Geant4 11.1.1
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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14// * regarding this software system or assume any liability for its *
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25//
26//
27// John Allison 19/Oct/1996.
28//
29// Class Description:
30//
31// G4VVisManager is an abstract interface for the GEANT4 Visualization Manager.
32// The inheritance hierarchy is:
33// G4VVisManager <- G4VisManager <- G4VisExecutive
34//
35// You may also write your own vis manager in place of G4VisExecutive.
36//
37// See example/novice/N02 to see how and when to instantiate
38// G4VisExecutive (or your own vis manager). You should *not* access
39// it directly; instead you should obtain a pointer as follows:
40//
41// G4VVisManager* pVVMan = G4VVisManager::GetConcreteInstance ();
42//
43// This ensures your code will link even if G4VisExecutive is not
44// instantiated or even if not provided in a library. Please protect
45// your code by testing the pointer, for example, by:
46//
47// if (pVVMan) pVVMan -> Draw (polyline);
48//
49// The Draw functions draw only "transient" objects. This is useful
50// for debugging, e.g., drawing the step in your UserSteppingAction,
51// since G4Steps are not kept.
52//
53// Note: "permanent" objects, i.e., objects which are always
54// available, such as detector geometry components, or available in an
55// event after tracking has finished, such as hits, digitisations and
56// trajectories, can be drawn in a transient way if you wish but it is
57// usually possible to draw them in a permanent way with /vis/
58// commands. The advantage is that permanent objects can be redrawn,
59// e.g., when you change view or viewer; transient objects get
60// forgotten. Also, it is possible to write a G4VUserVisAction class
61// and register it to "promote" your Draw messages to "permanent" -
62// see documentation.
63//
64// Note that the G4Transform3D argument refers to the transformation
65// of the *object*, not the transformation of the coordinate syste.
66//
67// Note also that where a G4VisAttributes argument is specified, it
68// overrides any attributes belonging to the object itself.
69
70#ifndef G4VVISMANAGER_HH
71#define G4VVISMANAGER_HH
72
73#include "G4Transform3D.hh"
74#include "G4ThreeVector.hh" // Just a typedef Hep3Vector.
75#include "G4RotationMatrix.hh" // Just a typedef HepRotation.
76
77class G4Polyline;
78class G4Text;
79class G4Circle;
80class G4Square;
81class G4Polymarker;
82class G4Polyhedron;
83class G4VSolid;
84class G4VHit;
85class G4VDigi;
86class G4VTrajectory;
87class G4LogicalVolume;
89class G4VisAttributes;
90
92
93public: // With description
94
96 // Returns pointer to actual visualization manager if a view is
97 // available for drawing, else returns null. Always check value.
98
99public:
100
102 virtual ~G4VVisManager ();
103
104public: // With description
105
106 ///////////////////////////////////////////////////////////////////////
107 // Draw methods for Geant4 Visualization Primitives, useful
108 // for representing hits, digis, etc.
109
110 virtual void Draw (const G4Circle&,
111 const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
112
113 virtual void Draw (const G4Polyhedron&,
114 const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
115
116 virtual void Draw (const G4Polyline&,
117 const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
118
119 virtual void Draw (const G4Polymarker&,
120 const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
121
122 virtual void Draw (const G4Square&,
123 const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
124
125 virtual void Draw (const G4Text&,
126 const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
127
128 ///////////////////////////////////////////////////////////////////////
129 // For 2D methods, the x,y coordinates are interpreted as screen
130 // coordinates, -1 < x,y < 1. The z-coordinate is ignored.
131
132 virtual void Draw2D (const G4Circle&,
133 const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
134
135 virtual void Draw2D (const G4Polyhedron&,
136 const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
137
138 virtual void Draw2D (const G4Polyline&,
139 const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
140
141 virtual void Draw2D (const G4Polymarker&,
142 const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
143
144 virtual void Draw2D (const G4Square&,
145 const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
146
147 virtual void Draw2D (const G4Text&,
148 const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
149
150 ///////////////////////////////////////////////////////////////////////
151 // Draw methods for Geant4 Objects as if they were Visualization
152 // Primitives. Note that the visualization attributes needed in
153 // some cases override any visualization attributes that are
154 // associated with the object itself - thus you can, for example,
155 // change the colour of a physical volume.
