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TGLPhysicalShape.h
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TGLPhysicalShape.h
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// @(#)root/gl:$Id$
// Author: Richard Maunder 25/05/2005
// Parts taken from original TGLSceneObject Timur Pocheptsov
/*************************************************************************
* Copyright (C) 1995-2004, 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_TGLPhysicalShape
#define ROOT_TGLPhysicalShape
//#ifndef ROOT_TGLLogicalShape
//#include "TGLLogicalShape.h"
//#endif
#include "TGLBoundingBox.h"
#ifndef ROOT_TGLUtil
#include "TGLUtil.h" // For TGLMatrix
#endif
class TGLPShapeRef;
class TGLLogicalShape;
class TGLRnrCtx;
class TContextMenu;
class TGLPhysicalShape
{
friend class TGLLogicalShape; // for replica-list management
private:
TGLPhysicalShape(const TGLPhysicalShape&) = delete;
TGLPhysicalShape& operator=(const TGLPhysicalShape&) = delete;
public:
// Flags for permitted manipulation of object
enum EManip { kTranslateX = 1 << 0,
kTranslateY = 1 << 1,
kTranslateZ = 1 << 2,
kTranslateAll = kTranslateX | kTranslateY | kTranslateZ,
kScaleX = 1 << 3,
kScaleY = 1 << 4,
kScaleZ = 1 << 5,
kScaleAll = kScaleX | kScaleY | kScaleZ,
kRotateX = 1 << 6,
kRotateY = 1 << 7,
kRotateZ = 1 << 8,
kRotateAll = kRotateX | kRotateY | kRotateZ,
kManipAll = kTranslateAll | kScaleAll | kRotateAll
};
private:
// Fields
const TGLLogicalShape * fLogicalShape; //! the associated logical shape
TGLPhysicalShape* fNextPhysical; //! pointer to next replica
TGLPShapeRef * fFirstPSRef; //! pointer to first reference
UInt_t fID; //! unique physical ID within containing scene
TGLMatrix fTransform; //! transform (placement) of physical instance
TGLBoundingBox fBoundingBox; //! bounding box of the physical (transformed)
Float_t fColor[17]; //! GL color array
EManip fManip; //! permitted manipulation bitflags - see EManip
UChar_t fSelected; //! selected state
Bool_t fInvertedWind; //! face winding TODO: can get directly from fTransform?
Bool_t fModified; //! has been modified - retain across scene rebuilds
Bool_t fIsScaleForRnr;//! cache
// Methods
void UpdateBoundingBox();
void InitColor(const Float_t rgba[4]);
public:
TGLPhysicalShape(UInt_t ID, const TGLLogicalShape & logicalShape,
const TGLMatrix & transform, Bool_t invertedWind,
const Float_t rgba[4]);
TGLPhysicalShape(UInt_t ID, const TGLLogicalShape & logicalShape,
const Double_t * transform, Bool_t invertedWind,
const Float_t rgba[4]);
virtual ~TGLPhysicalShape();
void AddReference (TGLPShapeRef* ref);
void RemoveReference(TGLPShapeRef* ref);
UInt_t ID() const { return fID; }
const TGLBoundingBox & BoundingBox() const { return fBoundingBox; }
virtual void CalculateShapeLOD(TGLRnrCtx & rnrCtx, Float_t& pixSize, Short_t& shapeLOD) const;
virtual void QuantizeShapeLOD (Short_t shapeLOD, Short_t combiLOD, Short_t& quantLOD) const;
void SetupGLColors(TGLRnrCtx & rnrCtx, const Float_t* color = nullptr) const;
virtual void Draw(TGLRnrCtx & rnrCtx) const;
const TGLLogicalShape * GetLogical() const { return fLogicalShape; }
const TGLPhysicalShape * GetNextPhysical() const { return fNextPhysical; }
// Modification and manipulation
EManip GetManip() const { return fManip; }
void SetManip(EManip manip) { fManip = manip; }
// Modified - treated as temporary modification
void Modified();
Bool_t IsModified() const { return fModified; }
// Selection
Bool_t IsSelected() const { return fSelected != 0; }
UChar_t GetSelected() const { return fSelected; }
void Select(UChar_t select) { fSelected = select; }
// Color
const Float_t * Color() const { return fColor; }
Bool_t IsTransparent() const { return fColor[3] < 1.f; }
Bool_t IsInvisible() const { return fColor[3] == 0.f; }
void SetColor(const Float_t rgba[17]);
void SetColorOnFamily(const Float_t rgba[17]);
void SetDiffuseColor(const Float_t rgba[4]);
void SetDiffuseColor(const UChar_t rgba[4]);
void SetDiffuseColor(Color_t ci, UChar_t transparency);
// Geometry
TGLVector3 GetScale() const;
TGLVertex3 GetTranslation() const;
void SetTransform(const TGLMatrix & transform);
void SetTransform(const Double_t vals[16]);
void SetTranslation(const TGLVertex3 & translation);
void Translate(const TGLVector3 & vect);
void Scale(const TGLVector3 & scale);
void Rotate(const TGLVertex3 & pivot, const TGLVector3 & axis, Double_t angle);
// Context menu
void InvokeContextMenu(TContextMenu & menu, UInt_t x, UInt_t y) const;
ClassDef(TGLPhysicalShape,0) // a physical (placed, global frame) drawable object
};
//______________________________________________________________________________
inline TGLVector3 TGLPhysicalShape::GetScale() const
{
return fTransform.GetScale();
}
//______________________________________________________________________________
inline TGLVertex3 TGLPhysicalShape::GetTranslation() const
{
return fTransform.GetTranslation();
}
//______________________________________________________________________________
inline void TGLPhysicalShape::SetTransform(const TGLMatrix & transform)
{
fTransform = transform;
UpdateBoundingBox();
Modified();
}
//______________________________________________________________________________
inline void TGLPhysicalShape::SetTransform(const Double_t vals[16])
{
fTransform.Set(vals);
UpdateBoundingBox();
Modified();
}
//______________________________________________________________________________
inline void TGLPhysicalShape::SetTranslation(const TGLVertex3 & translation)
{
fTransform.SetTranslation(translation);
UpdateBoundingBox();
Modified();
}
//______________________________________________________________________________
inline void TGLPhysicalShape::Translate(const TGLVector3 & vect)
{
fTransform.Translate(vect);
UpdateBoundingBox();
Modified();
}
//______________________________________________________________________________
inline void TGLPhysicalShape::Scale(const TGLVector3 & scale)
{
TGLVertex3 origCenter = fBoundingBox.Center();
fTransform.Scale(scale);
UpdateBoundingBox();
TGLVector3 shift = fBoundingBox.Center() - origCenter;
Translate(-shift);
UpdateBoundingBox();
Modified();
}
//______________________________________________________________________________
inline void TGLPhysicalShape::Rotate(const TGLVertex3 & pivot, const TGLVector3 & axis, Double_t angle)
{
TGLVertex3 c = BoundingBox().Center();
fTransform.Rotate(pivot, axis, angle);
UpdateBoundingBox();
Modified();
}
#endif // ROOT_TGLPhysicalShape