// @(#)root/gl:$Name:  $:$Id: TGLSceneObject.cxx,v 1.25 2004/12/09 12:12:26 brun Exp $
// Author:  Timur Pocheptsov  03/08/2004

/*************************************************************************
 * 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.             *
 *************************************************************************/
#ifdef GDK_WIN32
#include "Windows4Root.h"
#endif

#include <GL/gl.h>
#include <GL/glu.h>

#include "TAttMarker.h"
#include "TBuffer3D.h"
#include "TError.h"

#include "TGLSceneObject.h"
#include "TGLFrustum.h"

ClassImp(TGLSceneObject)

static GLUtriangulatorObj *GetTesselator()
{
   static struct Init {
      Init()
      {
#ifdef GDK_WIN32
         typedef void (CALLBACK *tessfuncptr_t)();
#else
         typedef void (*tessfuncptr_t)();
#endif
         fTess = gluNewTess();

         if (!fTess) {
            Error("GetTesselator::Init", "could not create tesselation object");
         } else {
            gluTessCallback(fTess, (GLenum)GLU_BEGIN, (tessfuncptr_t)glBegin);
            gluTessCallback(fTess, (GLenum)GLU_END, (tessfuncptr_t)glEnd);
            gluTessCallback(fTess, (GLenum)GLU_VERTEX, (tessfuncptr_t)glVertex3dv);
         }
      }
      ~Init()
      {
         if(fTess)
            gluDeleteTess(fTess);
      }
      GLUtriangulatorObj *fTess;
   }singleton;

   return singleton.fTess;
}

static GLUquadric *GetQuadric()
{
   static struct Init {
      Init()
      {
         fQuad = gluNewQuadric();
         if (!fQuad) {
            Error("GetQuadric::Init", "could not create quadric object");
         } else {
            gluQuadricOrientation(fQuad, (GLenum)GLU_OUTSIDE);
            gluQuadricNormals(fQuad, (GLenum)GLU_SMOOTH);
         }
      }
      ~Init()
      {
         if(fQuad)
            gluDeleteQuadric(fQuad);
      }
      GLUquadric *fQuad;
   }singleton;

   return singleton.fQuad;
}

//______________________________________________________________________________
TGLSelection::TGLSelection()
{
   fBBox[0] = fBBox[1] = fBBox[2] = 
   fBBox[3] = fBBox[4] = fBBox[5] = 0.;
}

//______________________________________________________________________________
TGLSelection::TGLSelection(const Double_t *bbox)
{
   for (Int_t i= 0; i < 6; ++i) fBBox[i] = bbox[i];
}

//______________________________________________________________________________
TGLSelection::TGLSelection(Double_t xmin, Double_t xmax, Double_t ymin,
                           Double_t ymax, Double_t zmin, Double_t zmax)
{
   fBBox[0] = xmin, fBBox[1] = xmax;
   fBBox[2] = ymin, fBBox[3] = ymax;
   fBBox[4] = zmin, fBBox[5] = zmax;      
}

//______________________________________________________________________________
void TGLSelection::DrawBox()const
{
   Double_t xmin = fBBox[0], xmax = fBBox[1];
   Double_t ymin = fBBox[2], ymax = fBBox[3];
   Double_t zmin = fBBox[4], zmax = fBBox[5];
   
   glDisable(GL_DEPTH_TEST);
   glDisable(GL_LIGHTING);

   glColor3d(1., 1., 1.);
   glBegin(GL_LINE_LOOP);
   glVertex3d(xmin, ymin, zmin);
   glVertex3d(xmin, ymax, zmin);
   glVertex3d(xmax, ymax, zmin);
   glVertex3d(xmax, ymin, zmin);
   glEnd();
   glBegin(GL_LINE_LOOP);
   glVertex3d(xmin, ymin, zmax);
   glVertex3d(xmin, ymax, zmax);
   glVertex3d(xmax, ymax, zmax);
   glVertex3d(xmax, ymin, zmax);
   glEnd();
   glBegin(GL_LINES);
   glVertex3d(xmin, ymin, zmin);
   glVertex3d(xmin, ymin, zmax);
   glVertex3d(xmin, ymax, zmin);
   glVertex3d(xmin, ymax, zmax);
   glVertex3d(xmax, ymax, zmin);
   glVertex3d(xmax, ymax, zmax);
   glVertex3d(xmax, ymin, zmin);
   glVertex3d(xmax, ymin, zmax);
   glEnd();

   glEnable(GL_DEPTH_TEST);
   glEnable(GL_LIGHTING);
}
   
//______________________________________________________________________________
void TGLSelection::SetBBox(const Double_t *newBBox)
{
   for (Int_t i= 0; i < 6; ++i) fBBox[i] = newBBox[i];
}

