4VSceneHandler is
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// the full abstract interface to graphics systems.
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#ifndef G4VGRAPHICSSCENE_HH
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#define G4VGRAPHICSSCENE_HH
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#include "
globals.hh
"
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#include "
G4Transform3D.hh
"
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class
G4VisAttributes
;
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class
G4VSolid
;
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class
G4Box
;
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class
G4Cons
;
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class
G4Tubs
;
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class
G4Trd
;
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class
G4Trap
;
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class
G4Sphere
;
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class
G4Ellipsoid
;
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class
G4Para
;
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class
G4Torus
;
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class
G4PhysicalVolumeModel
;
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class
G4Polycone
;
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class
G4Polyhedra
;
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class
G4VTrajectory
;
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class
G4VHit
;
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class
G4VDigi
;
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template
<
typename
T>
class
G4THitsMap
;
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class
G4Polyline
;
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class
G4Scale
;
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class
G4Text
;
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class
G4Circle
;
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class
G4Square
;
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class
G4Polymarker
;
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class
G4Polyhedron
;
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class
G4NURBS
;
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class
G4VGraphicsScene
{
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public
:
// With description
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G4VGraphicsScene
();
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virtual
~G4VGraphicsScene
();
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// Methods for adding solids to the scene handler. They
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// must always be called in the triplet PreAddSolid, AddSolid and
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// PostAddSolid. The transformation and visualization attributes
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// must be set by the call to PreAddSolid. A possible default
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// implementation is to request the solid to provide a G4Polyhedron
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// or similar primitive - see, for example, G4VSceneHandler in the
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// Visualization Category.
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virtual
void
PreAddSolid
(
const
G4Transform3D
& objectTransformation,
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const
G4VisAttributes
& visAttribs) = 0;
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// objectTransformation is the transformation in the world
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// coordinate system of the object about to be added, and
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// visAttribs is its visualization attributes.
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virtual
void
PostAddSolid
() = 0;
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virtual
void
AddSolid
(
const
G4Box
&) = 0;
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virtual
void
AddSolid
(
const
G4Cons
&) = 0;
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virtual
void
AddSolid
(
const
G4Tubs
&) = 0;
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virtual
void
AddSolid
(
const
G4Trd
&) = 0;
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virtual
void
AddSolid
(
const
G4Trap
&) = 0;
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virtual
void
AddSolid
(
const
G4Sphere
&) = 0;
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virtual
void
AddSolid
(
const
G4Para
&) = 0;
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virtual
void
AddSolid
(
const
G4Torus
&) = 0;
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virtual
void
AddSolid
(
const
G4Polycone
&) = 0;
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virtual
void
AddSolid
(
const
G4Polyhedra
&) = 0;
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virtual
void
AddSolid
(
const
G4VSolid
&) = 0;
// For solids not above.
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// Methods for adding "compound" GEANT4 objects to the scene
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// handler. These methods may either (a) invoke "user code" that
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// uses the "user interface", G4VVisManager (see, for example,
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// G4VSceneHandler in the Visualization Category, which for
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// trajectories uses G4VTrajectory::DrawTrajectory, via
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// G4TrajectoriesModel in the Modeling Category) or (b) invoke
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// AddPrimitives below (between calls to Begin/EndPrimitives) or (c)
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// use graphics-system-specific code or (d) any combination of the
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// above.
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virtual
void
AddCompound
(
const
G4VTrajectory
&) = 0;
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virtual
void
AddCompound
(
const
G4VHit
&) = 0;
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virtual
void
AddCompound
(
const
G4VDigi
&) = 0;
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virtual
void
AddCompound
(
const
G4THitsMap<G4double>
&) = 0;
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// Methods for adding graphics primitives to the scene handler. A
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// sequence of calls to AddPrimitive must be sandwiched between
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// calls to BeginPrimitives and EndPrimitives. A sequence is any
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// number of calls that have the same transformation.
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virtual
void
BeginPrimitives
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(
const
G4Transform3D
& objectTransformation =
G4Transform3D
()) = 0;
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// objectTransformation is the transformation in the world
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// coordinate system of the object about to be added.
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virtual
void
EndPrimitives
() = 0;
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virtual
void
BeginPrimitives2D
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(
const
G4Transform3D
& objectTransformation =
G4Transform3D
()) = 0;
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virtual
void
EndPrimitives2D
() = 0;
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// The x,y coordinates of the primitives passed to AddPrimitive are
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// intrepreted as screen coordinates, -1 < x,y < 1. The
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// z-coordinate is ignored.
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virtual
void
AddPrimitive
(
const
G4Polyline
&) = 0;
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virtual
void
AddPrimitive
(
const
G4Scale
&) = 0;
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virtual
void
AddPrimitive
(
const
G4Text
&) = 0;
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virtual
void
AddPrimitive
(
const
G4Circle
&) = 0;
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virtual
void
AddPrimitive
(
const
G4Square
&) = 0;
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virtual
void
AddPrimitive
(
const
G4Polymarker
&) = 0;
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virtual
void
AddPrimitive
(
const
G4Polyhedron
&) = 0;
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virtual
void
AddPrimitive
(
const
G4NURBS
&) = 0;
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};
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#endif
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