// @(#)root/base:$Id: TBuffer3D.cxx,v 1.00
// Author: Olivier Couet   05/05/04

/*************************************************************************
 * 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.             *
 *************************************************************************/

#include "TBuffer3D.h"
#include "TBuffer3DTypes.h"

//////////////////////////////////////////////////////////////////////////
//                                                                      //
// TBuffer3D                                                            //
//                                                                      //
// Generic 3D primitive description class - see TBuffer3DTypes for      //
// producer classes                                                     //
//////////////////////////////////////////////////////////////////////////
//BEGIN_HTML <!--
/* -->
<h4>Filling TBuffer3D and Adding to Viewer</h4>
<p>The viewers behind the TVirtualViewer3D interface differ greatly in their
  capabilities e.g.</p>
<ul>
  <li> Some know how to draw certain shapes natively (e.g. spheres/tubes in
    OpenGL) - others always require a raw tessellation description of points/lines/segments.</li>
  <li>Some
      need the 3D object positions in the global frame, others can cope with
    local frames + a translation matrix - which can give considerable performance
      benefits.</li>
</ul>
<p>To cope with these situations the object buffer is filled out in negotiation
  with the viewer. TBuffer3D classes are conceptually divided into enumerated
  sections Core, BoundingBox, Raw etc (see TBuffer3D.h for more details). </p>
<p align="center"><img src="gif/TBuffer3D.gif" width="501" height="501"></p>
<p>The<em> SectionsValid() / SetSectionsValid / ClearSectionsValid() </em>methods of TBuffer3D
    are used to test/set/clear these section valid flags.</p>
<p>The sections found in TBuffer3D (<em>Core/BoundingBox/Raw Sizes/Raw</em>)
  are sufficient to describe any tessellated shape in a generic fashion. An additional <em>ShapeSpecific</em>  section
  in derived shape specific classes allows a more abstract shape description
  (&quot;a sphere of inner radius x, outer radius y&quot;). This enables a viewer
  which knows how to draw (tessellate) the shape itself to do so, which can bring
  considerable performance and quality benefits, while providing a generic fallback
  suitable for all viewers.</p>
<p>The rules for client negotiation with the viewer are:</p>
<ul>
  <li> If suitable specialized TBuffer3D class exists, use it, otherwise use
    TBuffer3D.</li>
  <li>Complete the mandatory Core section.</li>
  <li>Complete the ShapeSpecific section
      if applicable.</li>
  <li>Complete the BoundingBox if you can.</li>
  <li>Pass this buffer to the viewer using
      one of the AddObject() methods - see below.</li>
</ul>
<p>If the viewer requires more sections to be completed (Raw/RawSizes) AddObject()
  will return flags indicating which ones, otherwise it returns kNone. You must
  fill the buffer and mark these sections valid, and pass the buffer again. A
  typical code snippet would be:</p>
<pre>TBuffer3DSphere sphereBuffer;
// Fill out kCore...
// Fill out kBoundingBox...
// Fill out kShapeSpecific for TBuffer3DSphere
// Try first add to viewer
Int_t reqSections = viewer-&gt;AddObject(buffer);
if (reqSections != TBuffer3D::kNone) {
  if (reqSections &amp; TBuffer3D::kRawSizes) {
     // Fill out kRawSizes...
  }
  if (reqSections &amp; TBuffer3D::kRaw) {
     // Fill out kRaw...
  }
  // Add second time to viewer - ignore return cannot do more
  viewer-&gt;AddObject(buffer);
  }
}</pre>
<p><em>ShapeSpecific</em>: If the viewer can directly display the buffer without
  filling of the kRaw/kRawSizes section it will not need to request client side
  tessellation.
  Currently we provide the following various shape specific classes, which the
  OpenGL viewer can take advantage of (see TBuffer3D.h and TBuffer3DTypes.h)</p>
<ul>
  <li>TBuffer3DSphere - solid, hollow and cut spheres*</li>
  <li>TBuffer3DTubeSeg - angle tube segment</li>
  <li>TBuffer3DCutTube - angle tube segment with plane cut ends.</li>
</ul>
<p>*OpenGL only supports solid spheres at present - cut/hollow ones will be
    requested tessellated.</p>
<p>Anyone is free to add new TBuffer3D classes, but it should be clear that the
  viewers require updating to be able to take advantage of them. The number of
  native shapes in OpenGL will be expanded over time.</p>
<p><em>BoundingBox: </em>You are not obliged to complete this, as any viewer
  requiring one internally (OpenGL) will build one for you if you do not provide.
  However
