// @(#)root/eve:$Id: TEveElement.cxx 31234 2009-11-17 14:57:10Z matevz $ // 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. * *************************************************************************/ #include "TEveElement.h" #include "TEveCompound.h" #include "TEveTrans.h" #include "TEveManager.h" #include "TEveSelection.h" #include "TEveProjectionBases.h" #include "TGeoMatrix.h" #include "TClass.h" #include "TPRegexp.h" #include "TROOT.h" #include "TColor.h" #include "TEveBrowser.h" #include "TGListTree.h" #include "TGPicture.h" #include <algorithm> //============================================================================== //============================================================================== // TEveElement::TEveListTreeInfo //============================================================================== //______________________________________________________________________________ // // Structure holding information about TGListTree and TGListTreeItem // that represents given TEveElement. This needed because each element // can appear in several list-trees as well as several times in the // same list-tree. ClassImp(TEveElement::TEveListTreeInfo); //============================================================================== //============================================================================== // TEveElement //============================================================================== //______________________________________________________________________________ // // Base class for TEveUtil visualization elements, providing hierarchy // management, rendering control and list-tree item management. ClassImp(TEveElement); //______________________________________________________________________________ const TGPicture* TEveElement::fgRnrIcons[4] = { 0 }; const TGPicture* TEveElement::fgListTreeIcons[8] = { 0 }; //______________________________________________________________________________ TEveElement::TEveElement() : fParents (), fChildren (), fCompound (0), fVizModel (0), fVizTag (), fParentIgnoreCnt (0), fTopItemCnt (0), fDenyDestroy (0), fDestroyOnZeroRefCnt (kTRUE), fRnrSelf (kTRUE), fRnrChildren (kTRUE), fCanEditMainTrans (kFALSE), fMainTransparency (0), fMainColorPtr (0), fMainTrans (0), fItems (), fSource (), fUserData (0), fPickable (kFALSE), fSelected (kFALSE), fHighlighted (kFALSE), fImpliedSelected (0), fImpliedHighlighted (0), fChangeBits (0), fDestructing (kFALSE) { // Default contructor. } //______________________________________________________________________________ TEveElement::TEveElement(Color_t& main_color) : fParents (), fChildren (), fCompound (0), fVizModel (0), fVizTag (), fParentIgnoreCnt (0), fTopItemCnt (0), fDenyDestroy (0), fDestroyOnZeroRefCnt (kTRUE), fRnrSelf (kTRUE), fRnrChildren (kTRUE), fCanEditMainTrans (kFALSE), fMainTransparency (0), fMainColorPtr (&main_color), fMainTrans (0), fItems (), fSource (), fUserData (0), fPickable (kFALSE), fSelected (kFALSE), fHighlighted (kFALSE), fImpliedSelected (0), fImpliedHighlighted (0), fChangeBits (0), fDestructing (kFALSE) { // Constructor. } //______________________________________________________________________________ TEveElement::TEveElement(const TEveElement& e) : fParents (), fChildren (), fCompound (0), fVizModel (0), fVizTag (e.fVizTag), fParentIgnoreCnt (0), fTopItemCnt (0), fDenyDestroy (0), fDestroyOnZeroRefCnt (e.fDestroyOnZeroRefCnt), fRnrSelf (e.fRnrSelf), fRnrChildren (e.fRnrChildren), fCanEditMainTrans (e.fCanEditMainTrans), fMainTransparency (e.fMainTransparency), fMainColorPtr (0), fMainTrans (0), fItems (), fSource (e.fSource), fUserData (0), fPickable (e.fPickable), fSelected (kFALSE), fHighlighted (kFALSE), fImpliedSelected (0), fImpliedHighlighted (0), fChangeBits (0), fDestructing (kFALSE) { // Copy constructor. Does shallow copy. // For deep-cloning and children-cloning, see: // TEveElement* CloneElementRecurse(Int_t level) // void CloneChildrenRecurse(TEveElement* dest, Int_t level) // // 'TRef fSource' is copied but 'void* UserData' is NOT. // If the element is projectable, its projections are NOT copied. // // Not implemented for most sub-classes, let us know. // Note that sub-classes of TEveProjected are NOT and will NOT be copyable. SetVizModel(e.fVizModel); if (e.fMainColorPtr) fMainColorPtr = (Color_t*)((const char*) this + ((const char*) e.fMainColorPtr - (const char*) &e)); if (e.fMainTrans) fMainTrans = new TEveTrans(*e.fMainTrans); } //______________________________________________________________________________ TEveElement::~TEveElement() { // Destructor. fDestructing = kTRUE; RemoveElementsInternal(); for (List_i p=fParents.begin(); p!=fParents.end(); ++p) { (*p)->RemoveElementLocal(this); (*p)->fChildren.remove(this); } fParents.clear(); for (sLTI_i i=fItems.begin(); i!=fItems.end(); ++i) i->fTree->DeleteItem(i->fItem); delete fMainTrans; } //______________________________________________________________________________ void TEveElement::PreDeleteElement() { // Called before the element is deleted, thus offering the last chance // to detach from acquired resources and from the framework itself. // Here the request is just passed to TEveManager. // If you override it, make sure to call base-class version. gEve->PreDeleteElement(this); } //______________________________________________________________________________ TEveElement* TEveElement::CloneElement() const { // Clone the element via copy constructor. // Should be implemented for all classes that require cloning support. return new TEveElement(*this); } //______________________________________________________________________________ TEveElement* TEveElement::CloneElementRecurse(Int_t level) const { // Clone elements and recurse 'level' deep over children. // If level == 0, only the element itself is cloned (default). // If level == -1, all the hierarchy is cloned. TEveElement* el = CloneElement(); if (level--) { CloneChildrenRecurse(el, level); } return el; } //______________________________________________________________________________ void TEveElement::CloneChildrenRecurse(TEveElement* dest, Int_t level) const { // Clone children and attach them to the dest element. // If level == 0, only the direct descendants are cloned (default). // If level == -1, all the hierarchy is cloned. for (List_ci i=fChildren.begin(); i!