156
157 virtual void Draw (const G4VTrajectory&) = 0;
158
159 virtual void Draw (const G4VHit&) = 0;
160
161 virtual void Draw (const G4VDigi&) = 0;
162
163 virtual void Draw (const G4LogicalVolume&, const G4VisAttributes&,
164 const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
165
166 virtual void Draw (const G4VPhysicalVolume&, const G4VisAttributes&,
167 const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
168
169 virtual void Draw (const G4VSolid&, const G4VisAttributes&,
170 const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
171
172 virtual void DrawGeometry
174 // Draws a geometry tree starting at the specified physical volume.
175
176 //////////////////////////////////////////////////////////////////////
177 // Optional methods that you may use to bracket a series of Draw
178 // messages that have identical objectTransformation to improve
179 // drawing speed. Use Begin/EndDraw for a series of Draw messages,
180 // Begin/EndDraw2D for a series of Draw2D messages. Do not mix Draw
181 // and Draw2D messages.
182
183 virtual void BeginDraw
184 (const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
185
186 virtual void EndDraw () = 0;
187
188 virtual void BeginDraw2D
189 (const G4Transform3D& objectTransformation = G4Transform3D()) = 0;
190
191 virtual void EndDraw2D () = 0;
192
193 //////////////////////////////////////////////////////////////////////
194 // Other methods...
195
196 virtual void GeometryHasChanged () = 0;
197 // This is used by the run manager to notify a change of geometry.
198
199 virtual void IgnoreStateChanges(G4bool);
200 // This method shoud be invoked by a class that has its own event loop,
201 // such as the RayTracer, material scanner, etc. If the argument is true,
202 // the following state changes among Idle, GeomClosed and EventProc are
203 // caused by such a class, and thus not by the ordinary event simulation.
204 // The same method with false should be invoked once such an event loop
205 // is over.
206
207 virtual void NotifyHandlers () {}
208 // Notify scene handlers (G4VGraphicsScene objects) that the scene
209 // has changed so that they may rebuild their graphics database, if
210 // any, and redraw all views.
211
212 virtual void DispatchToModel(const G4VTrajectory&) = 0;
213 // Draw the trajectory.
214
216 // Trajectory filter
217
218 virtual G4bool FilterHit(const G4VHit&) = 0;
219 // Hit filter
220
221 virtual G4bool FilterDigi(const G4VDigi&) = 0;
222 // Digi filter
223
224#ifdef G4MULTITHREADED
225
226 virtual void SetUpForAThread() = 0;
227 // This method is invoked by G4WorkerRunManager
228
229#endif
230
231protected:
232
233 static void SetConcreteInstance (G4VVisManager*);
234
235 static G4VVisManager* fpConcreteInstance; // Pointer to real G4VisManager.
236
237};
238
239#endif
HepGeom::Transform3D G4Transform3D
bool G4bool
Definition: G4Types.hh:86
Definition: G4Text.hh:72
Definition: G4VHit.hh:48
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 Draw2D(const G4Square &, const G4Transform3D &objectTransformation=G4Transform3D())=0
virtual G4bool FilterTrajectory(const G4VTrajectory &)=0
virtual void DrawGeometry(G4VPhysicalVolume *, const G4Transform3D &t=G4Transform3D())
virtual void Draw2D(const G4Circle &, const G4Transform3D &objectTransformation=G4Transform3D())=0
virtual void Draw(const G4VTrajectory &)=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 NotifyHandlers()
virtual void Draw(const G4Polymarker &, const G4Transform3D &objectTransformation=G4Transform3D())=0
virtual void IgnoreStateChanges(G4bool)
virtual void DispatchToModel(const G4VTrajectory &)=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 *)