//______________________________________________________________________________
void TGLSelection::SetBBox(Double_t xmin, Double_t xmax, Double_t ymin,
                          Double_t ymax, Double_t zmin, Double_t zmax)
{
   fBBox[0] = xmin, fBBox[1] = xmax;
   fBBox[2] = ymin, fBBox[3] = ymax;
   fBBox[4] = zmin, fBBox[5] = zmax;      
}

//______________________________________________________________________________
void TGLSelection::Shift(Double_t x, Double_t y, Double_t z)
{
   fBBox[0] += x, fBBox[1] += x;
   fBBox[2] += y, fBBox[3] += y;
   fBBox[4] += z, fBBox[5] += z;
}

//______________________________________________________________________________
void TGLSelection::Stretch(Double_t xs, Double_t ys, Double_t zs)
{
   Double_t xC = fBBox[0] + (fBBox[1] - fBBox[0]) / 2;
   Double_t yC = fBBox[2] + (fBBox[3] - fBBox[2]) / 2;
   Double_t zC = fBBox[4] + (fBBox[5] - fBBox[4]) / 2;

   Shift(-xC, -yC, -zC);
   fBBox[0] *= xs, fBBox[1] *= xs;
   fBBox[2] *= ys, fBBox[3] *= ys;
   fBBox[4] *= zs, fBBox[5] *= zs;
   Shift(xC, yC, zC);
}

//______________________________________________________________________________
TGLSceneObject::TGLSceneObject(const Double_t *start, const Double_t *end,
                               const Float_t *color, UInt_t glName, TObject *obj)
                   :fVertices(start, end), fColor(),
                    fGLName(glName), fNextT(0), fRealObject(obj)
{
   fIsSelected = kFALSE;
   SetColor(color, kTRUE);
   SetBBox(start, end);
}

//______________________________________________________________________________
TGLSceneObject::TGLSceneObject(const Double_t *start, const Double_t *end, Int_t reserve,
                               const Float_t *color, UInt_t glName, TObject *obj)
                   :fVertices(reserve, 0.), fColor(),
                    fGLName(glName), fNextT(0), fRealObject(obj)
{
   fIsSelected = kFALSE;
   SetColor(color, kTRUE);
   SetBBox(start, end);
}


//______________________________________________________________________________
 Bool_t TGLSceneObject::IsTransparent()const
{
   return fColor[3] < 1.f;
}

//______________________________________________________________________________
 void TGLSceneObject::Shift(Double_t x, Double_t y, Double_t z)
{
   fSelectionBox.Shift(x, y, z);
   for (UInt_t i = 0, e = fVertices.size(); i < e; i += 3) {
      fVertices[i] += x;
      fVertices[i + 1] += y;
      fVertices[i + 2] += z;
   }
}

//______________________________________________________________________________
 void TGLSceneObject::Stretch(Double_t xs, Double_t ys, Double_t zs)
{
   fSelectionBox.Stretch(xs, ys, zs);

   const Double_t *bbox = fSelectionBox.GetData();
   Double_t xC = bbox[0] + (bbox[1] - bbox[0]) / 2;
   Double_t yC = bbox[2] + (bbox[3] - bbox[2]) / 2;
   Double_t zC = bbox[4] + (bbox[5] - bbox[4]) / 2;

   Shift(-xC, -yC, -zC);
   for (UInt_t i = 0, e = fVertices.size(); i < e; i += 3) {
      fVertices[i] *= xs;
      fVertices[i + 1] *= ys;
      fVertices[i + 2] *= zs;
   }
   Shift(xC, yC, zC);
}

