// // ******************************************************************** // * 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. * // ******************************************************************** // // // $Id$ // John Allison 19/Oct/1996. // // Class Description: // // G4VVisManager is an abstract interface for the GEANT4 Visualization Manager. // The inheritance hierarchy is: // G4VVisManager <- G4VisManager <- G4VisExecutive // // You may also write your own vis manager in place of G4VisExecutive. // // See example/novice/N02 to see how and when to instantiate // G4VisExecutive (or your own vis manager). You should *not* access // it directly; instead you should obtain a pointer as follows: // // G4VVisManager* pVVMan = G4VVisManager::GetConcreteInstance (); // // This ensures your code will link even if G4VisExecutive is not // instantiated or even if not provided in a library. Please protect // your code by testing the pointer, for example, by: // // if (pVVMan) pVVMan -> Draw (polyline); // // The Draw functions draw only "transient" objects. This is useful // for debugging, e.g., drawing the step in your UserSteppingAction, // since G4Steps are not kept. // // Note: "permanent" objects, i.e., objects which are always // available, such as detector geometry components, or available in an // event after tracking has finished, such as hits, digitisations and // trajectories, can be drawn in a transient way if you wish but it is // usually possible to draw them in a permanent way with /vis/ // commands. The advantage is that permanent objects can be redrawn, // e.g., when you change view or viewer; transient objects get // forgotten. Also, it is possible to write a G4VUserVisAction class // and register it to "promote" your Draw messages to "permanent" - // see documentation. // // Note that the G4Transform3D argument refers to the transformation // of the *object*, not the transformation of the coordinate syste. // // Note also that where a G4VisAttributes argument is specified, it // overrides any attributes belonging to the object itself. #ifndef G4VVISMANAGER_HH #define G4VVISMANAGER_HH #include "G4Transform3D.hh" #include "G4ThreeVector.hh" // Just a typedef Hep3Vector. #include "G4RotationMatrix.hh" // Just a typedef HepRotation. class G4Polyline; class G4Text; class G4Circle; class G4Scale; class G4Square; class G4Polymarker; class G4Polyhedron; class G4NURBS; class G4VSolid; class G4VHit; class G4VDigi; class G4VTrajectory; class G4LogicalVolume; class G4VPhysicalVolume; class G4VisAttributes; class G4VVisManager { public: // With description static G4VVisManager* GetConcreteInstance (); // Returns pointer to actual visualization manager if a view is // available for drawing, else returns null. Always check value. public: virtual ~G4VVisManager (); public: // With description /////////////////////////////////////////////////////////////////////// // Draw methods for Geant4 Visualization Primitives, useful // for representing hits, digis, etc. virtual void Draw (const G4Circle&, const G4Transform3D& objectTransformation = G4Transform3D()) = 0; virtual void Draw (const G4NURBS&, const G4Transform3D& objectTransformation = G4Transform3D()) = 0; virtual void Draw (const G4Polyhedron&, const G4Transform3D& objectTransformation = G4Transform3D()) = 0; virtual void Draw (const G4Polyline&, const G4Transform3D& objectTransformation = G4Transform3D()) = 0; virtual void Draw (const G4Polymarker&, const G4Transform3D& objectTransformation = G4Transform3D()) = 0; virtual void Draw (const G4Scale&, const G4Transform3D& objectTransformation = G4Transform3D()) = 0; virtual void Draw (const G4Square&, const G4Transform3D& objectTransformation = G4Transform3D()) = 0; virtual void Draw (const G4Text&, const G4Transform3D& objectTransformation = G4Transform3D()) = 0; /////////////////////////////////////////////////////////////////////// // For 2D methods, the x,y coordinates are interpreted as screen // coordinates, -1 < x,y < 1. The z-coordinate is ignored. virtual void Draw2D (const G4Circle&, const G4Transform3D& objectTransformation = G4Transform3D()) = 0; virtual void Draw2D (const G4NURBS&, const G4Transform3D& objectTransformation = G4Transform3D()) = 0; virtual void Draw2D (const G4Polyhedron&, const G4Transform3D& objectTransformation = G4Transform3D()) = 0; virtual void Draw2D (const G4Polyline&, const G4Transform3D& objectTransformation = G4Transform3D()) = 0; virtual void Draw2D (const G4Polymarker&, const G4Transform3D& objectTransformation = G4Transform3D()) = 0; virtual void Draw2D (const G4Square&, const G4Transform3D& objectTransformation = G4Transform3D()) = 0; virtual void Draw2D (const G4Text&, const G4Transform3D& objectTransformation = G4Transform3D()) = 0; /////////////////////////////////////////////////////////////////////// // Draw methods for Geant4 Objects as if they were Visualization // Primitives. Note that the visualization attributes needed in // some cases override any visualization attributes that are // associated with the object itself - thus you can, for example, // change the colour of a physical volume. virtual void Draw (const G4VHit&) = 0; virtual void Draw (const G4VDigi&) = 0; virtual void Draw (const G4VTrajectory&, G4int i_mode = 0) = 0; // i_mode is a parameter that can be used to control the drawing of // the trajectory. See, e.g., G4TrajectoryDrawByCharge::Draw in the // modeling sub-category. Its use is deprecated; use trajectory // model commands instead. virtual void Draw (const G4LogicalVolume&, const G4VisAttributes&, const G4Transform3D& objectTransformation = G4Transform3D()) = 0; virtual void Draw (const G4VPhysicalVolume&, const G4VisAttributes&, const G4Transform3D& objectTransformation = G4Transform3D()) = 0; virtual void Draw (const G4VSolid&, const G4VisAttributes&, const G4Transform3D& objectTransformation = G4Transform3D()) = 0; ////////////////////////////////////////////////////////////////////// // Optional methods that you may use to bracket a series of Draw // messages that have identical objectTransformation to improve // drawing speed. Use Begin/EndDraw for a series of Draw messages, // Begin/EndDraw2D for a series of Draw2D messages. Do not mix Draw // and Draw2D messages. virtual void BeginDraw (const G4Transform3D& objectTransformation = G4Transform3D()) = 0; virtual void EndDraw () = 0; virtual void BeginDraw2D (const G4Transform3D& objectTransformation = G4Transform3D()) = 0; virtual void EndDraw2D () = 0; ////////////////////////////////////////////////////////////////////// // Other methods... virtual void GeometryHasChanged () = 0; // This is used by the run manager to notify a change of geometry. virtual void NotifyHandlers () {} // Notify scene handlers (G4VGraphicsScene objects) that the scene // has changed so that they may rebuild their graphics database, if // any, and redraw all views. virtual void DispatchToModel(const G4VTrajectory&) = 0; virtual void DispatchToModel(const G4VTrajectory&, G4int i_mode) = 0; // Draw the trajectory. virtual G4bool FilterTrajectory(const G4VTrajectory&) = 0; // Trajectory filter virtual G4bool FilterHit(const G4VHit&) = 0; // Hit filter virtual G4bool FilterDigi(const G4VDigi&) = 0; // Digi filter protected: static void SetConcreteInstance (G4VVisManager*); static G4VVisManager* fpConcreteInstance; // Pointer to real G4VisManager. }; #endif