=fChildren.end(); ++i) { dest->AddElement((*i)->CloneElementRecurse(level)); } } //============================================================================== //============================================================================== //______________________________________________________________________________ const char* TEveElement::GetElementName() const { // Virtual function for retrieveing name of the element. // Here we attempt to cast the assigned object into TNamed and call // GetName() there. static const TEveException eh("TEveElement::GetElementName "); TNamed* named = dynamic_cast<TNamed*>(GetObject(eh)); return named ? named->GetName() : "<no-name>"; } //______________________________________________________________________________ const char* TEveElement::GetElementTitle() const { // Virtual function for retrieveing title of the render-element. // Here we attempt to cast the assigned object into TNamed and call // GetTitle() there. static const TEveException eh("TEveElement::GetElementTitle "); TNamed* named = dynamic_cast<TNamed*>(GetObject(eh)); return named ? named->GetTitle() : "<no-title>"; } //______________________________________________________________________________ void TEveElement::SetElementName(const char* name) { // Virtual function for setting of name of an element. // Here we attempt to cast the assigned object into TNamed and call // SetName() there. // If you override this call NameTitleChanged() from there. static const TEveException eh("TEveElement::SetElementName "); TNamed* named = dynamic_cast<TNamed*>(GetObject(eh)); if (named) { named->SetName(name); NameTitleChanged(); } } //______________________________________________________________________________ void TEveElement::SetElementTitle(const char* title) { // Virtual function for setting of title of an element. // Here we attempt to cast the assigned object into TNamed and call // SetTitle() there. // If you override this call NameTitleChanged() from there. static const TEveException eh("TEveElement::SetElementTitle "); TNamed* named = dynamic_cast<TNamed*>(GetObject(eh)); if (named) { named->SetTitle(title); NameTitleChanged(); } } //______________________________________________________________________________ void TEveElement::SetElementNameTitle(const char* name, const char* title) { // Virtual function for setting of name and title of render element. // Here we attempt to cast the assigned object into TNamed and call // SetNameTitle() there. // If you override this call NameTitleChanged() from there. static const TEveException eh("TEveElement::SetElementNameTitle "); TNamed* named = dynamic_cast<TNamed*>(GetObject(eh)); if (named) { named->SetNameTitle(name, title); NameTitleChanged(); } } //______________________________________________________________________________ void TEveElement::NameTitleChanged() { // Virtual function called when a name or title of the element has // been changed. // If you override this, call also the version of your direct base-class. // Nothing to do - list-tree-items take this info directly. } //****************************************************************************** //______________________________________________________________________________ void TEveElement::SetVizModel(TEveElement* model) { // Set visualization-parameter model element. // Calling of this function from outside of EVE should in principle // be avoided as it can lead to dis-synchronization of viz-tag and // viz-model. if (fVizModel) { --fParentIgnoreCnt; fVizModel->RemoveElement(this); } fVizModel = model; if (fVizModel) { fVizModel->AddElement(this); ++fParentIgnoreCnt; } } //______________________________________________________________________________ Bool_t TEveElement::FindVizModel() { // Find model element in VizDB that corresponds to previously // assigned fVizTag and set fVizModel accordingly. // If the tag is not found in VizDB, the old model-element is kept // and false is returned. TEveElement* model = gEve->FindVizDBEntry(fVizTag); if (model) { SetVizModel(model); return kTRUE; } else { return kFALSE; } } //______________________________________________________________________________ Bool_t TEveElement::ApplyVizTag(const TString& tag, const TString& fallback_tag) { // Set the VizTag, find model-element from the VizDB and copy // visualization-parameters from it. If the model is not found and // fallback_tag is non-null, its search is attempted as well. // For example: ApplyVizTag("TPC Clusters", "Clusters"); // // If the model-element can not be found a warning is printed and // false is returned. SetVizTag(tag); if (FindVizModel()) { CopyVizParamsFromDB(); return kTRUE; } if ( ! fallback_tag.IsNull()) { SetVizTag(fallback_tag); if (FindVizModel()) { CopyVizParamsFromDB(); return kTRUE; } } Warning("TEveElement::ApplyVizTag", "entry for tag '%s' not found in VizDB.", tag.Data()); return kFALSE; } //______________________________________________________________________________ void TEveElement::PropagateVizParamsToProjecteds() { // Propagate visualization parameters to dependent elements. // // MainColor is propagated independently in SetMainColor(). // In this case, as fMainColor is a pointer to Color_t, it should // be set in TProperClass::CopyVizParams(). // // Render state is not propagated. Maybe it should be, at least optionally. TEveProjectable* pable = dynamic_cast<TEveProjectable*>(this); if (pable && pable->HasProjecteds()) { pable->PropagateVizParams(); } } //______________________________________________________________________________ void TEveElement::PropagateVizParamsToElements(TEveElement* el) { // Propagate visualization parameters from element el (defaulting // to this) to all elements (children). // // The primary use of this is for model-elements from // visualization-parameter database. if (el == 0) el = this; for (List_i i=fChildren.begin(); i!=fChildren.end(); ++i) { (*i)->CopyVizParams(el); } } //______________________________________________________________________________ void TEveElement::CopyVizParams(const TEveElement* /* el */) { // Copy visualization parameters from element el. // This method needs to be overriden by any class that introduces // new parameters. // See, for example, TEvePointSet::CopyVizParams(), // TEveLine::CopyVizParams() and TEveTrack::CopyVizParams(). AddStamp(kCBColorSelection | kCBObjProps); } //______________________________________________________________________________ void TEveElement::CopyVizParamsFromDB() { // Copy visualization parameters from the model-element fVizModel. // A warning is printed if the model-element fVizModel is not set. if (fVizModel) { CopyVizParams(fVizModel); } else { Warning("TEveElement::CopyVizParamsFromDB", "VizModel has not been set."); } } //______________________________________________________________________________ void TEveElement::SaveVizParams(ostream& out, const TString& tag, const TString& var) { // Save visualization parameters for this element with given tag. // // This function creates the instantiation code, calls virtual // WriteVizParams() and, at the end, writes out the code for // registration of the model into the VizDB. TString t = " "; TString cls(GetObject()->ClassName()); out << "\n"; TString intro = " TAG='" + tag + "', CLASS='" + cls + "'"; out << " //" << intro << "\n"; out << " //" << TString('-', intro.Length()) << "\n"; out << t << cls << "* " << var <<" = new " << cls << ";\n"; WriteVizParams(out, var); out << t << "gEve->InsertVizDBEntry(\"" << tag << "\", "<< var <<");\n"; } //______________________________________________________________________________ void TEveElement::WriteVizParams(ostream& out, const TString& var) { // Write-out visual parameters for this object. // This is a virtual function and all sub-classes are required to // first call the