| [834] | 1 | //
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| 2 | // ********************************************************************
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| 3 | // * License and Disclaimer *
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| 4 | // * *
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| 5 | // * The Geant4 software is copyright of the Copyright Holders of *
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| 6 | // * the Geant4 Collaboration. It is provided under the terms and *
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| 7 | // * conditions of the Geant4 Software License, included in the file *
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| 8 | // * LICENSE and available at http://cern.ch/geant4/license . These *
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| 9 | // * include a list of copyright holders. *
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| 10 | // * *
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| 11 | // * Neither the authors of this software system, nor their employing *
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| 12 | // * institutes,nor the agencies providing financial support for this *
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| 13 | // * work make any representation or warranty, express or implied, *
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| 14 | // * regarding this software system or assume any liability for its *
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| 15 | // * use. Please see the license in the file LICENSE and URL above *
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| 16 | // * for the full disclaimer and the limitation of liability. *
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| 17 | // * *
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| 18 | // * This code implementation is the result of the scientific and *
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| 19 | // * technical work of the GEANT4 collaboration. *
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| 20 | // * By using, copying, modifying or distributing the software (or *
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| 21 | // * any work based on the software) you agree to acknowledge its *
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| 22 | // * use in resulting scientific publications, and indicate your *
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| 23 | // * acceptance of all terms of the Geant4 Software license. *
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| 24 | // ********************************************************************
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| 25 | //
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| 26 | //
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| 27 | // $Id: G4XXXSGSceneHandler.cc,v 1.6 2006/11/05 20:41:36 allison Exp $
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| [850] | 28 | // GEANT4 tag $Name: HEAD $
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| [834] | 29 | //
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| 30 | //
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| 31 | // John Allison 10th March 2006
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| 32 | // A template for a sophisticated graphics driver with a scene graph.
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| 33 | //?? Lines beginning like this require specialisation for your driver.
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| 34 |
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| 35 | #ifdef G4VIS_BUILD_XXXSG_DRIVER
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| 36 |
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| 37 | #include "G4XXXSGSceneHandler.hh"
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| 38 |
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| 39 | #include "G4XXXSGViewer.hh"
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| 40 | #include "G4PhysicalVolumeModel.hh"
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| 41 | #include "G4VPhysicalVolume.hh"
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| 42 | #include "G4LogicalVolume.hh"
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| 43 | #include "G4Box.hh"
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| 44 | #include "G4Polyline.hh"
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| 45 | #include "G4Text.hh"
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| 46 | #include "G4Circle.hh"
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| 47 | #include "G4Square.hh"
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| 48 | #include "G4Polyhedron.hh"
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| 49 | #include "G4UnitsTable.hh"
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| 50 |
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| 51 | #include <sstream>
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| 52 |
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| 53 | G4int G4XXXSGSceneHandler::fSceneIdCount = 0;
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| 54 | // Counter for XXX scene handlers.
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| 55 |
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| 56 | G4XXXSGSceneHandler::G4XXXSGSceneHandler(G4VGraphicsSystem& system,
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| 57 | const G4String& name):
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| 58 | G4VSceneHandler(system, fSceneIdCount++, name)
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| 59 | {
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| 60 | fRoot = fSceneGraph.setRoot("\nroot\n");
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| 61 | fPermanentsRoot = fRoot.push_back("\npermanentsRoot\n");
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| 62 | fTransientsRoot = fRoot.push_back("\ntransientsRoot\n");
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| 63 | }
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| 64 |
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| 65 | G4XXXSGSceneHandler::~G4XXXSGSceneHandler() {}
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| 66 |
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| 67 | #ifdef G4XXXSGDEBUG
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| 68 | // Useful function...