  to do this the viewer will force you to provide the raw tessellation, and the
  resulting box will be axis aligned with the overall scene, which is non-ideal
  for rotated shapes.</p>
<p>As we need to support orientated (rotated) bounding boxes, TBuffer3D requires
  the 6 vertices of the box. We also provide a convenience function, SetAABoundingBox(),
  for simpler case of setting an axis aligned bounding box.</p>
<h4>
  Master/Local Reference Frames</h4>
The <em>Core</em> section of TBuffer3D contains two members relating to reference
  frames:
<em>fLocalFrame</em> &amp; <em>fLocalMaster</em>. <em>fLocalFrame</em> indicates
  if any positions in the buffer (bounding box and tessellation vertexes) are
  in local or master (world
  frame). <em>fLocalMaster</em> is a standard 4x4 translation matrix (OpenGL
  colum major ordering) for placing the object into the 3D master frame.
  <p>If <em>fLocalFrame</em> is kFALSE, <em>fLocalMaster</em> should contain an
  identity matrix. This is set by default, and can be reset using <em>SetLocalMasterIdentity()</em> function.<br>
Logical &amp; Physical Objects</p>
<p>There are two cases of object addition:</p>
<ul>
  <li> Add this object as a single independent entity in the world reference
    frame.</li>
  <li>Add
        a physical placement (copy) of this logical object (described in local
    reference frame).</li>
</ul>
<p>The second case is very typical in geometry packages, GEANT4, where we have
  very large number repeated placements of relatively few logical (unique) shapes.
  Some viewers (OpenGL only at present) are able to take advantage of this by
  identifying unique logical shapes from the <em>fID</em> logical ID member of
  TBuffer3D. If repeated addition of the same <em>fID</em> is found, the shape
  is cached already - and the costly tessellation does not need to be sent again.
  The viewer can
  also perform internal GL specific caching with considerable performance gains
  in these cases.</p>
<p>For this to work correctly the logical object in must be described in TBuffer3D
  in the local reference frame, complete with the local/master translation. The
  viewer indicates this through the interface method</p>
<pre>PreferLocalFrame()</pre>
<p>If this returns kTRUE you can make repeated calls to AddObject(), with TBuffer3D
  containing the same fID, and different <em>fLocalMaster</em> placements.</p>
<p>For viewers supporting logical/physical objects, the TBuffer3D content refers
  to the properties of logical object, with the <em>fLocalMaster</em> transform and the
  <em>fColor</em> and <em>fTransparency</em> attributes, which can be varied for each physical
  object.</p>
<p>As a minimum requirement all clients must be capable of filling the raw tessellation
  of the object buffer, in the master reference frame. Conversely viewers must
  always be capable of displaying the object described by this buffer.</p>
<h4>
  Scene Rebuilds</h4>
<p>It should be understood that AddObject is not an explicit command to the viewer
  - it may for various reasons decide to ignore it:</p>
<ul>
  <li> It already has the object internally cached .</li>
  <li>The object falls outside
    some 'interest' limits of the viewer camera.</li>
  <li>The object is too small to
      be worth drawing.</li>
</ul>
<p>In all these cases AddObject() returns kNone, as it does for successful addition,
  simply indicating it does not require you to provide further information about
  this object. You should
  not try to make any assumptions about what the viewer did with it.</p>
<p>This enables the viewer to be connected to a client which sends potentially
  millions of objects, and only accept those that are of interest at a certain
  time, caching the relatively small number of CPU/memory costly logical shapes,
  and retaining/discarding the physical placements as required. The viewer may
  decide to force the client to rebuild (republish) the scene (via
  a TPad
  repaint
  at
  present),
  and
  thus
  collect
  these
  objects if
  the
  internal viewer state changes. It does this presently by forcing a repaint
  on the attached TPad object - hence the reason for putting all publishing to
  the viewer in the attached pad objects Paint() method. We will likely remove
  this requirement in the future, indicating the rebuild request via a normal
ROOT signal, which the client can detect.</p>
<h4>
  Physical IDs</h4>
TVirtualViewer3D provides for two methods of object addition:virtual Int_t AddObject(const
TBuffer3D &amp; buffer, Bool_t * addChildren = 0)<br>
<pre>virtual Int_t AddObject(UInt_t physicalID, const TBuffer3D &amp; buffer, Bool_t * addChildren = 0)</pre>
<p>If you use the first (simple) case a viewer using logical/physical pairs