base-element version. // The name of the element pointer is 'x%03d', due to cint limitations. // Three spaces should be used for indentation, same as in // SavePrimitive() methods. TString t = " " + var + "->"; out << t << "SetElementName(\"" << GetElementName() << "\");\n"; out << t << "SetElementTitle(\"" << GetElementTitle() << "\");\n"; } //______________________________________________________________________________ void TEveElement::VizDB_Apply(const char* tag) { // Set visual parameters for this object for given tag. if (ApplyVizTag(tag)) { PropagateVizParamsToProjecteds(); gEve->Redraw3D(); } } //______________________________________________________________________________ void TEveElement::VizDB_Reapply() { // Reset visual parameters for this object from VizDB. // The model object must be already set. if (fVizModel) { CopyVizParamsFromDB(); PropagateVizParamsToProjecteds(); gEve->Redraw3D(); } } //______________________________________________________________________________ void TEveElement::VizDB_UpdateModel(Bool_t update) { // Copy visual parameters from this element to viz-db model. // If update is set, all clients of the model will be updated to // the new value. // A warning is printed if the model-element fVizModel is not set. if (fVizModel) { fVizModel->CopyVizParams(this); if (update) { fVizModel->PropagateVizParamsToElements(fVizModel); gEve->Redraw3D(); } } else { Warning("VizDB_UpdateModel", "VizModel has not been set."); } } //______________________________________________________________________________ void TEveElement::VizDB_Insert(const char* tag, Bool_t replace, Bool_t update) { // Create a replica of element and insert it into VizDB with given tag. // If replace is true an existing element with the same tag will be replaced. // If update is true, existing client of tag will be updated. TClass* cls = GetObject()->IsA(); TEveElement* el = reinterpret_cast<TEveElement*>(cls->New()); if (el == 0) { Error("VizDB_Insert", "Creation of replica failed."); return; } el->CopyVizParams(this); Bool_t succ = gEve->InsertVizDBEntry(tag, el, replace, update); if (succ && update) gEve->Redraw3D(); } //****************************************************************************** //______________________________________________________________________________ TEveElement* TEveElement::GetMaster() { // Return the master element - that is the upwards compound not // inside another compound. // If this element is not in a compound, this is returned. // For a projected object the projectable->GetMaster() is returned. TEveProjected* proj = dynamic_cast<TEveProjected*>(this); if (proj) return dynamic_cast<TEveElement*>(proj->GetProjectable())->GetMaster(); if (fCompound) return fCompound->GetMaster(); return this; } //****************************************************************************** //______________________________________________________________________________ void TEveElement::AddParent(TEveElement* re) { // Add re into the list parents. // Adding parent is subordinate to adding an element. // This is an internal function. fParents.push_back(re); } //______________________________________________________________________________ void TEveElement::RemoveParent(TEveElement* re) { // Remove re from the list of parents. // Removing parent is subordinate to removing an element. // This is an internal function. static const TEveException eh("TEveElement::RemoveParent "); fParents.remove(re); CheckReferenceCount(eh); } /******************************************************************************/ //______________________________________________________________________________ void TEveElement::CheckReferenceCount(const TEveException& eh) { // Check external references to this and eventually auto-destruct // the render-element. if (fDestructing) return; if (NumParents() <= fParentIgnoreCnt && fTopItemCnt <= 0 && fDestroyOnZeroRefCnt && fDenyDestroy <= 0) { if (gEve->GetUseOrphanage()) { if (gDebug > 0) Info(eh, Form("moving to orphanage '%s' on zero reference count.", GetElementName())); PreDeleteElement(); gEve->GetOrphanage()->AddElement(this); } else { if (gDebug > 0) Info(eh, Form("auto-destructing '%s' on zero reference count.", GetElementName())); PreDeleteElement(); delete this; } } } //______________________________________________________________________________ void TEveElement::CollectSceneParents(List_t& scenes) { // Collect all parents of class TEveScene. This is needed to // automatically detect which scenes need to be updated. // // Overriden in TEveScene to include itself and return. for (List_i p=fParents.begin(); p!=fParents.end(); ++p) (*p)->CollectSceneParents(scenes); } //______________________________________________________________________________ void TEveElement::CollectSceneParentsFromChildren(List_t& scenes, TEveElement* parent) { // Collect scene-parents from all children. This is needed to // automatically detect which scenes need to be updated during/after // a full sub-tree update. // Argument parent specifies parent in traversed hierarchy for which we can // skip the upwards search. for (List_i p=fParents.begin(); p!=fParents.end(); ++p) { if (*p != parent) (*p)->CollectSceneParents(scenes); } for (List_i c=fChildren.begin(); c!=fChildren.end(); ++c) { (*c)->CollectSceneParentsFromChildren(scenes, this); } } /******************************************************************************/ // List-tree stuff /******************************************************************************/ //______________________________________________________________________________ void TEveElement::ExpandIntoListTree(TGListTree* ltree, TGListTreeItem* parent) { // Populates parent with elements. // parent must be an already existing representation of *this*. // Returns number of inserted elements. // If parent already has children, it does nothing. // // Element can be inserted in a list-tree several times, thus we can not // search through fItems to get parent here. // Anyhow, it is probably known as it must have been selected by the user. if (parent->GetFirstChild() != 0) return; for (List_i i=fChildren.begin(); i!