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0001 //
0002 // ********************************************************************
0003 // * License and Disclaimer                                           *
0004 // *                                                                  *
0005 // * The  Geant4 software  is  copyright of the Copyright Holders  of *
0006 // * the Geant4 Collaboration.  It is provided  under  the terms  and *
0007 // * conditions of the Geant4 Software License,  included in the file *
0008 // * LICENSE and available at  http://cern.ch/geant4/license .  These *
0009 // * include a list of copyright holders.                             *
0010 // *                                                                  *
0011 // * Neither the authors of this software system, nor their employing *
0012 // * institutes,nor the agencies providing financial support for this *
0013 // * work  make  any representation or  warranty, express or implied, *
0014 // * regarding  this  software system or assume any liability for its *
0015 // * use.  Please see the license in the file  LICENSE  and URL above *
0016 // * for the full disclaimer and the limitation of liability.         *
0017 // *                                                                  *
0018 // * This  code  implementation is the result of  the  scientific and *
0019 // * technical work of the GEANT4 collaboration.                      *
0020 // * By using,  copying,  modifying or  distributing the software (or *
0021 // * any work based  on the software)  you  agree  to acknowledge its *
0022 // * use  in  resulting  scientific  publications,  and indicate your *
0023 // * acceptance of all terms of the Geant4 Software license.          *
0024 // ********************************************************************
0025 //
0026 //
0027 // John Allison  19th July 1996
0028 //
0029 // Class Description:
0030 // Abstract interface class for a graphics scene handler.
0031 // It is a minimal scene handler for the GEANT4 kernel.
0032 // See G4VSceneHandler for a fuller description.  G4VSceneHandler is
0033 // the full abstract interface to graphics systems.
0034 
0035 #ifndef G4VGRAPHICSSCENE_HH
0036 #define G4VGRAPHICSSCENE_HH
0037 
0038 #include "globals.hh"
0039 #include "G4Transform3D.hh"
0040 
0041 class G4VisAttributes;
0042 class G4VSolid;
0043 class G4Box;
0044 class G4Cons;
0045 class G4Orb;
0046 class G4Para;
0047 class G4Torus;
0048 class G4Trap;
0049 class G4Trd;
0050 class G4Tubs;
0051 class G4Sphere;
0052 
0053 class G4Ellipsoid;
0054 class G4Polycone;
0055 class G4Polyhedra;
0056 class G4TessellatedSolid;
0057 
0058 class G4PhysicalVolumeModel;
0059 class G4VTrajectory;
0060 class G4VHit;
0061 class G4VDigi;
0062 template <typename T> class G4THitsMap;
0063 class G4Polyline;
0064 class G4Text;
0065 class G4Circle;
0066 class G4Square;
0067 class G4Polymarker;
0068 class G4Polyhedron;
0069 class G4VisExtent;
0070 class G4StatDouble;
0071 class G4Mesh;
0072 class G4Plotter;
0073 
0074 class G4VGraphicsScene {
0075 
0076 public: // With description
0077 
0078   G4VGraphicsScene();
0079   virtual ~G4VGraphicsScene();
0080 
0081   ///////////////////////////////////////////////////////////////////
0082   // Methods for adding solids to the scene handler.  They
0083   // must always be called in the triplet PreAddSolid, AddSolid and
0084   // PostAddSolid.  The transformation and visualization attributes
0085   // must be set by the call to PreAddSolid.  A possible default
0086   // implementation is to request the solid to provide a G4Polyhedron
0087   // or similar primitive - see, for example, G4VSceneHandler in the
0088   // Visualization Category.
0089 
0090   virtual void PreAddSolid (const G4Transform3D& objectTransformation,
0091                             const G4VisAttributes& visAttribs) = 0;
0092   // objectTransformation is the transformation in the world
0093   // coordinate system of the object about to be added, and
0094   // visAttribs is its visualization attributes.