   SetSectionsValid(TBuffer3D::kBoundingBox);
    will generate IDs for each physical object internally. In the second you
    can specify
      a unique identifier from the client, which allows the viewer to be more
    efficient. It can now cache both logical and physical objects, and only discard
    physical
  objects no longer of interest as part of scene rebuilds.</p>
<h4>
  Child Objects</h4>
<p>In many geometries there is a rigid containment hierarchy, and so if the viewer
  is not interested in a certain object due to limits/size then it will also
  not be interest in any of the contained branch of descendents. Both AddObject()
  methods have an addChildren parameter. The viewer will complete this (if passed)
indicating if children (contained within the one just sent) are worth adding.</p>
<h4>
  Recyling TBuffer3D </h4>
<p>Once add AddObject() has been called, the contents are copied to the viewer
  internally. You are free to destroy this object, or recycle it for the next
  object if suitable.</p>
<!--*/
// -->END_HTML

ClassImp(TBuffer3D)

//______________________________________________________________________________
TBuffer3D::TBuffer3D(Int_t type,
                     UInt_t reqPnts, UInt_t reqPntsCapacity,
                     UInt_t reqSegs, UInt_t reqSegsCapacity, 
                     UInt_t reqPols, UInt_t reqPolsCapacity) :
      fType(type)
{
   // Destructor
   // Construct from supplied shape type and raw sizes
   Init();
   SetRawSizes(reqPnts, reqPntsCapacity, reqSegs, reqSegsCapacity, reqPols, reqPolsCapacity);
}


//______________________________________________________________________________
TBuffer3D::~TBuffer3D()
{
   // Destructor
   if (fPnts) delete [] fPnts;
   if (fSegs) delete [] fSegs;
   if (fPols) delete [] fPols;
//______________________________________________________________________________
}

//______________________________________________________________________________
void TBuffer3D::Init()
{
   // Initialise buffer
   fID            = 0;
   fColor         = 0;
   // Set fLocalMaster in section kCore to identity
   fTransparency  = 0;
   fLocalFrame	   = kFALSE;
   fReflection    = kFALSE;
   SetLocalMasterIdentity();

   // Reset bounding box
   for (UInt_t v=0; v<8; v++) {
      for (UInt_t i=0; i<3; i++) {
         fBBVertex[v][i] = 0.0;
      }
   }
   // Set fLocalMaster in section kCore to identity

   // Set kRaw tesselation section of buffer with supplied sizes
   fPnts          = 0;
   fSegs          = 0;
   fPols          = 0;

   fNbPnts        = 0;           
   fNbSegs        = 0;           
   fNbPols        = 0;        
   fPntsCapacity  = 0;  
   fSegsCapacity  = 0;  
   fPolsCapacity  = 0;  
   // Set fLocalMaster in section kCore to identity

   // Wipe output section.
   fPhysicalID    = 0;

   // Set kRaw tesselation section of buffer with supplied sizes
   ClearSectionsValid();
}

//______________________________________________________________________________
void TBuffer3D::ClearSectionsValid()
{
   // Clear any sections marked valid
   fSections = 0U; 
   SetRawSizes(0, 0, 0, 0, 0, 0);
}

//______________________________________________________________________________
void TBuffer3D::SetLocalMasterIdentity()
{
   // Set kRaw tesselation section of buffer with supplied sizes
   // Set fLocalMaster in section kCore to identity
   for (UInt_t i=0; i<16; i++) {
      if (i%5) {
         fLocalMaster[i] = 0.0;
      }
      else {
         fLocalMaster[i] = 1.0;
      }
   }
}

//______________________________________________________________________________
void TBuffer3D::SetAABoundingBox(const Double_t origin[3], const Double_t halfLengths[3])
{
   // Set fBBVertex in kBoundingBox section to a axis aligned (local) BB
   // using supplied origin and box half lengths
   //
   //   7-------6
   //  /|      /|
   // 3-------2 |
   // | 4-----|-5
   // |/      |/
   // 0-------1 
   //

   // Vertex 0
   fBBVertex[0][0] = origin[0] - halfLengths[0];   // x
   fBBVertex[0][1] = origin[1] - halfLengths[1];   // y
   fBBVertex[0][2] = origin[2] - halfLengths[2];   // z
   // Vertex 1
   fBBVertex[1][0] = origin[0] + halfLengths[0];   // x
   fBBVertex[1][1] = origin[1] - halfLengths[1];   // y
   fBBVertex[1][2] = origin[2] - halfLengths[2];   // z
   // Vertex 2
   fBBVertex[2][0] = origin[0] + halfLengths[0];   // x
   fBBVertex[2][1] = origin[1] + halfLengths[1];   // y
   fBBVertex[2][2] = origin[2] - halfLengths[2];   // z
   // Vertex 3
   fBBVertex[3][0] = origin[0] - halfLengths[0];   // x
   fBBVertex[3][1] = origin[1] + halfLengths[1];   // y
   fBBVertex[3][2] = origin[2] - halfLengths[2];   // z
   // Vertex 4
   fBBVertex[4][0] = origin[0] - halfLengths[0];   // x
   fBBVertex[4][1] = origin[1] - halfLengths[1];   // y
   fBBVertex[4][2] = origin[2] + halfLengths[2];   // z
   // Vertex 5
   fBBVertex[5][0] = origin[0] + halfLengths[0];   // x
   fBBVertex[5][1] = origin[1] - halfLengths[1];   // y
   fBBVertex[5][2] = origin[2] + halfLengths[2];   // z
   // Vertex 6
   fBBVertex[6][0] = origin[0] + halfLengths[0];   // x
   fBBVertex[6][1] = origin[1] + halfLengths[1];   // y
   fBBVertex[6][2] = origin[2] + halfLengths[2];   // z
   // Vertex 7
   fBBVertex[7][0] = origin[0] - halfLengths[0];   // x
   fBBVertex[7][1] = origin[1] + halfLengths[1];   // y
   fBBVertex[7][2] = origin[2] + halfLengths[2];   // z
}