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| 69 | void G4XXXSGSceneHandler::PrintThings() {
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| 70 | G4cout <<
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| 71 | " with transformation "
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| 72 | << (void*)fpObjectTransformation;
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| 73 | if (fpModel) {
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| 74 | G4cout << " from " << fpModel->GetCurrentDescription()
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| 75 | << " (tag " << fpModel->GetCurrentTag()
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| 76 | << ')';
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| 77 | } else {
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| 78 | G4cout << "(not from a model)";
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| 79 | }
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| 80 | G4PhysicalVolumeModel* pPVModel =
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| 81 | dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
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| 82 | if (pPVModel) {
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| 83 | G4cout <<
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| 84 | "\n current physical volume: "
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| 85 | << pPVModel->GetCurrentPV()->GetName() <<
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| 86 | "\n current logical volume: "
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| 87 | << pPVModel->GetCurrentLV()->GetName() <<
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| 88 | "\n current depth of geometry tree: "
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| 89 | << pPVModel->GetCurrentDepth();
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| 90 | }
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| 91 | G4cout << G4endl;
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| 92 | }
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| 93 | #endif
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| 94 |
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| 95 | void G4XXXSGSceneHandler::CreateCurrentItem(const G4String& header) {
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| 96 | // Utility for PreAddSolid and BeginPrimitives.
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| 97 |
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| 98 | G4PhysicalVolumeModel* pPVModel =
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| 99 | dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
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| 100 |
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| 101 | if (pPVModel) {
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| 102 |
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| 103 | // This call comes from a G4PhysicalVolumeModel. drawnPVPath is
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| 104 | // the path of the current drawn (non-culled) volume in terms of
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| 105 | // drawn (non-culled) ancesters. Each node is identified by a
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| 106 | // PVNodeID object, which is a physical volume and copy number. It
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| 107 | // is a vector of PVNodeIDs corresponding to the geometry hierarchy
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| 108 | // actually selected, i.e., not culled.
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| 109 | typedef G4PhysicalVolumeModel::G4PhysicalVolumeNodeID PVNodeID;
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| 110 | typedef std::vector<PVNodeID> PVPath;
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| 111 | const PVPath& drawnPVPath = pPVModel->GetDrawnPVPath();
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| 112 | //G4int currentDepth = pPVModel->GetCurrentDepth();
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| 113 | //G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV();
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| 114 | G4LogicalVolume* pCurrentLV = pPVModel->GetCurrentLV();
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| 115 | //G4Material* pCurrentMaterial = pPVModel->GetCurrentMaterial();
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| 116 | // Note: pCurrentMaterial may be zero (parallel world).
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| 117 |
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| 118 | // The simplest algorithm, used by the Open Inventor Driver
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| 119 | // developers, is to rely on the fact the G4PhysicalVolumeModel
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| 120 | // traverses the geometry hierarchy in an orderly manner. The last
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| 121 | // mother, if any, will be the node to which the volume should be
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| 122 | // added. So it is enough to keep a map of scene graph nodes keyed
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| 123 | // on the volume path ID. Actually, it is enough to use the logical
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| 124 | // volume as the key. (An alternative would be to keep the PVNodeID
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| 125 | // in the tree and match the PVPath from the root down.)
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| 126 |
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| 127 | // Find mother. ri points to drawn mother, if any.
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| 128 | PVPath::const_reverse_iterator ri = ++drawnPVPath.rbegin();
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| 129 | if (ri != drawnPVPath.rend()) {
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| 130 | // This volume has a mother.
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| 131 | G4LogicalVolume* drawnMotherLV =
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| 132 | ri->GetPhysicalVolume()->GetLogicalVolume();
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| 133 | LVMapIterator mother = fLVMap.find(drawnMotherLV);
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| 134 | if (mother != fLVMap.end()) {
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| 135 | // This adds a child in Troy's tree...
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| 136 | fCurrentItem = mother->second.push_back(header);
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| 137 | } else {
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| 138 | // Mother not previously encountered. Shouldn't happen, since
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| 139 | // G4PhysicalVolumeModel sends volumes as it encounters them,
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| 140 | // i.e., mothers before daughters, in its descent of the
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| 141 | // geometry tree. Error!
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| 142 | G4cout << "ERROR: G4XXXSGSceneHandler::PreAddSolid: Mother "
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| 143 | << ri->GetPhysicalVolume()->GetName()
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| 144 | << ':' << ri->GetCopyNo()
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| 145 | << " not previously encountered."
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| 146 | "\nShouldn't happen! Please report to visualization coordinator."
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| 147 | << G4endl;
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| 148 | // Continue anyway. Add to root of scene graph tree...
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| 149 | fCurrentItem = fPermanentsRoot.push_back(header);
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| 150 | }
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| 151 | } else {
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| 152 | // This volume has no mother. Must be a top level un-culled
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| 153 | // volume. Add to root of scene graph tree...
