Geant4 9.6.0
Toolkit for the simulation of the passage of particles through matter
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G4VVisManager.hh
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1//
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25//
26//
27// $Id$
28// John Allison 19/Oct/1996.
29//
30// Class Description:
31//
32// G4VVisManager is an abstract interface for the GEANT4 Visualization Manager.
33// The inheritance hierarchy is:
34// G4VVisManager <- G4VisManager <- G4VisExecutive
35//
36// You may also write your own vis manager in place of G4VisExecutive.
37//
38// See example/novice/N02 to see how and when to instantiate
39// G4VisExecutive (or your own vis manager). You should *not* access
40// it directly; instead you should obtain a pointer as follows:
41//
42// G4VVisManager* pVVMan = G4VVisManager::GetConcreteInstance ();
43//
44// This ensures your code will link even if G4VisExecutive is not
45// instantiated or even if not provided in a library. Please protect
46// your code by testing the pointer, for example, by:
47//
48// if (pVVMan) pVVMan -> Draw (polyline);
49//
50// The Draw functions draw only "transient" objects. This is useful
51// for debugging, e.g., drawing the step in your UserSteppingAction,
52// since G4Steps are not kept.
53//
54// Note: "permanent" objects, i.e., objects which are always
55// available, such as detector geometry components, or available in an
56// event after tracking has finished, such as hits, digitisations and
57// trajectories, can be drawn in a transient way if you wish but it is
58// usually possible to draw them in a permanent way with /vis/
59// commands. The advantage is that permanent objects can be redrawn,
60// e.g., when you change view or viewer; transient objects get
61// forgotten. Also, it is possible to write a G4VUserVisAction class
62// and register it to "promote" your Draw messages to "permanent" -
63// see documentation.
64//
65// Note that the G4Transform3D argument refers to the transformation
66// of the *object*, not the transformation of the coordinate syste.
67//
68// Note also that where a G4VisAttributes argument is specified, it
69// overrides any attributes belonging to the object itself.
70
71#ifndef G4VVISMANAGER_HH
72#define G4VVISMANAGER_HH
73
74#include "G4Transform3D.hh"
75#include "G4ThreeVector.hh" // Just a typedef Hep3Vector.
76#include "G4RotationMatrix.hh" // Just a typedef HepRotation.
77
78class G4Polyline;
79class G4Text;
80class G4Circle;
81class G4Scale;
82class G4Square;
83class G4Polymarker;
84class G4Polyhedron;
85class G4NURBS;
86class G4VSolid;
87class G4VHit;
88class G4VDigi;
89class G4VTrajectory;
90class G4LogicalVolume;
92class G4VisAttributes;
93
95
96public: // With description
97
99 // Returns pointer to actual visualization manager if a view is
100 // available for drawing, else returns null. Always check value.
101
102public:
103
104 virtual ~G4VVisManager ();
105
106public: // With description
107
108 ///////////////////////////////////////////////////////////////////////
109 // Draw methods for Geant4 Visualization Primitives, useful
110 // for representing hits, digis, etc.
111
112 virtual void Draw (const G4Circle&,
113 const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
114
115 virtual void Draw (const G4NURBS&,
116 const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
117
118 virtual void Draw (const G4Polyhedron&,
119 const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
120
121 virtual void Draw (const G4Polyline&,
122 const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
123
124 virtual void Draw (const G4Polymarker&,
125 const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
126
127 virtual void Draw (const G4Scale&,
128 const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
129
130 virtual void Draw (const G4Square&,
131 const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
132
133 virtual void Draw (const G4Text&,
134 const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
135
136 ///////////////////////////////////////////////////////////////////////
137 // For 2D methods, the x,y coordinates are interpreted as screen
138 // coordinates, -1 < x,y < 1. The z-coordinate is ignored.
139
140 virtual void Draw2D (const G4Circle&,
141 const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
142
143 virtual void Draw2D (const G4NURBS&,
144 const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
145
146 virtual void Draw2D (const G4Polyhedron&,
147 const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
148
149 virtual void Draw2D (const G4Polyline&,
150 const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
151
152 virtual void Draw2D (const G4Polymarker&,
153 const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
154
155 virtual void Draw2D (const G4Square&,
156 const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
157
158 virtual void Draw2D (const G4Text&,
159 const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
160
161 ///////////////////////////////////////////////////////////////////////
162 // Draw methods for Geant4 Objects as if they were Visualization
163 // Primitives. Note that the visualization attributes needed in
164 // some cases override any visualization attributes that are
165 // associated with the object itself - thus you can, for example,
166 // change the colour of a physical volume.
167
168 virtual void Draw (const G4VHit&) = 0;
169
170 virtual void Draw (const G4VDigi&) = 0;
171
172 virtual void Draw (const G4VTrajectory&, G4int i_mode = 0) = 0;
173 // i_mode is a parameter that can be used to control the drawing of
174 // the trajectory. See, e.g., G4TrajectoryDrawByCharge::Draw in the
175 // modeling sub-category. Its use is deprecated; use trajectory
176 // model commands instead.