//______________________________________________________________________________
Bool_t TBuffer3D::SetRawSizes(UInt_t reqPnts, UInt_t reqPntsCapacity,
                              UInt_t reqSegs, UInt_t reqSegsCapacity, 
                              UInt_t reqPols, UInt_t reqPolsCapacity)
{
   // Set kRaw tesselation section of buffer with supplied sizes
   Bool_t allocateOK = kTRUE;

   fNbPnts = reqPnts;
   fNbSegs = reqSegs;
   fNbPols = reqPols;
   
   if (reqPntsCapacity > fPntsCapacity) {
      delete [] fPnts;
      fPnts = new Double_t[reqPntsCapacity];
      if (fPnts) {
         fPntsCapacity = reqPntsCapacity;
      } else {
         fPntsCapacity = fNbPnts = 0;
         allocateOK = kFALSE;
      }
   }
   if (reqSegsCapacity > fSegsCapacity) {
      delete [] fSegs;
      fSegs = new Int_t[reqSegsCapacity];
      if (fSegs) {
         fSegsCapacity = reqSegsCapacity;
      } else {
         fSegsCapacity = fNbSegs = 0;
         allocateOK = kFALSE;
      }
   }
   if (reqPolsCapacity > fPolsCapacity) {
      delete [] fPols;
      fPols = new Int_t[reqPolsCapacity];
      if (fPols) {
         fPolsCapacity = reqPolsCapacity;
      } else {
         fPolsCapacity = fNbPols = 0;
         allocateOK = kFALSE;
      }
   }

   return allocateOK; 
}

//______________________________________________________________________________
TBuffer3DSphere::TBuffer3DSphere(UInt_t reqPnts, UInt_t reqPntsCapacity,
                                 UInt_t reqSegs, UInt_t reqSegsCapacity, 
                                 UInt_t reqPols, UInt_t reqPolsCapacity) :
   TBuffer3D(TBuffer3DTypes::kSphere, reqPnts, reqPntsCapacity, reqSegs, reqSegsCapacity, reqPols, reqPolsCapacity),
   fRadiusInner(0.0), fRadiusOuter(0.0),
   fThetaMin(0.0), fThetaMax(180.0),
   fPhiMin(0.0), fPhiMax(360.0)
   //constructor
{
}

//______________________________________________________________________________
Bool_t TBuffer3DSphere::IsSolidUncut() const
{
   // Test if buffer represents a solid uncut sphere
   if (fRadiusInner   != 0.0   ||
       fThetaMin      != 0.0   ||
       fThetaMax      != 180.0 ||
       fPhiMin        != 0.0   || 
       fPhiMax        != 360.0 ) {
      return kFALSE;
   } else {
      return kTRUE;
   }
}

//______________________________________________________________________________
TBuffer3DTube::TBuffer3DTube(UInt_t reqPnts, UInt_t reqPntsCapacity,
                             UInt_t reqSegs, UInt_t reqSegsCapacity, 
                             UInt_t reqPols, UInt_t reqPolsCapacity) :
   TBuffer3D(TBuffer3DTypes::kTube, reqPnts, reqPntsCapacity, reqSegs, reqSegsCapacity, reqPols, reqPolsCapacity),
   fRadiusInner(0.0), fRadiusOuter(1.0), fHalfLength(1.0)   
{
   //constructor
}

//______________________________________________________________________________
TBuffer3DTube::TBuffer3DTube(Int_t type,
                             UInt_t reqPnts, UInt_t reqPntsCapacity,
                             UInt_t reqSegs, UInt_t reqSegsCapacity, 
                             UInt_t reqPols, UInt_t reqPolsCapacity) :
   TBuffer3D(type, reqPnts, reqPntsCapacity, reqSegs, reqSegsCapacity, reqPols, reqPolsCapacity),
   fRadiusInner(0.0), fRadiusOuter(1.0), fHalfLength(1.0)
{
   //constructor
}

//______________________________________________________________________________
TBuffer3DTubeSeg::TBuffer3DTubeSeg(UInt_t reqPnts, UInt_t reqPntsCapacity,
                                   UInt_t reqSegs, UInt_t reqSegsCapacity, 
                                   UInt_t reqPols, UInt_t reqPolsCapacity) :
   TBuffer3DTube(TBuffer3DTypes::kTubeSeg, reqPnts, reqPntsCapacity, reqSegs, reqSegsCapacity, reqPols, reqPolsCapacity),
   fPhiMin(0.0), fPhiMax(360.0)
{
   //constructor
}

//______________________________________________________________________________
TBuffer3DTubeSeg::TBuffer3DTubeSeg(Int_t type,
                                   UInt_t reqPnts, UInt_t reqPntsCapacity,
                                   UInt_t reqSegs, UInt_t reqSegsCapacity, 
                                   UInt_t reqPols, UInt_t reqPolsCapacity) :
   TBuffer3DTube(type, reqPnts, reqPntsCapacity, reqSegs, reqSegsCapacity, reqPols, reqPolsCapacity),
   fPhiMin(0.0), fPhiMax(360.0)
{
   //constructor
}

