// // ******************************************************************** // * 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: G4VRML2SceneHandler.hh 66373 2012-12-18 09:41:34Z gcosmo $ // // G4VRML2SceneHandler.hh // Satoshi Tanaka & Yasuhide Sawada #ifndef WIN32 #ifdef G4VIS_BUILD_VRML_DRIVER #ifndef G4VRML2_SCENE_HANDLER_HH #define G4VRML2_SCENE_HANDLER_HH #include "globals.hh" #include "G4LogicalVolume.hh" #include "G4VSceneHandler.hh" #include "G4FRClient.hh" class G4VRML2; class G4VisAttributes; class G4VRML2SceneHandler: public G4VSceneHandler { enum { MAX_CONNECTION_TRIAL = 10 } ; // methods (public) public: G4VRML2SceneHandler(G4VRML2& system, const G4String& name = ""); virtual ~G4VRML2SceneHandler(); void AddSolid(const G4Box&); void AddSolid(const G4Cons&); void AddSolid(const G4Tubs&); void AddSolid(const G4Trd&); void AddSolid(const G4Trap&); void AddSolid(const G4Sphere&); void AddSolid(const G4Para&); void AddSolid(const G4Torus&); void AddSolid ( const G4Polycone& polycone ) { G4VSceneHandler::AddSolid (polycone); } void AddSolid ( const G4Polyhedra& polyhedra) { G4VSceneHandler::AddSolid (polyhedra); } void AddSolid(const G4VSolid&); void AddCompound ( const G4VTrajectory& traj) { G4VSceneHandler::AddCompound(traj); } void AddCompound ( const G4VHit& hit) { G4VSceneHandler::AddCompound(hit); } void AddCompound ( const G4VDigi& digi) { G4VSceneHandler::AddCompound(digi); } void AddCompound ( const G4THitsMap & hits) { G4VSceneHandler::AddCompound(hits); } void BeginPrimitives(const G4Transform3D& objectTransformation); void EndPrimitives(); void AddPrimitive(const G4Polyline&); void AddPrimitive(const G4Polyhedron&); void AddPrimitive(const G4Text&); void AddPrimitive(const G4Circle&); void AddPrimitive(const G4Square&); void AddPrimitive (const G4Polymarker& polymarker) { G4VSceneHandler::AddPrimitive (polymarker); } void AddPrimitive (const G4Scale& scale) { G4VSceneHandler::AddPrimitive (scale); } void ClearTransientStore(); // Used for triggering detector re-drawing. void BeginModeling(); void EndModeling(); void VRMLBeginModeling(); void VRMLEndModeling(); void connectPort(int max_trial = MAX_CONNECTION_TRIAL ); void closePort(); // methods (private) private: void SendMaterialNode ( const G4VisAttributes* pAV ); void SendMaterialNode (); void SendLineColor ( const G4VisAttributes* pAV ); void SendMarkerColor ( const G4VMarker& mark ) ; void SendMarkerWorldPosition ( const G4VMarker& mark ) ; G4double GetMarkerHalfSize ( const G4VMarker& mark ) ; void GetMarkerWorldPosition ( const G4VMarker& mark , double* pX , double* pY , double* pZ ) ; G4bool IsPVPickable () { return fPVPickable ;} void SetPVPickability ( G4bool on_off ) { fPVPickable = on_off ;} G4double SetPVTransparency () ; G4double GetPVTransparency () { return fPVTransparency ; } // data private: G4VRML2& fSystem; // Graphics system for this scene. G4bool fPVPickable ; G4double fPVTransparency ; static G4int fSceneIdCount; public: G4FRClient fDest ; }; #endif //G4VRML2_SCENE_HH #endif //G4VIS_BUILD_VRML_DRIVER #endif //WIN32