// @(#)root/eve:$Id$ // Authors: Matevz Tadel & Alja Mrak-Tadel: 2006, 2007 /************************************************************************* * Copyright (C) 1995-2007, Rene Brun and Fons Rademakers. * * All rights reserved. * * * * For the licensing terms see $ROOTSYS/LICENSE. * * For the list of contributors see $ROOTSYS/README/CREDITS. * *************************************************************************/ #ifndef ROOT_TEveTriangleSet #define ROOT_TEveTriangleSet #include "TEveElement.h" #include "TNamed.h" #include "TAttBBox.h" #include "TAtt3D.h" #include "TEveTrans.h" class TGeoMatrix; class TEveTriangleSet : public TEveElementList, public TAtt3D, public TAttBBox { friend class TEveTriangleSetEditor; friend class TEveTriangleSetGL; TEveTriangleSet(const TEveTriangleSet&); // Not implemented TEveTriangleSet& operator=(const TEveTriangleSet&); // Not implemented protected: // Vertex data Int_t fNVerts; Float_t* fVerts; //[3*fNVerts] // Triangle data Int_t fNTrings; Int_t* fTrings; //[3*fNTrings] Float_t* fTringNorms; //[3*fNTrings] UChar_t* fTringCols; //[3*fNTrings] public: TEveTriangleSet(Int_t nv, Int_t nt, Bool_t norms=kFALSE, Bool_t cols=kFALSE); ~TEveTriangleSet(); virtual Bool_t CanEditMainTransparency() const { return kTRUE; } Int_t GetNVerts() const { return fNVerts; } Int_t GetNTrings() const { return fNTrings; } Float_t* Vertex(Int_t i) { return &(fVerts[3*i]); } Int_t* Triangle(Int_t i) { return &(fTrings[3*i]); } Float_t* TriangleNormal(Int_t i) { return &(fTringNorms[3*i]); } UChar_t* TriangleColor(Int_t i) { return &(fTringCols[3*i]); } void SetVertex(Int_t i, Float_t x, Float_t y, Float_t z) { Float_t* v = Vertex(i); v[0] = x; v[1] = y; v[2] = z; } void SetTriangle(Int_t i, Int_t v0, Int_t v1, Int_t v2) { Int_t* t = Triangle(i); t[0] = v0; t[1] = v1; t[2] = v2; } void SetTriangleColor(Int_t i, UChar_t r, UChar_t g, UChar_t b, UChar_t a=255) { UChar_t* c = TriangleColor(i); c[0] = r; c[1] = g; c[2] = b; c[3] = a; } void GenerateTriangleNormals(); void GenerateRandomColors(); void GenerateZNormalColors(Float_t fac=20, Int_t min=-20, Int_t max=20, Bool_t interp=kFALSE, Bool_t wrap=kFALSE); virtual void ComputeBBox(); virtual void Paint(Option_t* option=""); void SetTransparency(Char_t tr) { SetMainTransparency(tr); } // *MENU* static TEveTriangleSet* ReadTrivialFile(const char* file); ClassDef(TEveTriangleSet, 0); // Generic mesh or soup of triangles with per-triangle normals and colors. }; #endif