177
178 virtual void Draw (const G4LogicalVolume&, const G4VisAttributes&,
179 const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
180
181 virtual void Draw (const G4VPhysicalVolume&, const G4VisAttributes&,
182 const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
183
184 virtual void Draw (const G4VSolid&, const G4VisAttributes&,
185 const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
186
187 //////////////////////////////////////////////////////////////////////
188 // Optional methods that you may use to bracket a series of Draw
189 // messages that have identical objectTransformation to improve
190 // drawing speed. Use Begin/EndDraw for a series of Draw messages,
191 // Begin/EndDraw2D for a series of Draw2D messages. Do not mix Draw
192 // and Draw2D messages.
193
194 virtual void BeginDraw
195 (const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
196
197 virtual void EndDraw () = 0;
198
199 virtual void BeginDraw2D
200 (const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
201
202 virtual void EndDraw2D () = 0;
203
204 //////////////////////////////////////////////////////////////////////
205 // Other methods...
206
207 virtual void GeometryHasChanged () = 0;
208 // This is used by the run manager to notify a change of geometry.
209
210 virtual void NotifyHandlers () {}
211 // Notify scene handlers (G4VGraphicsScene objects) that the scene
212 // has changed so that they may rebuild their graphics database, if
213 // any, and redraw all views.
214
215 virtual void DispatchToModel(const G4VTrajectory&) = 0;
216 virtual void DispatchToModel(const G4VTrajectory&, G4int i_mode) = 0;
217 // Draw the trajectory.
218
220 // Trajectory filter
221
222 virtual G4bool FilterHit(const G4VHit&) = 0;
223 // Hit filter
224
225 virtual G4bool FilterDigi(const G4VDigi&) = 0;
226 // Digi filter
227
228protected:
229
230 static void SetConcreteInstance (G4VVisManager*);
231
232 static G4VVisManager* fpConcreteInstance; // Pointer to real G4VisManager.
233};
234
235#endif
HepGeom::Transform3D G4Transform3D
int G4int
Definition: G4Types.hh:66
bool G4bool
Definition: G4Types.hh:67
Definition: G4Text.hh:73
Definition: G4VHit.hh:49
virtual void Draw2D(const G4Polyhedron &, const G4Transform3D &objectTransformation=G4Transform3D())=0
virtual void Draw2D(const G4Polyline &, const G4Transform3D &objectTransformation=G4Transform3D())=0
virtual void Draw(const G4Polyline &, const G4Transform3D &objectTransformation=G4Transform3D())=0
virtual G4bool FilterHit(const G4VHit &)=0
virtual void Draw(const G4VTrajectory &, G4int i_mode=0)=0
virtual void Draw2D(const G4Square &, const G4Transform3D &objectTransformation=G4Transform3D())=0
virtual G4bool FilterTrajectory(const G4VTrajectory &)=0
virtual void Draw2D(const G4Circle &, const G4Transform3D &objectTransformation=G4Transform3D())=0
virtual G4bool FilterDigi(const G4VDigi &)=0
virtual void Draw(const G4VDigi &)=0
virtual void EndDraw2D()=0
virtual void Draw2D(const G4Polymarker &, const G4Transform3D &objectTransformation=G4Transform3D())=0
virtual void Draw(const G4VSolid &, const G4VisAttributes &, const G4Transform3D &objectTransformation=G4Transform3D())=0
virtual void Draw(const G4VPhysicalVolume &, const G4VisAttributes &, const G4Transform3D &objectTransformation=G4Transform3D())=0
virtual ~G4VVisManager()
virtual void Draw(const G4Scale &, const G4Transform3D &objectTransformation=G4Transform3D())=0
virtual void NotifyHandlers()
virtual void Draw(const G4Polymarker &, const G4Transform3D &objectTransformation=G4Transform3D())=0
virtual void Draw(const G4NURBS &, const G4Transform3D &objectTransformation=G4Transform3D())=0
virtual void DispatchToModel(const G4VTrajectory &, G4int i_mode)=0
virtual void DispatchToModel(const G4VTrajectory &)=0
virtual void Draw2D(const G4NURBS &, const G4Transform3D &objectTransformation=G4Transform3D())=0
virtual void Draw(const G4VHit &)=0
virtual void EndDraw()=0
virtual void Draw(const G4LogicalVolume &, const G4VisAttributes &, const G4Transform3D &objectTransformation=G4Transform3D())=0
virtual void Draw(const G4Square &, const G4Transform3D &objectTransformation=G4Transform3D())=0
virtual void Draw2D(const G4Text &, const G4Transform3D &objectTransformation=G4Transform3D())=0
static G4VVisManager * fpConcreteInstance
static G4VVisManager * GetConcreteInstance()
virtual void Draw(const G4Circle &, const G4Transform3D &objectTransformation=G4Transform3D())=0
virtual void BeginDraw(const G4Transform3D &objectTransformation=G4Transform3D())=0
virtual void Draw(const G4Text &, const G4Transform3D &objectTransformation=G4Transform3D())=0
virtual void Draw(const G4Polyhedron &, const G4Transform3D &objectTransformation=G4Transform3D())=0
virtual void BeginDraw2D(const G4Transform3D &objectTransformation=G4Transform3D())=0
virtual void GeometryHasChanged()=0
static void SetConcreteInstance(G4VVisManager *)