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| 154 | fCurrentItem = fPermanentsRoot.push_back(header);
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| 155 | }
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| 156 |
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| 157 | std::ostringstream oss;
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| 158 | oss << "Path of drawn PVs: ";
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| 159 | for (PVPath::const_iterator i = drawnPVPath.begin();
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| 160 | i != drawnPVPath.end(); ++i) {
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| 161 | oss << '/' << i->GetPhysicalVolume()->GetName()
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| 162 | << ':' << i->GetCopyNo();
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| 163 | }
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| 164 | oss << std::endl;
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| 165 | *fCurrentItem += oss.str();
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| 166 |
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| 167 | // Store for future searches. Overwrites previous entries for this
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| 168 | // LV, so entry is always the *last* LV.
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| 169 | fLVMap[pCurrentLV] = fCurrentItem;
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| 170 |
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| 171 | } else { // Not from a G4PhysicalVolumeModel.
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| 172 |
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| 173 | // Create a place for current solid in root...
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| 174 | if (fReadyForTransients) {
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| 175 | fCurrentItem = fTransientsRoot.push_back(header);
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| 176 | } else {
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| 177 | fCurrentItem = fPermanentsRoot.push_back(header);
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| 178 | }
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| 179 | }
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| 180 | }
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| 181 |
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| 182 | void G4XXXSGSceneHandler::PreAddSolid
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| 183 | (const G4Transform3D& objectTransformation,
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| 184 | const G4VisAttributes& visAttribs)
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| 185 | {
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| 186 | G4VSceneHandler::PreAddSolid(objectTransformation, visAttribs);
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| 187 | CreateCurrentItem(G4String("\nPreAddSolid:\n"));
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| 188 | }
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| 189 |
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| 190 | void G4XXXSGSceneHandler::PostAddSolid()
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| 191 | {
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| 192 | *fCurrentItem += "EndSolid\n";
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| 193 | G4VSceneHandler::PostAddSolid();
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| 194 | }
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| 195 |
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| 196 | void G4XXXSGSceneHandler::BeginPrimitives
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| 197 | (const G4Transform3D& objectTransformation)
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| 198 | {
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| 199 | G4VSceneHandler::BeginPrimitives(objectTransformation);
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| 200 |
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| 201 | // If thread of control has already passed through PreAddSolid,
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| 202 | // avoid opening a graphical data base component again.
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| 203 | if (!fProcessingSolid) {
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| 204 | CreateCurrentItem(G4String("\nBeginPrimitives:\n"));
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| 205 | }
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| 206 | }
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| 207 |
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| 208 | void G4XXXSGSceneHandler::EndPrimitives ()
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| 209 | {
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| 210 | if (!fProcessingSolid) { // Already done if so.
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| 211 | *fCurrentItem += "EndPrimitives\n";
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| 212 | }
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| 213 | G4VSceneHandler::EndPrimitives ();
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| 214 | }
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| 215 |
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| 216 | // Note: This function overrides G4VSceneHandler::AddSolid(const
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| 217 | // G4Box&). You may not want to do this, but this is how it's done if
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| 218 | // you do. Certain other specific solids may be treated this way -
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| 219 | // see G4VSceneHandler.hh. The simplest possible driver would *not*
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| 220 | // implement these polymorphic functions, with the effect that the
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| 221 | // default versions in G4VSceneHandler are used, which simply call
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| 222 | // G4VSceneHandler::RequestPrimitives to turn the solid into a
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| 223 | // G4Polyhedron usually.
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| 224 | // Don't forget, solids can be transients too (e.g., representing a hit).
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| 225 | void G4XXXSGSceneHandler::AddSolid(const G4Box& box) {
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| 226 | #ifdef G4XXXSGDEBUG
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| 227 | G4cout <<
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| 228 | "G4XXXSGSceneHandler::AddSolid(const G4Box& box) called for "
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| 229 | << box.GetName()
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| 230 | << G4endl;
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| 231 | #endif
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| 232 | //?? Process your box...