//______________________________________________________________________________
 void TGLSceneObject::SetColor(const Float_t *color, Bool_t fromCtor)
{
   if (!fromCtor) {
      for (Int_t i = 0; i < 17; ++i) fColor[i] = color[i];
   } else {
      if (color) {
         //diffuse and specular
         fColor[0] = color[0];
         fColor[1] = color[1];
         fColor[2] = color[2];
      } else {
         for (Int_t i = 0; i < 12; ++i) fColor[i] = 1.f;
      }
      //ambient
      fColor[4] = fColor[5] = fColor[6] = 0.f;
      //specular
      fColor[8] = fColor[9] = fColor[10] = 0.7f;
      //emission
      fColor[12] = fColor[13] = fColor[14] = 0.f;
      //alpha
      fColor[3] = fColor[7] = fColor[11] = fColor[15] = 1.f;
      //shininess
      fColor[16] = 60.f;
   }
}

//______________________________________________________________________________
 void TGLSceneObject::SetBBox(const Double_t *start, const Double_t *end)
{
   Double_t xmin = start[0], xmax = xmin;
   Double_t ymin = start[1], ymax = ymin;
   Double_t zmin = start[2], zmax = zmin;

   for (Int_t nv = 3, e = end - start; nv < e; nv += 3) {
      xmin = TMath::Min(xmin, start[nv]);
      xmax = TMath::Max(xmax, start[nv]);
      ymin = TMath::Min(ymin, start[nv + 1]);
      ymax = TMath::Max(ymax, start[nv + 1]);
      zmin = TMath::Min(zmin, start[nv + 2]);
      zmax = TMath::Max(zmax, start[nv + 2]);
   }

   fSelectionBox.SetBBox(xmin, xmax, ymin, ymax, zmin, zmax);
}

//______________________________________________________________________________
TGLFaceSet::TGLFaceSet(const TBuffer3D & buff, const Float_t *color, UInt_t glname, TObject *realobj)
               :TGLSceneObject(buff.fPnts, buff.fPnts + 3 * buff.fNbPnts, color, glname, realobj),
                fNormals(3 * buff.fNbPols)
{
   fColor[3] = 1.f - buff.fTransparency / 100.f;
   fNbPols = buff.fNbPols;

   Int_t *segs = buff.fSegs;
   Int_t *pols = buff.fPols;
   Int_t shiftInd = buff.TestBit(TBuffer3D::kIsReflection) ? 1 : -1;

   for (Int_t numPol = 0, j = 1; numPol < buff.fNbPols; ++numPol) {
      Int_t segmentInd = shiftInd < 0 ? pols[j] + j : j + 1;
      Int_t segmentCol = pols[j];
      Int_t s1 = pols[segmentInd];
      segmentInd += shiftInd;
      Int_t s2 = pols[segmentInd];
      segmentInd += shiftInd;
      Int_t segEnds[] = {segs[s1 * 3 + 1], segs[s1 * 3 + 2],
                         segs[s2 * 3 + 1], segs[s2 * 3 + 2]};
      Int_t numPnts[3] = {0};

      if (segEnds[0] == segEnds[2]) {
         numPnts[0] = segEnds[1], numPnts[1] = segEnds[0], numPnts[2] = segEnds[3];
      } else if (segEnds[0] == segEnds[3]) {
         numPnts[0] = segEnds[1], numPnts[1] = segEnds[0], numPnts[2] = segEnds[2];
      } else if (segEnds[1] == segEnds[2]) {
         numPnts[0] = segEnds[0], numPnts[1] = segEnds[1], numPnts[2] = segEnds[3];
      } else {
         numPnts[0] = segEnds[0], numPnts[1] = segEnds[1], numPnts[2] = segEnds[2];
      }

      fPolyDesc.push_back(3);
      Int_t sizeInd = fPolyDesc.size() - 1;
      fPolyDesc.insert(fPolyDesc.end(), numPnts, numPnts + 3);
      Int_t lastAdded = numPnts[2];

      Int_t end = shiftInd < 0 ? j + 1 : j + segmentCol + 1;
      for (; segmentInd != end; segmentInd += shiftInd) {
         segEnds[0] = segs[pols[segmentInd] * 3 + 1];
         segEnds[1] = segs[pols[segmentInd] * 3 + 2];
         if (segEnds[0] == lastAdded) {
            fPolyDesc.push_back(segEnds[1]);
            lastAdded = segEnds[1];
         } else {
            fPolyDesc.push_back(segEnds[0]);
            lastAdded = segEnds[0];
         }
         ++fPolyDesc[sizeInd];
      }
      j += segmentCol + 2;
   }
   CalculateNormals();
}

