| 250 | } |
| 251 | |
| 252 | void G4VSceneHandler::AddSolid (const G4Box& box) { |
| 253 | AddSolidT (box); |
| 254 | // If your graphics system is sophisticated enough to handle a |
| 255 | // particular solid shape as a primitive, in your derived class write a |
| 256 | // function to override this. |
| 257 | // Your function might look like this... |
| 258 | // void G4MySceneHandler::AddSolid (const G4Box& box) { |
| 259 | // Get and check applicable vis attributes. |
| 260 | // fpVisAttribs = fpViewer->GetApplicableVisAttributes(fpVisAttribs); |
| 261 | // Do not draw if not visible. |
| 262 | // if (fpVisAttribs->IsVisible()) { |
| 263 | // Get parameters of appropriate object, e.g.: |
| 264 | // G4double dx = box.GetXHalfLength (); |
| 265 | // G4double dy = box.GetYHalfLength (); |
| 266 | // G4double dz = box.GetZHalfLength (); |
| 267 | // ... |
| 268 | // and Draw or Store in your display List. |
| 269 | } |
| 270 | |
| 271 | void G4VSceneHandler::AddSolid (const G4Cons& cons) { |
| 272 | AddSolidT (cons); |
nothing calls this directly
no test coverage detected