refactor: rename Puppet class to Prop3D across the codebase
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@@ -39,9 +39,9 @@ namespace Vtk {
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class GeantSolid;
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/**
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* @brief VTK Puppet representing the entire Geant::Scene.
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* @brief VTK Prop3D representing the entire Geant::Scene.
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*
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* When constructed, it creates child puppets for the world box (as a
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* When constructed, it creates child prop3ds for the world box (as a
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* ContainerBox wireframe) and for each non-world Solid in the scene
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* (as GeantSolid surfaces).
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*
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@@ -63,22 +63,22 @@ public:
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GeantScene(Geant::Scene *scene);
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~GeantScene();
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/// Add all puppets (world box + solids) to a viewer.
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/// Add all prop3ds (world box + solids) to a viewer.
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void AddToViewer(class Viewport &viewer);
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/// Remove all puppets from viewport.
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/// Remove all prop3ds from viewport.
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void RemoveFromViewer(class Viewport &viewer);
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/// Get the world box puppet
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ContainerBox* GetWorldPuppet() const { return m_WorldPuppet; }
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/// Get the world box prop3d
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ContainerBox* GetWorldProp3D() const { return m_WorldProp3D; }
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/// Get the solid puppets
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const std::vector<GeantSolid*>& GetSolidPuppets() const { return m_SolidPuppets; }
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/// Get the solid prop3ds
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const std::vector<GeantSolid*>& GetSolidProp3Ds() const { return m_SolidProp3Ds; }
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private:
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Geant::Scene *m_Scene;
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ContainerBox *m_WorldPuppet;
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std::vector<GeantSolid*> m_SolidPuppets;
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ContainerBox *m_WorldProp3D;
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std::vector<GeantSolid*> m_SolidProp3Ds;
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};
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} // namespace Vtk
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