//______________________________________________________________________________
TBuffer3DCutTube::TBuffer3DCutTube(UInt_t reqPnts, UInt_t reqPntsCapacity,
                                   UInt_t reqSegs, UInt_t reqSegsCapacity, 
                                   UInt_t reqPols, UInt_t reqPolsCapacity) :
   TBuffer3DTubeSeg(TBuffer3DTypes::kCutTube, reqPnts, reqPntsCapacity, reqSegs, reqSegsCapacity, reqPols, reqPolsCapacity)
{
   //constructor
   fLowPlaneNorm[0] = 0.0; fLowPlaneNorm[0] = 0.0; fLowPlaneNorm[0] = -1.0;
   fHighPlaneNorm[0] = 0.0; fHighPlaneNorm[0] = 0.0; fHighPlaneNorm[0] = 1.0;
}

//CS specific
UInt_t TBuffer3D::fgCSLevel = 0;

//______________________________________________________________________________
UInt_t TBuffer3D::GetCSLevel()
{
   //return CS level
   return fgCSLevel;
}

//______________________________________________________________________________
void TBuffer3D::IncCSLevel()
{
   //increment CS level
   ++fgCSLevel;
}

//______________________________________________________________________________
UInt_t TBuffer3D::DecCSLevel()
{
   //decrement CS level
   return --fgCSLevel;
}
 TBuffer3D.cxx:1
 TBuffer3D.cxx:2
 TBuffer3D.cxx:3
 TBuffer3D.cxx:4
 TBuffer3D.cxx:5
 TBuffer3D.cxx:6
 TBuffer3D.cxx:7
 TBuffer3D.cxx:8
 TBuffer3D.cxx:9
 TBuffer3D.cxx:10
 TBuffer3D.cxx:11
 TBuffer3D.cxx:12
 TBuffer3D.cxx:13
 TBuffer3D.cxx:14
 TBuffer3D.cxx:15
 TBuffer3D.cxx:16
 TBuffer3D.cxx:17
 TBuffer3D.cxx:18
 TBuffer3D.cxx:19
 TBuffer3D.cxx:20
 TBuffer3D.cxx:21
 TBuffer3D.cxx:22
 TBuffer3D.cxx:23
 TBuffer3D.cxx:24
 TBuffer3D.cxx:25
 TBuffer3D.cxx:26
 TBuffer3D.cxx:27
 TBuffer3D.cxx:28
 TBuffer3D.cxx:29
 TBuffer3D.cxx:30
 TBuffer3D.cxx:31
 TBuffer3D.cxx:32
 TBuffer3D.cxx:33
 TBuffer3D.cxx:34
 TBuffer3D.cxx:35
 TBuffer3D.cxx:36
 TBuffer3D.cxx:37
 TBuffer3D.cxx:38
 TBuffer3D.cxx:39
 TBuffer3D.cxx:40
 TBuffer3D.cxx:41
 TBuffer3D.cxx:42
 TBuffer3D.cxx:43
 TBuffer3D.cxx:44
 TBuffer3D.cxx:45
 TBuffer3D.cxx:46
 TBuffer3D.cxx:47
 TBuffer3D.cxx:48
 TBuffer3D.cxx:49
 TBuffer3D.cxx:50
 TBuffer3D.cxx:51
 TBuffer3D.cxx:52
 TBuffer3D.cxx:53
 TBuffer3D.cxx:54
 TBuffer3D.cxx:55
 TBuffer3D.cxx:56
 TBuffer3D.cxx:57
 TBuffer3D.cxx:58
 TBuffer3D.cxx:59
 TBuffer3D.cxx:60
 TBuffer3D.cxx:61
 TBuffer3D.cxx:62
 TBuffer3D.cxx:63
 TBuffer3D.cxx:64
 TBuffer3D.cxx:65
 TBuffer3D.cxx:66
 TBuffer3D.cxx:67
 TBuffer3D.cxx:68
 TBuffer3D.cxx:69
 TBuffer3D.cxx:70
 TBuffer3D.cxx:71
 TBuffer3D.cxx:72
 TBuffer3D.cxx:73
 TBuffer3D.cxx:74
 TBuffer3D.cxx:75
 TBuffer3D.cxx:76
 TBuffer3D.cxx:77
 TBuffer3D.cxx:78
 TBuffer3D.cxx:79
 TBuffer3D.cxx:80
 TBuffer3D.cxx:81