//______________________________________________________________________________
void TGLFaceSet::GLDraw(const TGLFrustum *fr)const
{
   if (fr) {
      if (!fr->ClipOnBoundingBox(*this)) return;
   }

   glMaterialfv(GL_FRONT, GL_DIFFUSE, fColor);
   glMaterialfv(GL_FRONT, GL_AMBIENT, fColor + 4);
   glMaterialfv(GL_FRONT, GL_SPECULAR, fColor + 8);
   glMaterialfv(GL_FRONT, GL_EMISSION, fColor + 12);
   glMaterialf(GL_FRONT, GL_SHININESS, fColor[16]);

   if (IsTransparent()) {
      glEnable(GL_BLEND);
      glDepthMask(GL_FALSE);
      glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
   }

   glLoadName(GetGLName());
   GLDrawPolys();

   if (IsTransparent()) {
      glDepthMask(GL_TRUE);
      glDisable(GL_BLEND);
   }
   
   if (fIsSelected) {
      fSelectionBox.DrawBox();
   }
}

//______________________________________________________________________________
void TGLFaceSet::GLDrawPolys()const
{
  GLUtriangulatorObj *tessObj = GetTesselator();
  const Double_t *pnts = &fVertices[0];
  const Double_t *normals = &fNormals[0];
  const Int_t *pols = &fPolyDesc[0];

   for (UInt_t i = 0, j = 0; i < fNbPols; ++i) {
      Int_t npoints = pols[j++];

      if (tessObj && npoints > 4) {
         gluBeginPolygon(tessObj);
         gluNextContour(tessObj, (GLenum)GLU_UNKNOWN);
         glNormal3dv(normals + i * 3);

         for (Int_t k = 0; k < npoints; ++k, ++j) {
            gluTessVertex(tessObj, (Double_t *)pnts + pols[j] * 3, (Double_t *)pnts + pols[j] * 3);
         }
         gluEndPolygon(tessObj);
      } else {
         glBegin(GL_POLYGON);
         glNormal3dv(normals + i * 3);

         for (Int_t k = 0; k < npoints; ++k, ++j) {
            glVertex3dv(pnts + pols[j] * 3);
         }
         glEnd();
      }
   }
}

//______________________________________________________________________________
Int_t TGLFaceSet::CheckPoints(const Int_t *source, Int_t *dest) const
{
   const Double_t * p1 = &fVertices[source[0] * 3];
   const Double_t * p2 = &fVertices[source[1] * 3];
   const Double_t * p3 = &fVertices[source[2] * 3];
   Int_t retVal = 1;

   if (Eq(p1, p2)) {
      dest[0] = source[0];
      if (!Eq(p1, p3) ) {
         dest[1] = source[2];
         retVal = 2;
      }
   } else if (Eq(p1, p3)) {
      dest[0] = source[0];
      dest[1] = source[1];
      retVal = 2;
   } else {
      dest[0] = source[0];
      dest[1] = source[1];
      retVal = 2;
      if (!Eq(p2, p3)) {
         dest[2] = source[2];
         retVal = 3;
      }
   }

   return retVal;
}

//______________________________________________________________________________
Bool_t TGLFaceSet::Eq(const Double_t *p1, const Double_t *p2)
{
   Double_t dx = TMath::Abs(p1[0] - p2[0]);
   Double_t dy = TMath::Abs(p1[1] - p2[1]);
   Double_t dz = TMath::Abs(p1[2] - p2[2]);
   return dx < 1e-10 && dy < 1e-10 && dz < 1e-10;
}

//______________________________________________________________________________
void TGLFaceSet::CalculateNormals()
{
   Double_t *pnts = &fVertices[0];
   for (UInt_t i = 0, j = 0; i < fNbPols; ++i) {
      Int_t polEnd = fPolyDesc[j] + j + 1;
      Int_t norm[] = {fPolyDesc[j + 1], fPolyDesc[j + 2], fPolyDesc[j + 3]};
      j += 4;
      Int_t check = CheckPoints(norm, norm), ngood = check;
      if (check == 3) {
         TMath::Normal2Plane(pnts + norm[0] * 3, pnts + norm[1] * 3,
                             pnts + norm[2] * 3, &fNormals[i * 3]);
         j = polEnd;
         continue;
      }
      while (j < (UInt_t)polEnd) {
         norm[ngood++] = fPolyDesc[j++];
         if (ngood == 3) {
            ngood = CheckPoints(norm, norm);
            if (ngood == 3) {
               TMath::Normal2Plane(pnts + norm[0] * 3, pnts + norm[1] * 3,
                                   pnts + norm[2] * 3, &fNormals[i * 3]);
               j = polEnd;
               break;
            }
         }
      }
   }
}

