#include "TGLPhysicalShape.h" |
TGLPhysicalShape
class description - source file - inheritance tree (.pdf)
protected:
virtual void DirectDraw(UInt_t LOD) const
public:
TGLPhysicalShape(ULong_t ID, const TGLLogicalShape& logicalShape, const TGLMatrix& transform, Bool_t invertedWind, const Float_t* rgba)
TGLPhysicalShape(ULong_t ID, const TGLLogicalShape& logicalShape, const double* transform, Bool_t invertedWind, const Float_t* rgba)
virtual ~TGLPhysicalShape()
static TClass* Class()
virtual void Draw(UInt_t LOD) const
virtual void DrawOutline(UInt_t lod) const
virtual void DrawWireFrame(UInt_t lod) const
const Float_t* GetColor() const
const TGLLogicalShape& GetLogical() const
TGLVector3 GetScale() const
TGLVertex3 GetTranslation() const
void InvokeContextMenu(TContextMenu& menu, UInt_t x, UInt_t y) const
virtual TClass* IsA() const
Bool_t IsModified() const
Bool_t IsSelected() const
Bool_t IsTransparent() const
void Select(Bool_t select)
void SetColor(const Float_t* rgba)
void SetScale(const TGLVector3& scale)
void SetTranslation(const TGLVertex3& trans)
void Shift(const TGLVector3& shift)
virtual void ShowMembers(TMemberInspector& insp, char* parent)
virtual void Streamer(TBuffer& b)
void StreamerNVirtual(TBuffer& b)
void UpdateBoundingBox()
private:
const TGLLogicalShape& fLogicalShape ! the associate logical shape
TGLMatrix fTransform ! transform (placement) of physical instance
Float_t fColor[17] ! GL color array
Bool_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
TGLPhysicalShape(ULong_t ID, const TGLLogicalShape & logicalShape,
const TGLMatrix & transform, Bool_t invertedWind,
const Float_t rgba[4]) :
TGLDrawable(ID, kFALSE), // Physical shapes not DL cached by default
fLogicalShape(logicalShape),
fTransform(transform),
fSelected(kFALSE),
fInvertedWind(invertedWind),
fModified(kFALSE)
TGLPhysicalShape(ULong_t ID, const TGLLogicalShape & logicalShape,
const Double_t * transform, Bool_t invertedWind,
const Float_t rgba[4]) :
TGLDrawable(ID, kFALSE), // Physical shapes not DL cached by default
fLogicalShape(logicalShape),
fTransform(transform),
fSelected(kFALSE),
fInvertedWind(invertedWind),
fModified(kFALSE)
~TGLPhysicalShape()
void UpdateBoundingBox()
void SetColor(const Float_t rgba[4])
TODO: Make a color class
void Draw(UInt_t LOD) const
Debug tracing
void DirectDraw(UInt_t LOD) const
Debug tracing
void DrawWireFrame(UInt_t lod) const
void DrawOutline(UInt_t LOD) const
Debug tracing
void InvokeContextMenu(TContextMenu & menu, UInt_t x, UInt_t y) const
Just defer to our logical at present
Inline Functions
const TGLLogicalShape& GetLogical() const
Bool_t IsModified() const
Bool_t IsSelected() const
void Select(Bool_t select)
const Float_t* GetColor() const
Bool_t IsTransparent() const
TGLVertex3 GetTranslation() const
void SetTranslation(const TGLVertex3& trans)
void Shift(const TGLVector3& shift)
TGLVector3 GetScale() const
void SetScale(const TGLVector3& scale)
TClass* Class()
TClass* IsA() const
void ShowMembers(TMemberInspector& insp, char* parent)
void Streamer(TBuffer& b)
void StreamerNVirtual(TBuffer& b)
Author: Richard Maunder 25/05/2005
Last update: root/gl:$Name: $:$Id: TGLPhysicalShape.cxx,v 1.10 2005/07/08 15:39:29 brun Exp $
Copyright (C) 1995-2000, Rene Brun and Fons Rademakers. *
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