 TBuffer3D.cxx:82
 TBuffer3D.cxx:83
 TBuffer3D.cxx:84
 TBuffer3D.cxx:85
 TBuffer3D.cxx:86
 TBuffer3D.cxx:87
 TBuffer3D.cxx:88
 TBuffer3D.cxx:89
 TBuffer3D.cxx:90
 TBuffer3D.cxx:91
 TBuffer3D.cxx:92
 TBuffer3D.cxx:93
 TBuffer3D.cxx:94
 TBuffer3D.cxx:95
 TBuffer3D.cxx:96
 TBuffer3D.cxx:97
 TBuffer3D.cxx:98
 TBuffer3D.cxx:99
 TBuffer3D.cxx:100
 TBuffer3D.cxx:101
 TBuffer3D.cxx:102
 TBuffer3D.cxx:103
 TBuffer3D.cxx:104
 TBuffer3D.cxx:105
 TBuffer3D.cxx:106
 TBuffer3D.cxx:107
 TBuffer3D.cxx:108
 TBuffer3D.cxx:109
 TBuffer3D.cxx:110
 TBuffer3D.cxx:111
 TBuffer3D.cxx:112
 TBuffer3D.cxx:113
 TBuffer3D.cxx:114
 TBuffer3D.cxx:115
 TBuffer3D.cxx:116
 TBuffer3D.cxx:117
 TBuffer3D.cxx:118
 TBuffer3D.cxx:119
 TBuffer3D.cxx:120
 TBuffer3D.cxx:121
 TBuffer3D.cxx:122
 TBuffer3D.cxx:123
 TBuffer3D.cxx:124
 TBuffer3D.cxx:125
 TBuffer3D.cxx:126
 TBuffer3D.cxx:127
 TBuffer3D.cxx:128
 TBuffer3D.cxx:129
 TBuffer3D.cxx:130
 TBuffer3D.cxx:131
 TBuffer3D.cxx:132
 TBuffer3D.cxx:133
 TBuffer3D.cxx:134
 TBuffer3D.cxx:135
 TBuffer3D.cxx:136
 TBuffer3D.cxx:137
 TBuffer3D.cxx:138
 TBuffer3D.cxx:139
 TBuffer3D.cxx:140
 TBuffer3D.cxx:141
 TBuffer3D.cxx:142
 TBuffer3D.cxx:143
 TBuffer3D.cxx:144
 TBuffer3D.cxx:145
 TBuffer3D.cxx:146
 TBuffer3D.cxx:147
 TBuffer3D.cxx:148
 TBuffer3D.cxx:149
 TBuffer3D.cxx:150
 TBuffer3D.cxx:151
 TBuffer3D.cxx:152
 TBuffer3D.cxx:153
 TBuffer3D.cxx:154
 TBuffer3D.cxx:155
 TBuffer3D.cxx:156
 TBuffer3D.cxx:157
 TBuffer3D.cxx:158
 TBuffer3D.cxx:159
 TBuffer3D.cxx:160
 TBuffer3D.cxx:161
 TBuffer3D.cxx:162
 TBuffer3D.cxx:163
 TBuffer3D.cxx:164
 TBuffer3D.cxx:165
 TBuffer3D.cxx:166
 TBuffer3D.cxx:167
 TBuffer3D.cxx:168
 TBuffer3D.cxx:169
 TBuffer3D.cxx:170
 TBuffer3D.cxx:171
 TBuffer3D.cxx:172
 TBuffer3D.cxx:173
 TBuffer3D.cxx:174
 TBuffer3D.cxx:175
 TBuffer3D.cxx:176
 TBuffer3D.cxx:177
 TBuffer3D.cxx:178
 TBuffer3D.cxx:179
 TBuffer3D.cxx:180
 TBuffer3D.cxx:181
 TBuffer3D.cxx:182
 TBuffer3D.cxx:183
 TBuffer3D.cxx:184
 TBuffer3D.cxx:185
 TBuffer3D.cxx:186
 TBuffer3D.cxx:187
 TBuffer3D.cxx:188
 TBuffer3D.cxx:189
 TBuffer3D.cxx:190
 TBuffer3D.cxx:191
 TBuffer3D.cxx:192
 TBuffer3D.cxx:193
 TBuffer3D.cxx:194
 TBuffer3D.cxx:195
 TBuffer3D.cxx:196
 TBuffer3D.cxx:197
 TBuffer3D.cxx:198
 TBuffer3D.cxx:199
 TBuffer3D.cxx:200
 TBuffer3D.cxx:201
 TBuffer3D.cxx:202
 TBuffer3D.cxx:203
 TBuffer3D.cxx:204
 TBuffer3D.cxx:205
 TBuffer3D.cxx:206
 TBuffer3D.cxx:207
 TBuffer3D.cxx:208
 TBuffer3D.cxx:209
 TBuffer3D.cxx:210
 TBuffer3D.cxx:211
 TBuffer3D.cxx:212
 TBuffer3D.cxx:213
 TBuffer3D.cxx:214
 TBuffer3D.cxx:215
 TBuffer3D.cxx:216
 TBuffer3D.cxx:217