//______________________________________________________________________________
void TGLFaceSet::Stretch(Double_t xs, Double_t ys, Double_t zs)
{
   TGLSceneObject::Stretch(xs, ys, zs);
   CalculateNormals();
}

//______________________________________________________________________________
TGLPolyMarker::TGLPolyMarker(const TBuffer3D &b, const Float_t *c, UInt_t n, TObject *r)
                  :TGLSceneObject(b.fPnts, b.fPnts + 3 * b.fNbPnts, c, n, r),
                   fStyle(7)
{
   //TAttMarker is not TObject descendant, so I need dynamic_cast
   if (TAttMarker *realObj = dynamic_cast<TAttMarker *>(b.fId))
      fStyle = realObj->GetMarkerStyle();
}

//______________________________________________________________________________
void TGLPolyMarker::GLDraw(const TGLFrustum *fr)const
{
   if (fr) {
      if (!fr->ClipOnBoundingBox(*this)) return;
   }

   const Double_t *vertices = &fVertices[0];
   UInt_t size = fVertices.size();
   Int_t stacks = 6, slices = 6;
   Float_t pointSize = 6.f;
   Double_t topRadius = 5.;
   GLUquadric *quadObj = GetQuadric();

   glLoadName(GetGLName());
   glMaterialfv(GL_FRONT, GL_DIFFUSE, fColor);

   switch (fStyle) {
   case 27:
      stacks = 2, slices = 4;
   case 4:case 8:case 20:case 24:
      if (quadObj) {
         for (UInt_t i = 0; i < size; i += 3) {
            glPushMatrix();
            glTranslated(vertices[i], vertices[i + 1], vertices[i + 2]);
            gluSphere(quadObj, 5., slices, stacks);
            glPopMatrix();
         }
      }
      break;
   case 22:case 26:
      topRadius = 0.;
   case 21:case 25:
      if (quadObj) {
         for (UInt_t i = 0; i < size; i += 3) {
            glPushMatrix();
            glTranslated(vertices[i], vertices[i + 1], vertices[i + 2]);
            gluCylinder(quadObj, 5., topRadius, 5., 4, 1);
            glPopMatrix();
         }
      }
      break;
   case 23:
      if (quadObj) {
         for (UInt_t i = 0; i < size; i += 3) {
            glPushMatrix();
            glTranslated(vertices[i], vertices[i + 1], vertices[i + 2]);
            glRotated(180, 1., 0., 0.);
            gluCylinder(quadObj, 5., 0., 5., 4, 1);
            glPopMatrix();
         }
      }
      break;
   case 3: case 2: case 5:
      DrawStars();
      break;
   case 1: case 9: case 10: case 11: default:{
      glBegin(GL_POINTS);
      for (UInt_t i = 0; i < size; i += 3)
         glVertex3dv(vertices + i);
      glEnd();
   }
   break;
   case 6:
      pointSize = 3.f;
   case 7:
      glPointSize(pointSize);
      glBegin(GL_POINTS);
      for (UInt_t i = 0; i < size; i += 3)
         glVertex3dv(vertices + i);
      glEnd();
      glPointSize(1.f);
   }
   