0095 
0096   virtual void PostAddSolid () = 0;
0097 
0098   // From geometry/solids/CSG
0099   virtual void AddSolid (const G4Box&)       = 0;
0100   virtual void AddSolid (const G4Cons&)      = 0;
0101   virtual void AddSolid (const G4Orb&)       = 0;
0102   virtual void AddSolid (const G4Para&)      = 0;
0103   virtual void AddSolid (const G4Sphere&)    = 0;
0104   virtual void AddSolid (const G4Torus&)     = 0;
0105   virtual void AddSolid (const G4Trap&)      = 0;
0106   virtual void AddSolid (const G4Trd&)       = 0;
0107   virtual void AddSolid (const G4Tubs&)      = 0;
0108 
0109   // From geometry/solids/specific
0110   virtual void AddSolid (const G4Ellipsoid&)        = 0;
0111   virtual void AddSolid (const G4Polycone&)         = 0;
0112   virtual void AddSolid (const G4Polyhedra&)        = 0;
0113   virtual void AddSolid (const G4TessellatedSolid&) = 0;
0114 
0115   // For solids not above
0116   virtual void AddSolid (const G4VSolid&) = 0;
0117 
0118   ///////////////////////////////////////////////////////////////////
0119   // Methods for adding "compound" GEANT4 objects to the scene
0120   // handler.  These methods may either (a) invoke "user code" that
0121   // uses the "user interface", G4VVisManager (see, for example,
0122   // G4VSceneHandler in the Visualization Category, which for
0123   // trajectories uses G4VTrajectory::DrawTrajectory, via
0124   // G4TrajectoriesModel in the Modeling Category) or (b) invoke
0125   // AddPrimitives below (between calls to Begin/EndPrimitives) or (c)
0126   // use graphics-system-specific code or (d) any combination of the
0127   // above.
0128 
0129   virtual void AddCompound (const G4VTrajectory&)            = 0;
0130   virtual void AddCompound (const G4VHit&)                   = 0;
0131   virtual void AddCompound (const G4VDigi&)                  = 0;
0132   virtual void AddCompound (const G4THitsMap<G4double>&)     = 0;
0133   virtual void AddCompound (const G4THitsMap<G4StatDouble>&) = 0;
0134   virtual void AddCompound (const G4Mesh&)                   = 0;
0135 
0136   ///////////////////////////////////////////////////////////////////
0137   // Methods for adding graphics primitives to the scene handler.  A
0138   // sequence of calls to AddPrimitive must be sandwiched between
0139   // calls to BeginPrimitives and EndPrimitives.  A sequence is any
0140   // number of calls that have the same transformation.
0141 
0142   virtual void BeginPrimitives
0143   (const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
0144   // objectTransformation is the transformation in the world
0145   // coordinate system of the object about to be added.
0146 
0147   virtual void EndPrimitives () = 0;
0148 
0149   virtual void BeginPrimitives2D
0150   (const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
0151 
0152   virtual void EndPrimitives2D () = 0;
0153   // The x,y coordinates of the primitives passed to AddPrimitive are
0154   // intrepreted as screen coordinates, -1 < x,y < 1.  The
0155   // z-coordinate is ignored.
0156 
0157   virtual void AddPrimitive (const G4Polyline&)   = 0;
0158   virtual void AddPrimitive (const G4Text&)       = 0;
0159   virtual void AddPrimitive (const G4Circle&)     = 0;
0160   virtual void AddPrimitive (const G4Square&)     = 0;
0161   virtual void AddPrimitive (const G4Polymarker&) = 0;
0162   virtual void AddPrimitive (const G4Polyhedron&) = 0;
0163   virtual void AddPrimitive (const G4Plotter&)    = 0;
0164   
0165   virtual const G4VisExtent& GetExtent() const;
0166   // The concrete class should overload this or a null extent will be returned.
0167   // See G4VScenHandler for example.
0168 
0169 };
0170 
0171 #endif