 TBuffer3D.cxx:218
 TBuffer3D.cxx:219
 TBuffer3D.cxx:220
 TBuffer3D.cxx:221
 TBuffer3D.cxx:222
 TBuffer3D.cxx:223
 TBuffer3D.cxx:224
 TBuffer3D.cxx:225
 TBuffer3D.cxx:226
 TBuffer3D.cxx:227
 TBuffer3D.cxx:228
 TBuffer3D.cxx:229
 TBuffer3D.cxx:230
 TBuffer3D.cxx:231
 TBuffer3D.cxx:232
 TBuffer3D.cxx:233
 TBuffer3D.cxx:234
 TBuffer3D.cxx:235
 TBuffer3D.cxx:236
 TBuffer3D.cxx:237
 TBuffer3D.cxx:238
 TBuffer3D.cxx:239
 TBuffer3D.cxx:240
 TBuffer3D.cxx:241
 TBuffer3D.cxx:242
 TBuffer3D.cxx:243
 TBuffer3D.cxx:244
 TBuffer3D.cxx:245
 TBuffer3D.cxx:246
 TBuffer3D.cxx:247
 TBuffer3D.cxx:248
 TBuffer3D.cxx:249
 TBuffer3D.cxx:250
 TBuffer3D.cxx:251
 TBuffer3D.cxx:252
 TBuffer3D.cxx:253
 TBuffer3D.cxx:254
 TBuffer3D.cxx:255
 TBuffer3D.cxx:256
 TBuffer3D.cxx:257
 TBuffer3D.cxx:258
 TBuffer3D.cxx:259
 TBuffer3D.cxx:260
 TBuffer3D.cxx:261
 TBuffer3D.cxx:262
 TBuffer3D.cxx:263
 TBuffer3D.cxx:264
 TBuffer3D.cxx:265
 TBuffer3D.cxx:266
 TBuffer3D.cxx:267
 TBuffer3D.cxx:268
 TBuffer3D.cxx:269
 TBuffer3D.cxx:270
 TBuffer3D.cxx:271
 TBuffer3D.cxx:272
 TBuffer3D.cxx:273
 TBuffer3D.cxx:274
 TBuffer3D.cxx:275
 TBuffer3D.cxx:276
 TBuffer3D.cxx:277
 TBuffer3D.cxx:278
 TBuffer3D.cxx:279
 TBuffer3D.cxx:280
 TBuffer3D.cxx:281
 TBuffer3D.cxx:282
 TBuffer3D.cxx:283
 TBuffer3D.cxx:284
 TBuffer3D.cxx:285
 TBuffer3D.cxx:286
 TBuffer3D.cxx:287
 TBuffer3D.cxx:288
 TBuffer3D.cxx:289
 TBuffer3D.cxx:290
 TBuffer3D.cxx:291
 TBuffer3D.cxx:292
 TBuffer3D.cxx:293
 TBuffer3D.cxx:294
 TBuffer3D.cxx:295
 TBuffer3D.cxx:296
 TBuffer3D.cxx:297
 TBuffer3D.cxx:298
 TBuffer3D.cxx:299
 TBuffer3D.cxx:300
 TBuffer3D.cxx:301
 TBuffer3D.cxx:302
 TBuffer3D.cxx:303
 TBuffer3D.cxx:304
 TBuffer3D.cxx:305
 TBuffer3D.cxx:306
 TBuffer3D.cxx:307
 TBuffer3D.cxx:308
 TBuffer3D.cxx:309
 TBuffer3D.cxx:310
 TBuffer3D.cxx:311
 TBuffer3D.cxx:312
 TBuffer3D.cxx:313
 TBuffer3D.cxx:314
 TBuffer3D.cxx:315
 TBuffer3D.cxx:316
 TBuffer3D.cxx:317
 TBuffer3D.cxx:318
 TBuffer3D.cxx:319
 TBuffer3D.cxx:320
 TBuffer3D.cxx:321
 TBuffer3D.cxx:322
 TBuffer3D.cxx:323
 TBuffer3D.cxx:324
 TBuffer3D.cxx:325
 TBuffer3D.cxx:326
 TBuffer3D.cxx:327
 TBuffer3D.cxx:328
 TBuffer3D.cxx:329
 TBuffer3D.cxx:330
 TBuffer3D.cxx:331
 TBuffer3D.cxx:332
 TBuffer3D.cxx:333
 TBuffer3D.cxx:334
 TBuffer3D.cxx:335
 TBuffer3D.cxx:336
 TBuffer3D.cxx:337
 TBuffer3D.cxx:338
 TBuffer3D.cxx:339
 TBuffer3D.cxx:340
 TBuffer3D.cxx:341
 TBuffer3D.cxx:342
 TBuffer3D.cxx:343
 TBuffer3D.cxx:344
 TBuffer3D.cxx:345
 TBuffer3D.cxx:346
 TBuffer3D.cxx:347
 TBuffer3D.cxx:348
 TBuffer3D.cxx:349
 TBuffer3D.cxx:350
 TBuffer3D.cxx:351
 TBuffer3D.cxx:352
 TBuffer3D.cxx:353
