// // ******************************************************************** // * 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: G4AxesModel.cc,v 1.6 2006/06/29 21:32:38 gunter Exp $ // GEANT4 tag $Name: HEAD $ // // // John Allison 3rd April 2001 // Model which knows how to draw axes. #include "G4AxesModel.hh" #include "G4ModelingParameters.hh" #include "G4VGraphicsScene.hh" #include "G4VisAttributes.hh" #include "G4Polyline.hh" #include "G4Colour.hh" G4AxesModel::~G4AxesModel () {} G4AxesModel::G4AxesModel (G4double x0, G4double y0, G4double z0, G4double length): fX0(x0), fY0(y0), fZ0(z0), fLength(length) { fGlobalTag = "G4AxesModel"; fGlobalDescription = fGlobalTag; } void G4AxesModel::DescribeYourselfTo (G4VGraphicsScene& sceneHandler) { G4Polyline x_axis, y_axis, z_axis; G4Colour cx(1.0, 0.0, 0.0); // color for x-axis G4Colour cy(0.0, 1.0, 0.0); // color for y-axis G4Colour cz(0.0, 0.0, 1.0); // color for z-axis G4VisAttributes ax(cx); // VA for x-axis G4VisAttributes ay(cy); // VA for y-axis G4VisAttributes az(cz); // VA for z-axis sceneHandler.BeginPrimitives(); //----- Draw x-axis x_axis.SetVisAttributes(&ax); x_axis.push_back(G4Point3D(fX0,fY0,fZ0)); x_axis.push_back(G4Point3D((fX0 + fLength),fY0,fZ0)); sceneHandler.AddPrimitive(x_axis); //----- Draw y-axis y_axis.SetVisAttributes(&ay); y_axis.push_back(G4Point3D(fX0,fY0,fZ0)); y_axis.push_back(G4Point3D(fX0,(fY0 + fLength),fZ0)); sceneHandler.AddPrimitive(y_axis); //----- Draw z-axis z_axis.SetVisAttributes(&az); z_axis.push_back(G4Point3D(fX0,fY0,fZ0)); z_axis.push_back(G4Point3D(fX0,fY0,(fZ0 + fLength))); sceneHandler.AddPrimitive(z_axis); sceneHandler.EndPrimitives(); }