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| 233 | std::ostringstream oss;
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| 234 | oss << "G4Box(" <<
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| 235 | G4String
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| 236 | (G4BestUnit
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| 237 | (G4ThreeVector
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| 238 | (box.GetXHalfLength(), box.GetYHalfLength(), box.GetZHalfLength()),
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| 239 | "Length")).strip() << ')' << std::endl;
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| 240 | *fCurrentItem += oss.str();
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| 241 | }
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| 242 |
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| 243 | void G4XXXSGSceneHandler::AddPrimitive(const G4Polyline& polyline) {
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| 244 | #ifdef G4XXXSGDEBUG
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| 245 | G4cout <<
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| 246 | "G4XXXSGSceneHandler::AddPrimitive(const G4Polyline& polyline) called.\n"
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| 247 | << polyline
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| 248 | << G4endl;
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| 249 | #endif
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| 250 | // Get vis attributes - pick up defaults if none.
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| 251 | //const G4VisAttributes* pVA =
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| 252 | // fpViewer -> GetApplicableVisAttributes (polyline.GetVisAttributes ());
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| 253 | //?? Process polyline.
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| 254 | std::ostringstream oss;
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| 255 | oss << polyline << std::endl;
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| 256 | *fCurrentItem += oss.str();
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| 257 | }
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| 258 |
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| 259 | void G4XXXSGSceneHandler::AddPrimitive(const G4Text& text) {
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| 260 | #ifdef G4XXXSGDEBUG
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| 261 | G4cout <<
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| 262 | "G4XXXSGSceneHandler::AddPrimitive(const G4Text& text) called.\n"
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| 263 | << text
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| 264 | << G4endl;
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| 265 | #endif
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| 266 | // Get text colour - special method since default text colour is
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| 267 | // determined by the default text vis attributes, which may be
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| 268 | // specified independent of default vis attributes of other types of
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| 269 | // visible objects.
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| 270 | //const G4Colour& c = GetTextColour (text); // Picks up default if none.
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| 271 | //?? Process text.
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| 272 | std::ostringstream oss;
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| 273 | oss << text << std::endl;
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| 274 | *fCurrentItem += oss.str();
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| 275 | }
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| 276 |
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| 277 | void G4XXXSGSceneHandler::AddPrimitive(const G4Circle& circle) {
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| 278 | #ifdef G4XXXSGDEBUG
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| 279 | G4cout <<
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| 280 | "G4XXXSGSceneHandler::AddPrimitive(const G4Circle& circle) called.\n"
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| 281 | << circle
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| 282 | << G4endl;
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| 283 | MarkerSizeType sizeType;
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| 284 | G4double size = GetMarkerSize (circle, sizeType);
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| 285 | switch (sizeType) {
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| 286 | default:
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| 287 | case screen:
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| 288 | // Draw in screen coordinates.
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| 289 | G4cout << "screen";
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| 290 | break;
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| 291 | case world:
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| 292 | // Draw in world coordinates.
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| 293 | G4cout << "world";
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| 294 | break;
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| 295 | }
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| 296 | G4cout << " size: " << size << G4endl;
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| 297 | #endif
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| 298 | // Get vis attributes - pick up defaults if none.
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| 299 | //const G4VisAttributes* pVA =
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| 300 | // fpViewer -> GetApplicableVisAttributes (circle.GetVisAttributes ());
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| 301 | //?? Process circle.
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| 302 | std::ostringstream oss;
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| 303 | oss << circle << std::endl;
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| 304 | *fCurrentItem += oss.str();
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| 305 | }
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| 306 |
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| 307 | void G4XXXSGSceneHandler::AddPrimitive(const G4Square& square) {
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| 308 | #ifdef G4XXXSGDEBUG
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| 309 | G4cout <<
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| 310 | "G4XXXSGSceneHandler::AddPrimitive(const G4Square& square) called.\n"
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| 311 | << square
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| 312 | << G4endl;
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| 313 | MarkerSizeType sizeType;
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| 314 | G4double size = GetMarkerSize (square, sizeType);
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| 315 | switch (sizeType) {
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| 316 | default:
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| 317 | case screen:
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| 318 | // Draw in screen coordinates.
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| 319 | G4cout << "screen";
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| 320 | break;
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| 321 | case world:
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| 322 | // Draw in world coordinates.
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| 323 | G4cout << "world";
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| 324 | break;
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| 325 | }
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| 326 | G4cout << " size: " << size << G4endl;
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| 327 | #endif
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| 328 | // Get vis attributes - pick up defaults if none.