=fChildren.end(); ++i) { (*i)->AddIntoListTree(ltree, parent); } } //______________________________________________________________________________ void TEveElement::DestroyListSubTree(TGListTree* ltree, TGListTreeItem* parent) { // Destroy sub-tree under item 'parent' in list-tree 'ltree'. TGListTreeItem* i = parent->GetFirstChild(); while (i != 0) { TEveElement* re = (TEveElement*) i->GetUserData(); i = i->GetNextSibling(); re->RemoveFromListTree(ltree, parent); } } //______________________________________________________________________________ TGListTreeItem* TEveElement::AddIntoListTree(TGListTree* ltree, TGListTreeItem* parent_lti) { // Add this element into ltree to an already existing item // parent_lti. static const TEveException eh("TEveElement::AddIntoListTree "); TGListTreeItem* item = new TEveListTreeItem(this); ltree->AddItem(parent_lti, item); fItems.insert(TEveListTreeInfo(ltree, item)); if (parent_lti == 0) ++fTopItemCnt; ltree->ClearViewPort(); return item; } //______________________________________________________________________________ TGListTreeItem* TEveElement::AddIntoListTree(TGListTree* ltree, TEveElement* parent) { // Add this render element into ltree to all items belonging to // parent. Returns list-tree-item from the first register entry (but // we use a set for that so it can be anything). TGListTreeItem* lti = 0; if (parent == 0) { lti = AddIntoListTree(ltree, (TGListTreeItem*) 0); } else { for (sLTI_ri i = parent->fItems.rbegin(); i != parent->fItems.rend(); ++i) { if (i->fTree == ltree) lti = AddIntoListTree(ltree, i->fItem); } } return lti; } //______________________________________________________________________________ TGListTreeItem* TEveElement::AddIntoListTrees(TEveElement* parent) { // Add this render element into all list-trees and all items // belonging to parent. Returns list-tree-item from the first // register entry (but we use a set for that so it can be anything). TGListTreeItem* lti = 0; for (sLTI_ri i = parent->fItems.rbegin(); i != parent->fItems.rend(); ++i) { lti = AddIntoListTree(i->fTree, i->fItem); } return lti; } //______________________________________________________________________________ Bool_t TEveElement::RemoveFromListTree(TGListTree* ltree, TGListTreeItem* parent_lti) { // Remove element from list-tree 'ltree' where its parent item is // 'parent_lti'. // Returns kTRUE if the item was found and removed, kFALSE // otherwise. static const TEveException eh("TEveElement::RemoveFromListTree "); sLTI_i i = FindItem(ltree, parent_lti); if (i != fItems.end()) { DestroyListSubTree(ltree, i->fItem); ltree->DeleteItem(i->fItem); ltree->ClearViewPort(); fItems.erase(i); if (parent_lti == 0) { --fTopItemCnt; CheckReferenceCount(eh); } return kTRUE; } else { return kFALSE; } } //______________________________________________________________________________ Int_t TEveElement::RemoveFromListTrees(TEveElement* parent) { // Remove element from all list-trees where 'parent' is the // user-data of the parent list-tree-item. static const TEveException eh("TEveElement::RemoveFromListTrees "); Int_t count = 0; sLTI_i i = fItems.begin(); while (i != fItems.end()) { sLTI_i j = i++; TGListTreeItem *plti = j->fItem->GetParent(); if ((plti != 0 && (TEveElement*) plti->GetUserData() == parent) || (plti == 0 && parent == 0)) { DestroyListSubTree(j->fTree, j->fItem); j->fTree->DeleteItem(j->fItem); j->fTree->ClearViewPort(); fItems.erase(j); if (parent == 0) --fTopItemCnt; ++count; } } if (parent == 0 && count > 0) CheckReferenceCount(eh); return count; } //______________________________________________________________________________ TEveElement::sLTI_i TEveElement::FindItem(TGListTree* ltree) { // Find any list-tree-item of this element in list-tree 'ltree'. // Note that each element can be placed into the same list-tree on // several postions. for (sLTI_i i = fItems.begin(); i != fItems.end(); ++i) if (i->fTree == ltree) return i; return fItems.end(); } //______________________________________________________________________________ TEveElement::sLTI_i TEveElement::FindItem(TGListTree* ltree, TGListTreeItem* parent_lti) { // Find list-tree-item of this element with given parent // list-tree-item. for (sLTI_i i = fItems.begin(); i != fItems.end(); ++i) if (i->fTree == ltree && i->fItem->GetParent() == parent_lti) return i; return fItems.end(); } //______________________________________________________________________________ TGListTreeItem* TEveElement::FindListTreeItem(TGListTree* ltree) { // Find any list-tree-item of this element in list-tree 'ltree'. // Note that each element can be placed into the same list-tree on // several postions. for (sLTI_i i = fItems.begin(); i != fItems.end(); ++i) if (i->fTree == ltree) return i->fItem; return 0; } //______________________________________________________________________________ TGListTreeItem* TEveElement::FindListTreeItem(TGListTree* ltree, TGListTreeItem* parent_lti) { // Find list-tree-item of this element with given parent // list-tree-item. for (sLTI_i i = fItems.begin(); i != fItems.end(); ++i) if (i->fTree == ltree && i->fItem->GetParent() == parent_lti) return i->fItem; return 0; } /******************************************************************************/ //______________________________________________________________________________ TObject* TEveElement::GetObject(const TEveException& eh) const { // Get a TObject associated with this render-element. // Most cases uses double-inheritance from TEveElement and TObject // so we just do a dynamic cast here. // If some TEveElement descendant implements a different scheme, // this virtual method should be overriden accordingly. const TObject* obj = dynamic_cast<const TObject*>(this); if (obj == 0) throw(eh + "not a TObject."); return const_cast<TObject*>(obj); } //______________________________________________________________________________ void TEveElement::SpawnEditor() { // Show GUI editor for this object. // This is forwarded to TEveManager::EditElement(). gEve->EditElement(this); } //______________________________________________________________________________ void TEveElement::ExportToCINT(char* var_name) { // Export render-element to CINT with variable name var_name. const char* cname = IsA()->GetName(); gROOT->ProcessLine(TString::Format("%s* %s = (%s*)0x%lx;", cname, var_name, cname, this)); } /******************************************************************************/ //______________________________________________________________________________ void TEveElement::DumpSourceObject() const { // Call Dump() on source object. // Throws an exception if it is not set. static const TEveException eh("TEveElement::DumpSourceObject "); TObject *so = GetSourceObject(); if (!so) throw eh + "source-object not set."; so->Dump(); } //______________________________________________________________________________ void TEveElement::PrintSourceObject() const { // Call Print() on source object. // Throws an exception if it is not set. static const TEveException eh("TEveElement::PrintSourceObject "); TObject *so = GetSourceObject(); if (!so) throw eh + "source-object not set."; so->Print(); } //______________________________________________________________________________ void TEveElement::ExportSourceObjectToCINT(char* var_name) const { // Export source object to CINT with given name for the variable. // Throws an exception if it is not set. static const TEveException eh("TEveElement::ExportSourceObjectToCINT "); TObject *so = GetSourceObject(); if (!so) throw eh + "source-object not set."; const char* cname = so->IsA()->GetName(); gROOT->ProcessLine(TString::Format("%s* %s = (%s*)0x%lx;", cname, var_name, cname, so)); } /******************************************************************************/ //______________________________________________________________________________ void TEveElement::PadPaint(Option_t* option) { // Paint self and/or children into currently active pad. static const TEveException eh("TEveElement::PadPaint "); TObject* obj = 0; if (GetRnrSelf() && (obj = GetRenderObject(eh))) obj->Paint(option); if (GetRnrChildren()) { for (List_i i=BeginChildren(); i!