// // ******************************************************************** // * License and Disclaimer * // * * // * The Geant4 software is copyright of the Copyright Holders of * // * the Geant4 Collaboration. It is provided under the terms and * // * conditions of the Geant4 Software License, included in the file * // * LICENSE and available at http://cern.ch/geant4/license . These * // * include a list of copyright holders. * // * * // * Neither the authors of this software system, nor their employing * // * institutes,nor the agencies providing financial support for this * // * work make any representation or warranty, express or implied, * // * regarding this software system or assume any liability for its * // * use. Please see the license in the file LICENSE and URL above * // * for the full disclaimer and the limitation of liability. * // * * // * This code implementation is the result of the scientific and * // * technical work of the GEANT4 collaboration. * // * By using, copying, modifying or distributing the software (or * // * any work based on the software) you agree to acknowledge its * // * use in resulting scientific publications, and indicate your * // * acceptance of all terms of the Geant4 Software license. * // ******************************************************************** // // // $Id: G4BoundingSphereScene.hh,v 1.20 2010-05-30 11:23:25 allison Exp $ // GEANT4 tag $Name: not supported by cvs2svn $ // // // John Allison 7th June 1997 // An artificial scene to reuse G4VScene code to calculate a bounding sphere. #ifndef G4BOUNDINGSPHERESCENE_HH #define G4BOUNDINGSPHERESCENE_HH #include "G4VGraphicsScene.hh" #include "G4VisExtent.hh" #include "G4Box.hh" #include "G4Cons.hh" #include "G4Tubs.hh" #include "G4Trd.hh" #include "G4Trap.hh" #include "G4Sphere.hh" #include "G4Para.hh" #include "G4Torus.hh" #include "G4Polycone.hh" #include "G4Polyhedra.hh" class G4VModel; class G4BoundingSphereScene: public G4VGraphicsScene { public: G4BoundingSphereScene (G4VModel* pModel = 0); virtual ~G4BoundingSphereScene (); void PreAddSolid (const G4Transform3D& objectTransformation, const G4VisAttributes&); void PostAddSolid () {} void AddSolid (const G4Box& s) {Accrue (s);} void AddSolid (const G4Cons& s) {Accrue (s);} void AddSolid (const G4Tubs& s) {Accrue (s);} void AddSolid (const G4Trd& s) {Accrue (s);} void AddSolid (const G4Trap& s) {Accrue (s);} void AddSolid (const G4Sphere& s) {Accrue (s);} void AddSolid (const G4Para& s) {Accrue (s);} void AddSolid (const G4Torus& s) {Accrue (s);} void AddSolid (const G4Polycone& s) {Accrue (s);} void AddSolid (const G4Polyhedra& s) {Accrue (s);} void AddSolid (const G4VSolid& s) {Accrue (s);} void AddCompound (const G4VTrajectory&) {} void AddCompound (const G4VHit&) {} void AddCompound (const G4VDigi&) {} void AddCompound (const G4THitsMap&) {} G4VisExtent GetBoundingSphereExtent (); const G4Point3D& GetCentre() const {return fCentre;} G4double GetRadius() const {return fRadius;} void SetCentre(const G4Point3D& centre) {fCentre = centre;} //////////////////////////////////////////////////////////////// // The following 2 functions can be used by any code which wishes to // accrue a bounding sphere. Just instantiate a // G4BoundingSphereScene and use AccrueBoundingSphere. void ResetBoundingSphere (); void AccrueBoundingSphere (const G4Point3D& centre, G4double radius); //////////////////////////////////////////////////////////////// // Functions not used by required by the abstract interface. virtual void BeginPrimitives (const G4Transform3D&) {} virtual void EndPrimitives () {} virtual void BeginPrimitives2D (const G4Transform3D&) {} virtual void EndPrimitives2D () {} virtual void AddPrimitive (const G4Polyline&) {} virtual void AddPrimitive (const G4Scale&) {} virtual void AddPrimitive (const G4Text&) {} virtual void AddPrimitive (const G4Circle&) {} virtual void AddPrimitive (const G4Square&) {} virtual void AddPrimitive (const G4Polymarker&) {} virtual void AddPrimitive (const G4Polyhedron&) {} virtual void AddPrimitive (const G4NURBS&) {} private: void Accrue (const G4VSolid& solid); G4VModel* fpModel; // Instantiating code may optionally set this. G4Point3D fCentre; G4double fRadius; const G4Transform3D* fpObjectTransformation; }; #endif