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G4CallbackModel.hh
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25 //
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28 //
29 // John Allison 31st December 1997.
30 //
31 // Class Description:
32 //
33 // G4CallbackModel calls a user-defined function containing, for
34 // example, calls to the Draw methods of G4VVisManager or the
35 // *Primitive* methods of G4VGraphicsScene. This allows the user to
36 // add his own graphical objects to a scene. The idea is that the
37 // callback function is invoked by the vis system to refresh the
38 // screen or remake a graphical database whenever required. The
39 // function class must contain:
40 //
41 // void operator()(G4VGraphicsScene&, const G4Transform3D&)
42 //
43 // A base class G4VUserVisAction is provided in the visualisation
44 // category. A G4CallbackModel is made by instantiating this template
45 // with a pointer to the function object. The G4VisManager does this
46 // for the user if he/she registers it (SetUserAction) and issues the
47 // command /vis/scene/add/userAction. See the User Guide for
48 // Application Developers, Section 8.8.7 and 8.8.8.
49 
50 #ifndef G4CALLBACKMODEL_HH
51 #define G4CALLBACKMODEL_HH
52 
53 #include "G4VModel.hh"
54 
55 template <class F> class G4CallbackModel: public G4VModel {
56 
57  public:
58  G4CallbackModel(F* function):
61  void DescribeYourselfTo(G4VGraphicsScene& sceneHandler) {
62  (*fFunction)(sceneHandler, fTransform, fpMP);
63  }
64 
65 protected:
66 
68 
69 private:
70 
71  // Private copy constructor and assigment operator - copying and
72  // assignment not allowed. Keeps CodeWizard happy.
75 };
76 
77 #endif