=EndChildren(); ++i) { (*i)->PadPaint(option); } } } /******************************************************************************/ //______________________________________________________________________________ Bool_t TEveElement::SetRnrSelf(Bool_t rnr) { // Set render state of this element, i.e. if it will be published // on next scene update pass. // Returns true if the state has changed. if (SingleRnrState()) { return SetRnrState(rnr); } if (rnr != fRnrSelf) { fRnrSelf = rnr; StampVisibility(); PropagateRnrStateToProjecteds(); return kTRUE; } return kFALSE; } //______________________________________________________________________________ Bool_t TEveElement::SetRnrChildren(Bool_t rnr) { // Set render state of this element's children, i.e. if they will // be published on next scene update pass. // Returns true if the state has changed. if (SingleRnrState()) { return SetRnrState(rnr); } if (rnr != fRnrChildren) { fRnrChildren = rnr; StampVisibility(); PropagateRnrStateToProjecteds(); return kTRUE; } return kFALSE; } //______________________________________________________________________________ Bool_t TEveElement::SetRnrSelfChildren(Bool_t rnr_self, Bool_t rnr_children) { // Set state for rendering of this element and its children. // Returns true if the state has changed. if (SingleRnrState()) { return SetRnrState(rnr_self); } if (fRnrSelf != rnr_self || fRnrChildren != rnr_children) { fRnrSelf = rnr_self; fRnrChildren = rnr_children; StampVisibility(); PropagateRnrStateToProjecteds(); return kTRUE; } return kFALSE; } //______________________________________________________________________________ Bool_t TEveElement::SetRnrState(Bool_t rnr) { // Set render state of this element and of its children to the same // value. // Returns true if the state has changed. if (fRnrSelf != rnr || fRnrChildren != rnr) { fRnrSelf = fRnrChildren = rnr; StampVisibility(); PropagateRnrStateToProjecteds(); return kTRUE; } return kFALSE; } //______________________________________________________________________________ void TEveElement::PropagateRnrStateToProjecteds() { // Propagate render state to the projected replicas of this element. // Maybe this should be optional on gEve/element level. TEveProjectable *pable = dynamic_cast<TEveProjectable*>(this); if (pable && pable->HasProjecteds()) { pable->PropagateRenderState(fRnrSelf, fRnrChildren); } } /******************************************************************************/ //______________________________________________________________________________ void TEveElement::SetMainColor(Color_t color) { // Set main color of the element. // List-tree-items are updated. Color_t old_color = GetMainColor(); if (fMainColorPtr) { *fMainColorPtr = color; StampColorSelection(); } PropagateMainColorToProjecteds(color, old_color); } //______________________________________________________________________________ void TEveElement::SetMainColorPixel(Pixel_t pixel) { // Convert pixel to Color_t and call SetMainColor(). SetMainColor(TColor::GetColor(pixel)); } //______________________________________________________________________________ void TEveElement::SetMainColorRGB(UChar_t r, UChar_t g, UChar_t b) { // Convert RGB values to Color_t and call SetMainColor. SetMainColor(TColor::GetColor(r, g, b)); } //______________________________________________________________________________ void TEveElement::SetMainColorRGB(Float_t r, Float_t g, Float_t b) { // Convert RGB values to Color_t and call SetMainColor. SetMainColor(TColor::GetColor(r, g, b)); } //______________________________________________________________________________ void TEveElement::PropagateMainColorToProjecteds(Color_t color, Color_t old_color) { // Convert RGB values to Color_t and call SetMainColor. // Maybe this should be optional on gEve/element level. TEveProjectable* pable = dynamic_cast<TEveProjectable*>(this); if (pable && pable->HasProjecteds()) { pable->PropagateMainColor(color, old_color); } } //______________________________________________________________________________ void TEveElement::SetMainTransparency(UChar_t t) { // Set main-transparency. // Transparency is clamped to [0, 100]. if (t > 100) t = 100; fMainTransparency = t; StampColorSelection(); } //______________________________________________________________________________ void TEveElement::SetMainAlpha(Float_t alpha) { // Set main-transparency via float alpha varable. // Value of alpha is clamped t0 [0, 1]. if (alpha < 0) alpha = 0; if (alpha > 1) alpha = 1; SetMainTransparency((UChar_t) (100.0f*(1.0f - alpha))); } /******************************************************************************/ //______________________________________________________________________________ TEveTrans* TEveElement::PtrMainTrans() { // Return pointer to main transformation. It is created if not yet // existing. if (!fMainTrans) InitMainTrans(); return fMainTrans; } //______________________________________________________________________________ TEveTrans& TEveElement::RefMainTrans() { // Return reference to main transformation. It is created if not yet // existing. if (!fMainTrans) InitMainTrans(); return *fMainTrans; } //______________________________________________________________________________ void TEveElement::InitMainTrans(Bool_t can_edit) { // Initialize the main transformation to identity matrix. // If can_edit is true (default), the user will be able to edit the // transformation parameters via TEveElementEditor. if (fMainTrans) fMainTrans->UnitTrans(); else fMainTrans = new TEveTrans; fCanEditMainTrans = can_edit; } //______________________________________________________________________________ void TEveElement::DestroyMainTrans() { // Destroy the main transformation matrix, it will always be taken // as identity. Editing of transformation parameters is disabled. delete fMainTrans; fMainTrans = 0; fCanEditMainTrans = kFALSE; } //______________________________________________________________________________ void TEveElement::SetTransMatrix(Double_t* carr) { // Set transformation matrix from colum-major array. RefMainTrans().SetFrom(carr); } //______________________________________________________________________________ void TEveElement::SetTransMatrix(const TGeoMatrix& mat) { // Set transformation matrix from TGeo's matrix. RefMainTrans().SetFrom(mat); } /******************************************************************************/ //______________________________________________________________________________ Bool_t TEveElement::AcceptElement(TEveElement* el) { // Check if el can be added to this element. // // In the base-class version we only make sure the new child is not // equal to this. return el != this; } //______________________________________________________________________________ void TEveElement::AddElement(TEveElement* el) { // Add el to the list of children. static const TEveException eh("TEveElement::AddElement "); if ( ! AcceptElement(el)) throw(eh + Form("parent '%s' rejects '%s'.", GetElementName(), el->GetElementName())); el->AddParent(this); fChildren.push_back(el); el->AddIntoListTrees(this); ElementChanged(); } //______________________________________________________________________________ void TEveElement::RemoveElement(TEveElement* el) { // Remove el from the list of children. el->RemoveFromListTrees(this); RemoveElementLocal(el); el->RemoveParent(this); fChildren.remove(el); ElementChanged(); } //______________________________________________________________________________ void TEveElement::RemoveElementLocal(TEveElement* /*el*/) { // Perform additional local removal of el. // Called from RemoveElement() which does whole untangling. // Put into special function as framework-related handling of // element removal should really be common to all classes and // clearing of local structures happens in between removal // of list-tree-items and final removal. // If you override this, you should also override // RemoveElementsLocal(). } //______________________________________________________________________________ void TEveElement::RemoveElementsInternal() { // Remove all elements. This assumes removing of all elements can // be done more efficiently then looping over them and removing one // by one. This protected function performs the removal on the // level of TEveElement. for (sLTI_i i=fItems.begin(); i!=fItems.end(); ++i) { DestroyListSubTree(i->fTree, i->fItem); } RemoveElementsLocal(); for (List_i i=fChildren.begin(); i!=fChildren.end(); ++i) { (*i)->RemoveParent(this); } fChildren.clear(); } //______________________________________________________________________________ void TEveElement::RemoveElements() { // Remove all elements. This assumes removing of all elements can // be done more efficiently then looping over them and removing // them one by one. if ( ! fChildren.empty()) { RemoveElementsInternal(); ElementChanged(); } } //______________________________________________________________________________ void TEveElement::RemoveElementsLocal() { // Perform additional local removal of all elements. // See comment to RemoveElementlocal(TEveElement*). } /******************************************************************************/ //______________________________________________________________________________ Bool_t TEveElement::HasChild(TEveElement* el) { // Check if element el is a child of this element. return (std::find(fChildren.begin(), fChildren.end(), el) != fChildren.end()); } //______________________________________________________________________________ TEveElement* TEveElement::FindChild(const TString& name, const TClass* cls) { // Find the first child with given name. If cls is specified (non // 0), it is also checked. // // Returns 0 if not found. for (List_i i=fChildren.begin(); i!=fChildren.end(); ++i) { if (name.CompareTo((*i)->GetElementName()) == 0) { if (!cls || (cls && (*i)->IsA()->InheritsFrom(cls))) return *i; } } return 0; } //______________________________________________________________________________ TEveElement* TEveElement::FindChild(TPRegexp& regexp, const TClass* cls) { // Find the first child whose name matches regexp. If cls is // specified (non 0), it is also checked. // // Returns 0 if not found. for (List_i i=fChildren.begin(); i!=fChildren.end(); ++i) { if (regexp.MatchB((*i)->GetElementName())) { if (!cls || (cls && (*i)->IsA()->InheritsFrom(cls))) return *i; } } return 0; } //______________________________________________________________________________ Int_t TEveElement::FindChildren(List_t& matches, const TString& name, const TClass* cls) { // Find all children with given name and append them to matches // list. If class is specified (non 0), it is also checked. // // Returns number of elements added to the list. Int_t count = 0; for (List_i i=fChildren.begin(); i!=fChildren.end(); ++i) { if (name.CompareTo((*i)->GetElementName()) == 0) { if (!cls || (cls && (*i)->IsA()->InheritsFrom(cls))) { matches.push_back(*i); ++count; } } } return count; } //______________________________________________________________________________ Int_t TEveElement::FindChildren(List_t& matches, TPRegexp& regexp, const TClass* cls) { // Find all children whose name matches regexp and append them to // matches list. // // Returns number of elements added to the list. Int_t count = 0; for (List_i i=fChildren.begin(); i!=fChildren.end(); ++i) { if (regexp.MatchB((*i)->GetElementName())) { if (!cls || (cls && (*i)->IsA()->InheritsFrom(cls))) { matches.push_back(*i); ++count; } } } return count; } //______________________________________________________________________________ TEveElement* TEveElement::FirstChild() const { // Returns the first child element or 0 if the list is empty. return fChildren.empty() ? 0 : fChildren.front(); } //______________________________________________________________________________ TEveElement* TEveElement::LastChild () const { // Returns the last child element or 0 if the list is empty. return fChildren.empty() ? 0 : fChildren.back(); } //============================================================================== //______________________________________________________________________________ void TEveElement::EnableListElements(Bool_t rnr_self, Bool_t rnr_children) { // Enable rendering of children and their list contents. // Arguments control how to set self/child rendering. for (List_i i=fChildren.begin(); i!=fChildren.end(); ++i) { (*i)->SetRnrSelf(rnr_self); (*i)->SetRnrChildren(rnr_children); } ElementChanged(kTRUE, kTRUE); } //______________________________________________________________________________ void TEveElement::DisableListElements(Bool_t rnr_self, Bool_t rnr_children) { // Disable rendering of children and their list contents. // Arguments control how to set self/child rendering. // // Same as above function, but default arguments are different. This // is convenient for calls via context menu. for (List_i i=fChildren.begin(); i!=fChildren.end(); ++i) { (*i)->SetRnrSelf(rnr_self); (*i)->SetRnrChildren(rnr_children); } ElementChanged(kTRUE, kTRUE); } /******************************************************************************/ //______________________________________________________________________________ void TEveElement::Destroy() { // Destroy this element. Throws an exception if deny-destroy is in force. static const TEveException eh("TEveElement::Destroy "); if (fDenyDestroy > 0) throw eh + TString::Format("element '%s' (%s*) 0x%lx is protected against destruction.", GetElementName(), IsA()->GetName(), this); PreDeleteElement(); delete this; gEve->Redraw3D(); } //______________________________________________________________________________ void TEveElement::DestroyOrWarn() { // Destroy this element. Prints a warning if deny-destroy is in force. static const TEveException eh("TEveElement::DestroyOrWarn "); try { Destroy(); } catch (TEveException& exc) { Warning(eh, exc); } } //______________________________________________________________________________ void TEveElement::DestroyElements() { // Destroy all children of this