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| 329 | //const G4VisAttributes* pVA =
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| 330 | // fpViewer -> GetApplicableVisAttributes (square.GetVisAttributes ());
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| 331 | //?? Process square.
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| 332 | std::ostringstream oss;
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| 333 | oss << square << std::endl;
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| 334 | *fCurrentItem += oss.str();
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| 335 | }
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| 336 |
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| 337 | void G4XXXSGSceneHandler::AddPrimitive(const G4Polyhedron& polyhedron) {
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| 338 | #ifdef G4XXXSGDEBUG
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| 339 | G4cout <<
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| 340 | "G4XXXSGSceneHandler::AddPrimitive(const G4Polyhedron& polyhedron) called.\n"
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| 341 | << polyhedron
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| 342 | << G4endl;
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| 343 | #endif
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| 344 | //?? Process polyhedron.
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| 345 | std::ostringstream oss;
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| 346 | oss << polyhedron;
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| 347 | *fCurrentItem += oss.str();
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| 348 |
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| 349 | //?? Or... here are some ideas for decomposing into polygons...
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| 350 | //Assume all facets are convex quadrilaterals.
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| 351 | //Draw each G4Facet individually
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| 352 |
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| 353 | //Get colour, etc..
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| 354 | if (polyhedron.GetNoFacets() == 0) return;
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| 355 |
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| 356 | // Get vis attributes - pick up defaults if none.
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| 357 | const G4VisAttributes* pVA =
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| 358 | fpViewer -> GetApplicableVisAttributes (polyhedron.GetVisAttributes ());
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| 359 |
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| 360 | // Get view parameters that the user can force through the vis
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| 361 | // attributes, thereby over-riding the current view parameter.
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| 362 | G4ViewParameters::DrawingStyle drawing_style = GetDrawingStyle (pVA);
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| 363 | //G4bool isAuxEdgeVisible = GetAuxEdgeVisible (pVA);
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| 364 |
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| 365 | //Get colour, etc..
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| 366 | //const G4Colour& c = pVA -> GetColour ();
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| 367 |
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| 368 | // Initial action depending on drawing style.
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| 369 | switch (drawing_style) {
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| 370 | case (G4ViewParameters::hsr):
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| 371 | {
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| 372 | break;
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| 373 | }
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| 374 | case (G4ViewParameters::hlr):
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| 375 | {
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| 376 | break;
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| 377 | }
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| 378 | case (G4ViewParameters::wireframe):
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| 379 | {
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| 380 | break;
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| 381 | }
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| 382 | default:
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| 383 | {
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| 384 | break;
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| 385 | }
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| 386 | }
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| 387 |
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| 388 | // Loop through all the facets...
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| 389 |
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| 390 | // Look at G4OpenGLSceneHandler::AddPrimitive(const G4Polyhedron&)
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| 391 | // for an example of how to get facets out of a G4Polyhedron,
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| 392 | // including how to cope with triangles if that's a problem.
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| 393 | }
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| 394 |
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| 395 | void G4XXXSGSceneHandler::AddPrimitive(const G4NURBS& nurbs) {
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| 396 | #ifdef G4XXXSGDEBUG
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| 397 | G4cout <<
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| 398 | "G4XXXSGSceneHandler::AddPrimitive(const G4NURBS& nurbs) called."
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| 399 | << G4endl;
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| 400 | #endif
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| 401 | //?? Don't bother implementing this. NURBS are not functional.
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| 402 | }
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| 403 |
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| 404 | void G4XXXSGSceneHandler::ClearStore () {
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| 405 |
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| 406 | G4VSceneHandler::ClearStore (); // Sets need kernel visit, etc.
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| 407 |
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| 408 | fPermanentsRoot.clear();
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| 409 | fTransientsRoot.clear();
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| 410 | fLVMap.clear();
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| 411 | }
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| 412 |
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| 413 | void G4XXXSGSceneHandler::ClearTransientStore () {
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| 414 |
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| 415 | G4VSceneHandler::ClearTransientStore ();
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| 416 |
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| 417 | fTransientsRoot.clear();
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| 418 | }
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| 419 |
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| 420 | #endif
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|---|