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/// \file PerspectiveVisAction.hh
/// \brief Definition of the PerspectiveVisAction class

#ifndef PERSPECTIVEVISACTION_HH
#define PERSPECTIVEVISACTION_HH

#include "G4String.hh"
#include "G4Transform3D.hh"
#include "G4VUserVisAction.hh"

#include <map>
#include <vector>

class G4VVisManager;
class G4VSolid;
class G4VisAttributes;

class PerspectiveVisAction : public G4VUserVisAction
{
  public:
    PerspectiveVisAction();
    void SetOptionString(const G4String& optionString) { fOptionString = optionString; }
    void SetScene(const G4String& scene) { fScene = scene; }
    virtual void Draw();

  private:
    void ExtendedDraw(const G4VSolid&, const G4VisAttributes&,
                      const G4Transform3D& objectTransformation = G4Transform3D());
    void RoomAndChair();
    void Chair(const G4VisAttributes&, const G4Transform3D&);
    G4VVisManager* fpVisManager;
    G4String fOptionString;
    G4String fScene;
    G4double fRoomX, fRoomY, fRoomZ,  // Half lengths.
      fWindowX, fWindowY, fWindowZ, fWindowSillHeight, fWindowOffset, fDoorFrameX, fDoorFrameY,
      fDoorFrameZ, fDoorFrameOffset, fDoorX, fDoorY, fDoorZ,
      fChairX,  // Half width.
      fChairY,  // Half depth.
      fChairZ,  // Half height.
      fChairSeat,  // Half height of top of seat.
      fChairThickness;  // Half thicknes of back, seat, legs.
};

#endif