element. static const TEveException eh("TEveElement::DestroyElements "); while ( ! fChildren.empty()) { TEveElement* c = fChildren.front(); if (c->fDenyDestroy <= 0) { try { c->Destroy(); } catch (TEveException exc) { Warning(eh, Form("element destruction failed: '%s'.", exc.Data())); RemoveElement(c); } } else { if (gDebug > 0) Info(eh, Form("element '%s' is protected agains destruction, removing locally.", c->GetElementName())); RemoveElement(c); } } gEve->Redraw3D(); } //______________________________________________________________________________ Bool_t TEveElement::GetDestroyOnZeroRefCnt() const { // Returns state of flag determining if the element will be // destroyed when reference count reaches zero. // This is true by default. return fDestroyOnZeroRefCnt; } //______________________________________________________________________________ void TEveElement::SetDestroyOnZeroRefCnt(Bool_t d) { // Sets the state of flag determining if the element will be // destroyed when reference count reaches zero. // This is true by default. fDestroyOnZeroRefCnt = d; } //______________________________________________________________________________ Int_t TEveElement::GetDenyDestroy() const { // Returns the number of times deny-destroy has been requested on // the element. return fDenyDestroy; } //______________________________________________________________________________ void TEveElement::IncDenyDestroy() { // Increases the deny-destroy count of the element. // Call this if you store an external pointer to the element. ++fDenyDestroy; } //______________________________________________________________________________ void TEveElement::DecDenyDestroy() { // Decreases the deny-destroy count of the element. // Call this after releasing an external pointer to the element. if (--fDenyDestroy <= 0) CheckReferenceCount("TEveElement::DecDenyDestroy "); } //______________________________________________________________________________ Int_t TEveElement::GetParentIgnoreCnt() const { // Get number of parents that should be ignored in doing // reference-counting. // // For example, this is used when subscribing an element to a // visualization-database model object. return fParentIgnoreCnt; } //______________________________________________________________________________ void TEveElement::IncParentIgnoreCnt() { // Increase number of parents ignored in reference-counting. ++fParentIgnoreCnt; } //______________________________________________________________________________ void TEveElement::DecParentIgnoreCnt() { // Decrease number of parents ignored in reference-counting. if (--fParentIgnoreCnt <= 0) CheckReferenceCount("TEveElement::DecParentIgnoreCnt "); } //============================================================================== //______________________________________________________________________________ Bool_t TEveElement::HandleElementPaste(TEveElement* el) { // React to element being pasted or dnd-ed. // Return true if redraw is needed. gEve->AddElement(el, this); return kTRUE; } //______________________________________________________________________________ void TEveElement::ElementChanged(Bool_t update_scenes, Bool_t redraw) { // Call this after an element has been changed so that the state // can be propagated around the framework. gEve->ElementChanged(this, update_scenes, redraw); } /******************************************************************************/ // Select/hilite /******************************************************************************/ //______________________________________________________________________________ TEveElement* TEveElement::ForwardSelection() { // Returns element to be selected on click. // If value is zero the selected object will follow rules in // TEveSelection. return 0; } //______________________________________________________________________________ TEveElement* TEveElement::ForwardEdit() { // Returns element to be displayed in GUI editor on click. // If value is zero the displayed object will follow rules in // TEveSelection. return 0; } //______________________________________________________________________________ void TEveElement::SelectElement(Bool_t state) { // Set element's selection state. Stamp appropriately. if (fSelected != state) { fSelected = state; fParentIgnoreCnt += (fSelected) ? 1 : -1; StampColorSelection(); } } //______________________________________________________________________________ void TEveElement::IncImpliedSelected() { // Increase element's implied-selection count. Stamp appropriately. if (fImpliedSelected++ == 0) StampColorSelection(); } //______________________________________________________________________________ void TEveElement::DecImpliedSelected() { // Decrease element's implied-selection count. Stamp appropriately. if (--fImpliedSelected == 0) StampColorSelection(); } //______________________________________________________________________________ void TEveElement::HighlightElement(Bool_t state) { // Set element's highlight state. Stamp appropriately. if (fHighlighted != state) { fHighlighted = state; fParentIgnoreCnt += (fHighlighted) ? 1 : -1; StampColorSelection(); } } //______________________________________________________________________________ void TEveElement::IncImpliedHighlighted() { // Increase element's implied-highlight count. Stamp appropriately. if (fImpliedHighlighted++ == 0) StampColorSelection(); } //______________________________________________________________________________ void TEveElement::DecImpliedHighlighted() { // Decrease element's implied-highlight count. Stamp appropriately. if (--fImpliedHighlighted == 0) StampColorSelection(); } //______________________________________________________________________________ void TEveElement::FillImpliedSelectedSet(Set_t& impSelSet) { // Populate set impSelSet with derived / dependant elements. // // Here we check if class of this is TEveProjectable and add the projected // replicas to the set. Thus it does not have to be reimplemented for // each sub-class of TEveProjected. // // Note that this also takes care of projections of TEveCompound // class, which is also a projectable. TEveProjectable* p = dynamic_cast<TEveProjectable*>(this); if (p) { p->AddProjectedsToSet(impSelSet); } } //______________________________________________________________________________ UChar_t TEveElement::GetSelectedLevel() const { // Get selection level, needed for rendering selection and // highlight feedback. // This should go to TAtt3D. if (fSelected) return 1; if (fImpliedSelected > 0) return 2; if (fHighlighted) return 3; if (fImpliedHighlighted > 0) return 4; return 0; } /******************************************************************************/ // Stamping /******************************************************************************/ //______________________________________________________________________________ void TEveElement::AddStamp(UChar_t bits) { // Add (bitwise or) given stamps to fChangeBits. // Register this element to gEve as stamped. // This method is virtual so that sub-classes can add additional // actions. The base-class method should still be called (or replicated). fChangeBits |= bits; if (!fDestructing) gEve->ElementStamped(this); } /******************************************************************************/ // List-tree icons /******************************************************************************/ //______________________________________________________________________________ const TGPicture* TEveElement::GetListTreeIcon(Bool_t open) { // Returns pointer to first listtreeicon // Need better solution for icon-loading/ids !!!! return fgListTreeIcons[open ? 