Directory: source/graphics_reps/include
File Name: G4VVisManager.hh
         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.
static G4VVisManager* GetConcreteInstance ();
// Returns pointer to actual visualization manager if a view is
// available for drawing, else returns null. Always check value.
///////////////////////////////////////////////////////////////////////
// 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