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G4XXXStoredSceneHandler.hh
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27 // $Id$
28 //
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30 // John Allison 7th March 2006
31 // A template for a graphics driver with a store/database.
32 //?? Lines beginning like this require specialisation for your driver.
33 
34 #ifndef G4XXXStoredSCENEHANDLER_HH
35 #define G4XXXStoredSCENEHANDLER_HH
36 
37 #include "G4VSceneHandler.hh"
38 
39 #include <list>
40 
42 
43  friend class G4XXXStoredViewer;
44 
45 public:
47  const G4String& name);
48  virtual ~G4XXXStoredSceneHandler();
49 
51  // Optional virtual functions...
52  void AddSolid(const G4Box&);
53  // Further optional AddSolid functions. Explicitly invoke base
54  // class methods if not otherwise defined to avoid warnings about
55  // hiding of base class methods.
56  void AddSolid(const G4Cons& cons)
58  void AddSolid(const G4Tubs& tubs)
60  void AddSolid(const G4Trd& trd)
62  void AddSolid(const G4Trap& trap)
64  void AddSolid(const G4Sphere& sphere)
65  {G4VSceneHandler::AddSolid(sphere);}
66  void AddSolid(const G4Para& para)
68  void AddSolid(const G4Torus& torus)
70  void AddSolid(const G4Polycone& polycone)
71  {G4VSceneHandler::AddSolid(polycone);}
72  void AddSolid(const G4Polyhedra& polyhedra)
73  {G4VSceneHandler::AddSolid(polyhedra);}
74  void AddSolid(const G4VSolid& solid)
76  // More optional functions...
77  // void AddCompound(const G4VTrajectory&);
78  // void AddCompound(const G4VHit&);
79  // void AddCompound(const G4THitsMap<G4double>&);
80  void PreAddSolid(const G4Transform3D& objectTransformation,
81  const G4VisAttributes&);
82  void PostAddSolid();
83 
85  // Required implementation of pure virtual functions...
86 
87  void AddPrimitive(const G4Polyline&);
88  void AddPrimitive(const G4Text&);
89  void AddPrimitive(const G4Circle&);
90  void AddPrimitive(const G4Square&);
91  void AddPrimitive(const G4Polyhedron&);
92  void AddPrimitive(const G4NURBS&);
93  // Further optional AddPrimitive methods. Explicitly invoke base
94  // class methods if not otherwise defined to avoid warnings about
95  // hiding of base class methods.
96  void AddPrimitive(const G4Polymarker& polymarker)
97  {G4VSceneHandler::AddPrimitive (polymarker);}
98  void AddPrimitive(const G4Scale& scale)
100  // Further related optional virtual functions...
101  void BeginPrimitives(const G4Transform3D& objectTransformation);
102  void EndPrimitives();
103 
105  // Further optional virtual functions...
106 
107  // void BeginModeling();
108  // void EndModeling();
109 
111  // Administration functions.
112 
113  void ClearStore ();
114  void ClearTransientStore ();
115 
116 protected:
117 
118  static G4int fSceneIdCount; // Counter for XXXStored scene handlers.
119 
120  //?? Define a store for your graphics system. (For emulation, list
121  //?? has good properties - removal of items is fast and does not
122  //?? invalidate iterators to other elements.)
123  typedef std::list<G4String> Store;
124  typedef std::list<G4String>::iterator StoreIterator;
127 
128  // Keep track of which items are permanent, which transient...
129  std::vector<StoreIterator> fPermanents;
130  std::vector<StoreIterator> fTransients;
131 
132 private:
133 
134 #ifdef G4XXXFileDEBUG
135  void PrintThings();
136 #endif
137 
138 };
139 
140 #endif