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9.6.p02
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geant4_9_6_p02
source
visualization
VRML
include
G4VRML1SceneHandler.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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// G4VRML1SceneHandler.hh
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// Yasuhide Sawada & Satoshi Tanaka
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#ifndef WIN32
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#ifdef G4VIS_BUILD_VRML_DRIVER
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#ifndef G4VRML1_SCENE_HANDLER_HH
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#define G4VRML1_SCENE_HANDLER_HH
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#include "
globals.hh
"
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#include "
G4LogicalVolume.hh
"
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#include "
G4VSceneHandler.hh
"
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#include "
G4FRClient.hh
"
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class
G4VRML1;
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class
G4VisAttributes
;
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class
G4VRML1SceneHandler:
public
G4VSceneHandler
{
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enum
{ MAX_CONNECTION_TRIAL = 10 } ;
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// methods (public)
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public
:
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G4VRML1SceneHandler(G4VRML1& system,
const
G4String
&
name
=
""
);
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virtual
~G4VRML1SceneHandler();
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void
AddSolid
(
const
G4Box
&);
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void
AddSolid
(
const
G4Cons
&);
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void
AddSolid
(
const
G4Tubs
&);
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void
AddSolid
(
const
G4Trd
&);
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void
AddSolid
(
const
G4Trap
&);
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void
AddSolid
(
const
G4Sphere
&);
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void
AddSolid
(
const
G4Para
&);
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void
AddSolid
(
const
G4Torus
&);
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void
AddSolid
(
const
G4Polycone
& polycone ) {
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G4VSceneHandler::AddSolid
(polycone);
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}
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void
AddSolid
(
const
G4Polyhedra
& polyhedra) {
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G4VSceneHandler::AddSolid
(polyhedra);
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}
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void
AddSolid
(
const
G4VSolid
&);
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void
AddCompound
(
const
G4VTrajectory
& traj) {
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G4VSceneHandler::AddCompound
(traj);
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}
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void
AddCompound
(
const
G4VHit
& hit) {
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G4VSceneHandler::AddCompound
(hit);
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}
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void
AddCompound
(
const
G4VDigi
& digi) {
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G4VSceneHandler::AddCompound
(digi);
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}
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void
AddCompound
(
const
G4THitsMap<G4double>
&
hits
) {
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G4VSceneHandler::AddCompound
(hits);
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}
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void
BeginPrimitives
(
const
G4Transform3D
& objectTransformation);
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void
EndPrimitives
();
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void
AddPrimitive
(
const
G4Polyline
&);
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void
AddPrimitive
(
const
G4Polyhedron
&);
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void
AddPrimitive
(
const
G4NURBS
&);
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void
AddPrimitive
(
const
G4Text
&);
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void
AddPrimitive
(
const
G4Circle
&);
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void
AddPrimitive
(
const
G4Square
&);
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void
AddPrimitive
(
const
G4Polymarker
& polymarker)
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{
G4VSceneHandler::AddPrimitive
(polymarker); }
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void
AddPrimitive
(
const
G4Scale
&
scale
)
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{
G4VSceneHandler::AddPrimitive
(scale); }
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void
ClearTransientStore
();
// Used for triggering detector re-drawing.
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void
BeginModeling
();
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void
EndModeling
();
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void
VRMLBeginModeling();
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void
VRMLEndModeling();
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void
connectPort(
int
max_trial = MAX_CONNECTION_TRIAL );
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void
closePort();
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// methods (private)
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private
:
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void
SendMaterialNode(
const
G4VisAttributes
* pAV );
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void
SendMaterialNode();
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void
SendMatrixTransformNode(
const
G4Transform3D
&);
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void
SendCubeNode(
G4double
,
G4double
,
G4double
);
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void
SendCylinderNode(
G4double
,
G4double
);
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void
SendSphereNode(
G4double
);
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void
SendMarkerColor (
const
G4VMarker
& mark ) ;
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void
SendMarkerWorldPosition (
const
G4VMarker
& mark ) ;
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G4double
GetMarkerHalfSize (
const
G4VMarker
& mark ) ;
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// data
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private
:
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G4String
fCurrentDEF;
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G4VRML1&
fSystem
;
// Graphics system for this scene.
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G4FRClient fDest ;
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static
G4int
fSceneIdCount;
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};
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#endif //G4VRML1_SCENE_HH
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#endif //G4VIS_BUILD_VRML_DRIVER
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#endif //WIN32
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