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9.6.p02
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geant4_9_6_p02
source
visualization
XXX
include
G4XXXStoredSceneHandler.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 March 2006
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// A template for a graphics driver with a store/database.
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//?? Lines beginning like this require specialisation for your driver.
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#ifndef G4XXXStoredSCENEHANDLER_HH
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#define G4XXXStoredSCENEHANDLER_HH
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#include "
G4VSceneHandler.hh
"
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#include <list>
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class
G4XXXStoredSceneHandler
:
public
G4VSceneHandler
{
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friend
class
G4XXXStoredViewer
;
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public
:
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G4XXXStoredSceneHandler
(
G4VGraphicsSystem
& system,
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const
G4String
&
name
);
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virtual
~G4XXXStoredSceneHandler
();
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// Optional virtual functions...
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void
AddSolid
(
const
G4Box
&);
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// Further optional AddSolid functions. Explicitly invoke base
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// class methods if not otherwise defined to avoid warnings about
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// hiding of base class methods.
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void
AddSolid
(
const
G4Cons
& cons)
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{
G4VSceneHandler::AddSolid
(cons);}
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void
AddSolid
(
const
G4Tubs
& tubs)
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{
G4VSceneHandler::AddSolid
(tubs);}
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void
AddSolid
(
const
G4Trd
& trd)
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{
G4VSceneHandler::AddSolid
(trd);}
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void
AddSolid
(
const
G4Trap
& trap)
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{
G4VSceneHandler::AddSolid
(trap);}
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void
AddSolid
(
const
G4Sphere
& sphere)
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{
G4VSceneHandler::AddSolid
(sphere);}
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void
AddSolid
(
const
G4Para
& para)
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{
G4VSceneHandler::AddSolid
(para);}
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void
AddSolid
(
const
G4Torus
& torus)
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{
G4VSceneHandler::AddSolid
(torus);}
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void
AddSolid
(
const
G4Polycone
& polycone)
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{
G4VSceneHandler::AddSolid
(polycone);}
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void
AddSolid
(
const
G4Polyhedra
& polyhedra)
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{
G4VSceneHandler::AddSolid
(polyhedra);}
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void
AddSolid
(
const
G4VSolid
& solid)
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{
G4VSceneHandler::AddSolid
(solid);}
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// More optional functions...
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// void AddCompound(const G4VTrajectory&);
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// void AddCompound(const G4VHit&);
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// void AddCompound(const G4THitsMap<G4double>&);
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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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// Required implementation of pure virtual functions...
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void
AddPrimitive
(
const
G4Polyline
&);
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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
G4Polyhedron
&);
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void
AddPrimitive
(
const
G4NURBS
&);
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// Further optional AddPrimitive methods. Explicitly invoke base
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// class methods if not otherwise defined to avoid warnings about
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// hiding of base class methods.
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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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// Further related optional virtual functions...
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void
BeginPrimitives
(
const
G4Transform3D
& objectTransformation);
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void
EndPrimitives
();
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// Further optional virtual functions...
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// void BeginModeling();
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// void EndModeling();
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// Administration functions.
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void
ClearStore
();
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void
ClearTransientStore
();
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protected
:
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static
G4int
fSceneIdCount
;
// Counter for XXXStored scene handlers.
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//?? Define a store for your graphics system. (For emulation, list
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//?? has good properties - removal of items is fast and does not
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//?? invalidate iterators to other elements.)
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typedef
std::list<G4String>
Store
;
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typedef
std::list<G4String>::iterator
StoreIterator
;
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Store
fStore
;
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StoreIterator
fCurrentItem
;
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// Keep track of which items are permanent, which transient...
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std::vector<StoreIterator>
fPermanents
;
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std::vector<StoreIterator>
fTransients
;
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private
:
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#ifdef G4XXXFileDEBUG
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void
PrintThings();
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#endif
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};
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#endif
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