// // ******************************************************************** // * 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: G4VGraphicsScene.hh,v 1.13 2010-05-30 11:15:36 allison Exp $ // GEANT4 tag $Name: not supported by cvs2svn $ // John Allison 19th July 1996 // // Class Description: // Abstract interface class for a graphics scene handler. // It is a minimal scene handler for the GEANT4 kernel. // See G4VSceneHandler for a fuller description. G4VSceneHandler is // the full abstract interface to graphics systems. #ifndef G4VGRAPHICSSCENE_HH #define G4VGRAPHICSSCENE_HH #include "globals.hh" #include "G4Transform3D.hh" class G4VisAttributes; class G4VSolid; class G4Box; class G4Cons; class G4Tubs; class G4Trd; class G4Trap; class G4Sphere; class G4Ellipsoid; class G4Para; class G4Torus; class G4PhysicalVolumeModel; class G4Polycone; class G4Polyhedra; class G4VTrajectory; class G4VHit; class G4VDigi; template class G4THitsMap; class G4Polyline; class G4Scale; class G4Text; class G4Circle; class G4Square; class G4Polymarker; class G4Polyhedron; class G4NURBS; class G4VGraphicsScene { public: // With description G4VGraphicsScene(); virtual ~G4VGraphicsScene(); /////////////////////////////////////////////////////////////////// // Methods for adding solids to the scene handler. They // must always be called in the triplet PreAddSolid, AddSolid and // PostAddSolid. The transformation and visualization attributes // must be set by the call to PreAddSolid. A possible default // implementation is to request the solid to provide a G4Polyhedron // or similar primitive - see, for example, G4VSceneHandler in the // Visualization Category. virtual void PreAddSolid (const G4Transform3D& objectTransformation, const G4VisAttributes& visAttribs) = 0; // objectTransformation is the transformation in the world // coordinate system of the object about to be added, and // visAttribs is its visualization attributes. virtual void PostAddSolid () = 0; virtual void AddSolid (const G4Box&) = 0; virtual void AddSolid (const G4Cons&) = 0; virtual void AddSolid (const G4Tubs&) = 0; virtual void AddSolid (const G4Trd&) = 0; virtual void AddSolid (const G4Trap&) = 0; virtual void AddSolid (const G4Sphere&) = 0; virtual void AddSolid (const G4Para&) = 0; virtual void AddSolid (const G4Torus&) = 0; virtual void AddSolid (const G4Polycone&) = 0; virtual void AddSolid (const G4Polyhedra&) = 0; virtual void AddSolid (const G4VSolid&) = 0; // For solids not above. /////////////////////////////////////////////////////////////////// // Methods for adding "compound" GEANT4 objects to the scene // handler. These methods may either (a) invoke "user code" that // uses the "user interface", G4VVisManager (see, for example, // G4VSceneHandler in the Visualization Category, which for // trajectories uses G4VTrajectory::DrawTrajectory, via // G4TrajectoriesModel in the Modeling Category) or (b) invoke // AddPrimitives below (between calls to Begin/EndPrimitives) or (c) // use graphics-system-specific code or (d) any combination of the // above. virtual void AddCompound (const G4VTrajectory&) = 0; virtual void AddCompound (const G4VHit&) = 0; virtual void AddCompound (const G4VDigi&) = 0; virtual void AddCompound (const G4THitsMap&) = 0; /////////////////////////////////////////////////////////////////// // Methods for adding graphics primitives to the scene handler. A // sequence of calls to AddPrimitive must be sandwiched between // calls to BeginPrimitives and EndPrimitives. A sequence is any // number of calls that have the same transformation. virtual void BeginPrimitives (const G4Transform3D& objectTransformation = G4Transform3D()) = 0; // objectTransformation is the transformation in the world // coordinate system of the object about to be added. virtual void EndPrimitives () = 0; virtual void BeginPrimitives2D (const G4Transform3D& objectTransformation = G4Transform3D()) = 0; virtual void EndPrimitives2D () = 0; // The x,y coordinates of the primitives passed to AddPrimitive are // intrepreted as screen coordinates, -1 < x,y < 1. The // z-coordinate is ignored. virtual void AddPrimitive (const G4Polyline&) = 0; virtual void AddPrimitive (const G4Scale&) = 0; virtual void AddPrimitive (const G4Text&) = 0; virtual void AddPrimitive (const G4Circle&) = 0; virtual void AddPrimitive (const G4Square&) = 0; virtual void AddPrimitive (const G4Polymarker&) = 0; virtual void AddPrimitive (const G4Polyhedron&) = 0; virtual void AddPrimitive (const G4NURBS&) = 0; }; #endif