   if (fIsSelected) {
      fSelectionBox.DrawBox();
   }
}

//______________________________________________________________________________
void TGLPolyMarker::DrawStars()const
{
   glDisable(GL_LIGHTING);
   glColor3fv(fColor);
   for (UInt_t i = 0; i < fVertices.size(); i += 3) {
      Double_t x = fVertices[i];
      Double_t y = fVertices[i + 1];
      Double_t z = fVertices[i + 2];
      glBegin(GL_LINES);
      if (fStyle == 2 || fStyle == 3) {
         glVertex3d(x - 2., y, z);
         glVertex3d(x + 2., y, z);
         glVertex3d(x, y, z - 2.);
         glVertex3d(x, y, z + 2.);
         glVertex3d(x, y - 2., z);
         glVertex3d(x, y + 2., z);
      }
      if(fStyle != 2) {
         glVertex3d(x - 1.4, y - 1.4, z - 1.4);
         glVertex3d(x + 1.4, y + 1.4, z + 1.4);
         glVertex3d(x - 1.4, y - 1.4, z + 1.4);
         glVertex3d(x + 1.4, y + 1.4, z - 1.4);
         glVertex3d(x - 1.4, y + 1.4, z - 1.4);
         glVertex3d(x + 1.4, y - 1.4, z + 1.4);
         glVertex3d(x - 1.4, y + 1.4, z + 1.4);
         glVertex3d(x + 1.4, y - 1.4, z - 1.4);
      }
      glEnd();
   }
   glEnable(GL_LIGHTING);
}

//______________________________________________________________________________
TGLPolyLine::TGLPolyLine(const TBuffer3D &b, const Float_t *c, UInt_t n, TObject *r)
                :TGLSceneObject(b.fPnts, b.fPnts + 3 * b.fNbPnts, c, n, r)
{
}

//______________________________________________________________________________
void TGLPolyLine::GLDraw(const TGLFrustum *fr)const
{
   if (fr) {
      if (!fr->ClipOnBoundingBox(*this)) return;
   }

   glLoadName(GetGLName());
   glMaterialfv(GL_FRONT, GL_DIFFUSE, fColor);
   glBegin(GL_LINE_STRIP);

   for (UInt_t i = 0; i < fVertices.size(); i += 3)
      glVertex3d(fVertices[i], fVertices[i + 1], fVertices[i + 2]);

   glEnd();
   
   if (fIsSelected) {
      fSelectionBox.DrawBox();
   }
}

//______________________________________________________________________________
TGLSphere::TGLSphere(const TBuffer3D &b, const Float_t *c, UInt_t n, TObject *r)
                :TGLSceneObject(b.fPnts, b.fPnts + 3 * b.fNbPnts, c, n, r)
{
   // Default ctor
   fX      = b.fPnts[0];
   fY      = b.fPnts[1];
   fZ      = b.fPnts[2];
   fNdiv   = (Int_t)b.fPnts[9];
   fRadius = b.fPnts[10];
}

//______________________________________________________________________________
void TGLSphere::GLDraw(const TGLFrustum *fr)const
{
   if (fr) {
      if (!fr->ClipOnBoundingBox(*this)) return;
   }

   // Draw a Sphere using OpenGL Sphere primitive gluSphere
   glMaterialfv(GL_FRONT, GL_DIFFUSE, fColor);
   glMaterialfv(GL_FRONT, GL_AMBIENT, fColor + 4);
   glMaterialfv(GL_FRONT, GL_SPECULAR, fColor + 8);
   glMaterialfv(GL_FRONT, GL_EMISSION, fColor + 12);
   glMaterialf(GL_FRONT, GL_SHININESS, fColor[16]);

   if (IsTransparent()) {
      glEnable(GL_BLEND);
      glDepthMask(GL_FALSE);
      glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
   }

   if (GLUquadric *quadObj = GetQuadric()) {
      glLoadName(GetGLName());
      glPushMatrix();
      glTranslated(fX, fY, fZ);
      gluSphere(quadObj, fRadius, fNdiv, fNdiv);
      glPopMatrix();
   }

   if (IsTransparent()) {
      glDepthMask(GL_TRUE);
      glDisable(GL_BLEND);
   }
   
   if (fIsSelected) {
      fSelectionBox.DrawBox();
   }
}

//______________________________________________________________________________
void TGLSphere::Shift(Double_t x, Double_t y, Double_t z)
{
   fX += x;
   fY += y;
   fZ += z;
   fSelectionBox.Shift(x, y, z);
}

//______________________________________________________________________________
void TGLSphere::Stretch(Double_t, Double_t, Double_t)
{
}

//______________________________________________________________________________
TGLTube::TGLTube(const TBuffer3D &b, const Float_t *c, UInt_t n, TObject *r)
            :TGLSceneObject(b.fPnts, b.fPnts + 3 * b.fNbPnts, 24, c, n, r)
{
   fColor[3] = 1.f - b.fTransparency / 100.f;
   //center
   fVertices[0] = b.fPnts[0];
   fVertices[1] = b.fPnts[1];
   fVertices[2] = b.fPnts[2];