7 : 0]; } //______________________________________________________________________________ const TGPicture* TEveElement::GetListTreeCheckBoxIcon() { // Returns list-tree-item check-box picture appropriate for given // rendering state. Int_t idx = 0; if (fRnrSelf) idx = 2; if (fRnrChildren ) idx++; return fgRnrIcons[idx]; } //______________________________________________________________________________ const char* TEveElement::ToString(Bool_t b) { // Convert Bool_t to string - kTRUE or kFALSE. // Needed in WriteVizParams(). return b ? "kTRUE" : "kFALSE"; } /******************************************************************************/ /******************************************************************************/ // TEveElementObjectPtr /******************************************************************************/ //______________________________________________________________________________ // // TEveElement with external TObject as a holder of visualization data. ClassImp(TEveElementObjectPtr); //______________________________________________________________________________ TEveElementObjectPtr::TEveElementObjectPtr(TObject* obj, Bool_t own) : TEveElement (), TObject (), fObject (obj), fOwnObject (own) { // Constructor. } //______________________________________________________________________________ TEveElementObjectPtr::TEveElementObjectPtr(TObject* obj, Color_t& mainColor, Bool_t own) : TEveElement (mainColor), TObject (), fObject (obj), fOwnObject (own) { // Constructor. } //______________________________________________________________________________ TEveElementObjectPtr::TEveElementObjectPtr(const TEveElementObjectPtr& e) : TEveElement (e), TObject (e), fObject (0), fOwnObject (e.fOwnObject) { // Copy constructor. // If object pointed to is owned it is cloned. // It is assumed that the main-color has its origin in the TObject pointed to so // it is fixed here accordingly. if (fOwnObject && e.fObject) { fObject = e.fObject->Clone(); SetMainColorPtr((Color_t*)((const char*) fObject + ((const char*) e.GetMainColorPtr() - (const char*) e.fObject))); } else { SetMainColorPtr(e.GetMainColorPtr()); } } //______________________________________________________________________________ TEveElementObjectPtr* TEveElementObjectPtr::CloneElement() const { // Clone the element via copy constructor. // Virtual from TEveElement. return new TEveElementObjectPtr(*this); } //______________________________________________________________________________ TObject* TEveElementObjectPtr::GetObject(const TEveException& eh) const { // Return external object. // Virtual from TEveElement. if (fObject == 0) throw(eh + "fObject not set."); return fObject; } //______________________________________________________________________________ void TEveElementObjectPtr::ExportToCINT(char* var_name) { // Export external object to CINT with variable name var_name. // Virtual from TEveElement. static const TEveException eh("TEveElementObjectPtr::ExportToCINT "); TObject* obj = GetObject(eh); const char* cname = obj->IsA()->GetName(); gROOT->ProcessLine(Form("%s* %s = (%s*)0x%lx;", cname, var_name, cname, obj)); } //______________________________________________________________________________ TEveElementObjectPtr::~TEveElementObjectPtr() { // Destructor. if (fOwnObject) delete fObject; } /******************************************************************************/ /******************************************************************************/ // TEveElementList /******************************************************************************/ //______________________________________________________________________________ // // A list of TEveElements. // // Class of acceptable children can be limited by setting the // fChildClass member. // // !!! should have two ctors (like in TEveElement), one with Color_t& // and set fDoColor automatically, based on which ctor is called. ClassImp(TEveElementList); //______________________________________________________________________________ TEveElementList::TEveElementList(const char* n, const char* t, Bool_t doColor) : TEveElement(), TNamed(n, t), TEveProjectable(), fColor(0), fDoColor(doColor), fChildClass(0) { // Constructor. if (fDoColor) { SetMainColorPtr(&fColor); } } //______________________________________________________________________________ TEveElementList::TEveElementList(const TEveElementList& e) : TEveElement (e), TNamed (e), TEveProjectable(), fColor (e.fColor), fDoColor (e.fDoColor), fChildClass (e.fChildClass) { // Copy constructor. } //______________________________________________________________________________ TEveElementList* TEveElementList::CloneElement() const { // Clone the element via copy constructor. // Virtual from TEveElement. return new TEveElementList(*this); } //______________________________________________________________________________ Bool_t TEveElementList::AcceptElement(TEveElement* el) { // Check if TEveElement el is inherited from fChildClass. // Virtual from TEveElement. if (fChildClass && ! el->IsA()->InheritsFrom(fChildClass)) return kFALSE; return kTRUE; } //______________________________________________________________________________ TClass* TEveElementList::ProjectedClass(const TEveProjection*) const { // Virtual from TEveProjectable, returns TEveCompoundProjected class. return TEveElementListProjected::Class(); } /******************************************************************************/ /******************************************************************************/ // TEveElementListProjected /******************************************************************************/ //______________________________________________________________________________ // // A projected element list -- required for proper propagation // of render state to projected views. ClassImp(TEveElementListProjected); //______________________________________________________________________________ TEveElementListProjected::TEveElementListProjected() : TEveElementList("TEveElementListProjected") { // Constructor. } //______________________________________________________________________________ void TEveElementListProjected::SetDepthLocal(Float_t /*d*/) { // This is abstract method from base-class TEveProjected. // No implementation. } //______________________________________________________________________________ void TEveElementListProjected::UpdateProjection() { // This is abstract method from base-class TEveProjected. // No implementation. }