   //rmin1
   fVertices[3] = b.fPnts[28];
   //rmax1
   fVertices[4] = b.fPnts[29];
   //rmin2
   fVertices[5] = b.fPnts[30];
   //rmax2
   fVertices[6] = b.fPnts[31];
   //Dz   
   fVertices[7] = b.fPnts[32];

   fNdiv = (Int_t)b.fPnts[27];
   fInv = b.TestBit(TBuffer3D::kIsReflection);
   
   const Double_t *p = b.fPnts;

   fVertices[8]  = p[33], fVertices[9]  = p[36], fVertices[10] = p[39], fVertices[11] = 0.;
   fVertices[12] = p[34], fVertices[13] = p[37], fVertices[14] = p[40], fVertices[15] = 0.;
   fVertices[16] = p[35], fVertices[17] = p[38], fVertices[18] = p[41], fVertices[19] = 0.;
   fVertices[20] = 0.,    fVertices[21] = 0.,    fVertices[22] = 0.,    fVertices[23] = 1.;
}

//______________________________________________________________________________
void TGLTube::GLDraw(const TGLFrustum *fr)const
{
   if (fr) {
      if (!fr->ClipOnBoundingBox(*this)) return;
   }
   
   glMaterialfv(GL_FRONT, GL_DIFFUSE, fColor);
   glMaterialfv(GL_FRONT, GL_AMBIENT, fColor + 4);
   glMaterialfv(GL_FRONT, GL_SPECULAR, fColor + 8);
   glMaterialfv(GL_FRONT, GL_EMISSION, fColor + 12);
   glMaterialf(GL_FRONT, GL_SHININESS, fColor[16]);

   if (IsTransparent()) {
      glEnable(GL_BLEND);
      glDepthMask(GL_FALSE);
      glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
   }

   if (GLUquadric *quadObj = GetQuadric()) {
      glLoadName(GetGLName());
      glPushMatrix();

      Double_t xC = fVertices[0], yC = fVertices[1], zC = fVertices[2];
      Double_t rMin1 = fVertices[3], rMax1 = fVertices[4];
      Double_t rMin2 = fVertices[5], rMax2 = fVertices[6];
      Double_t dz = fVertices[7];
      
      glTranslated(xC, yC, zC);
      glMultMatrixd(&fVertices[8]);
      glPushMatrix();
      glTranslated(0., 0., -dz);

      //outer surface
      if (fInv) {
         glFrontFace(GL_CW);
      }
      
      gluCylinder(quadObj, rMax1, rMax2, 2 * dz, fNdiv, 1);
   
      //inner surface
      if (rMin1 && rMin2) {
         gluQuadricOrientation(quadObj, (GLenum)GLU_INSIDE);
         gluCylinder(quadObj, rMin1, rMin2, 2 * dz, fNdiv, 1);
         //return orientation back
         gluQuadricOrientation(quadObj, (GLenum)GLU_OUTSIDE);
      }

      glPopMatrix();

      //capping
      glPushMatrix();
      glTranslated(0., 0., dz);
      gluDisk(quadObj, rMin2, rMax2, fNdiv, 1);
      glRotated(180., 1., 0., 0.);
      glTranslated(0., 0., 2 * dz);
      gluDisk(quadObj, rMin1, rMax1, fNdiv, 1);
      glPopMatrix();

      glPopMatrix();

      if (fInv) {
         glFrontFace(GL_CCW);
      }
   }

   if (IsTransparent()) {
      glDepthMask(GL_TRUE);
      glDisable(GL_BLEND);
   }
   
   if (fIsSelected) {
      fSelectionBox.DrawBox();
   }
}

//______________________________________________________________________________
void TGLTube::Shift(Double_t x, Double_t y, Double_t z)
{
   fSelectionBox.Shift(x, y, z);
   fVertices[0] += x;
   fVertices[1] += y;
   fVertices[2] += z;
}

//______________________________________________________________________________
void TGLTube::Stretch(Double_t, Double_t, Double_t)
{
}


ROOT page - Class index - Class Hierarchy - Top of the page

This page has been automatically generated. If you have any comments or suggestions about the page layout send a mail to ROOT support, or contact the developers with any questions or problems regarding ROOT.