 TBuffer3D.cxx:354
 TBuffer3D.cxx:355
 TBuffer3D.cxx:356
 TBuffer3D.cxx:357
 TBuffer3D.cxx:358
 TBuffer3D.cxx:359
 TBuffer3D.cxx:360
 TBuffer3D.cxx:361
 TBuffer3D.cxx:362
 TBuffer3D.cxx:363
 TBuffer3D.cxx:364
 TBuffer3D.cxx:365
 TBuffer3D.cxx:366
 TBuffer3D.cxx:367
 TBuffer3D.cxx:368
 TBuffer3D.cxx:369
 TBuffer3D.cxx:370
 TBuffer3D.cxx:371
 TBuffer3D.cxx:372
 TBuffer3D.cxx:373
 TBuffer3D.cxx:374
 TBuffer3D.cxx:375
 TBuffer3D.cxx:376
 TBuffer3D.cxx:377
 TBuffer3D.cxx:378
 TBuffer3D.cxx:379
 TBuffer3D.cxx:380
 TBuffer3D.cxx:381
 TBuffer3D.cxx:382
 TBuffer3D.cxx:383
 TBuffer3D.cxx:384
 TBuffer3D.cxx:385
 TBuffer3D.cxx:386
 TBuffer3D.cxx:387
 TBuffer3D.cxx:388
 TBuffer3D.cxx:389
 TBuffer3D.cxx:390
 TBuffer3D.cxx:391
 TBuffer3D.cxx:392
 TBuffer3D.cxx:393
 TBuffer3D.cxx:394
 TBuffer3D.cxx:395
 TBuffer3D.cxx:396
 TBuffer3D.cxx:397
 TBuffer3D.cxx:398
 TBuffer3D.cxx:399
 TBuffer3D.cxx:400
 TBuffer3D.cxx:401
 TBuffer3D.cxx:402
 TBuffer3D.cxx:403
 TBuffer3D.cxx:404
 TBuffer3D.cxx:405
 TBuffer3D.cxx:406
 TBuffer3D.cxx:407
 TBuffer3D.cxx:408
 TBuffer3D.cxx:409
 TBuffer3D.cxx:410
 TBuffer3D.cxx:411
 TBuffer3D.cxx:412
 TBuffer3D.cxx:413
 TBuffer3D.cxx:414
 TBuffer3D.cxx:415
 TBuffer3D.cxx:416
 TBuffer3D.cxx:417
 TBuffer3D.cxx:418
 TBuffer3D.cxx:419
 TBuffer3D.cxx:420
 TBuffer3D.cxx:421
 TBuffer3D.cxx:422
 TBuffer3D.cxx:423
 TBuffer3D.cxx:424
 TBuffer3D.cxx:425
 TBuffer3D.cxx:426
 TBuffer3D.cxx:427
 TBuffer3D.cxx:428
 TBuffer3D.cxx:429
 TBuffer3D.cxx:430
 TBuffer3D.cxx:431
 TBuffer3D.cxx:432
 TBuffer3D.cxx:433
 TBuffer3D.cxx:434
 TBuffer3D.cxx:435
 TBuffer3D.cxx:436
 TBuffer3D.cxx:437
 TBuffer3D.cxx:438
 TBuffer3D.cxx:439
 TBuffer3D.cxx:440
 TBuffer3D.cxx:441
 TBuffer3D.cxx:442
 TBuffer3D.cxx:443
 TBuffer3D.cxx:444
 TBuffer3D.cxx:445
 TBuffer3D.cxx:446
 TBuffer3D.cxx:447
 TBuffer3D.cxx:448
 TBuffer3D.cxx:449
 TBuffer3D.cxx:450
 TBuffer3D.cxx:451
 TBuffer3D.cxx:452
 TBuffer3D.cxx:453
 TBuffer3D.cxx:454
 TBuffer3D.cxx:455
 TBuffer3D.cxx:456
 TBuffer3D.cxx:457
 TBuffer3D.cxx:458
 TBuffer3D.cxx:459
 TBuffer3D.cxx:460
 TBuffer3D.cxx:461
 TBuffer3D.cxx:462
 TBuffer3D.cxx:463
 TBuffer3D.cxx:464
 TBuffer3D.cxx:465
 TBuffer3D.cxx:466
 TBuffer3D.cxx:467
 TBuffer3D.cxx:468
 TBuffer3D.cxx:469
 TBuffer3D.cxx:470
 TBuffer3D.cxx:471
 TBuffer3D.cxx:472
 TBuffer3D.cxx:473
 TBuffer3D.cxx:474
 TBuffer3D.cxx:475
 TBuffer3D.cxx:476
 TBuffer3D.cxx:477
 TBuffer3D.cxx:478
 TBuffer3D.cxx:479
 TBuffer3D.cxx:480
 TBuffer3D.cxx:481
 TBuffer3D.cxx:482
 TBuffer3D.cxx:483
 TBuffer3D.cxx:484
 TBuffer3D.cxx:485
 TBuffer3D.cxx:486
 TBuffer3D.cxx:487
 TBuffer3D.cxx:488
 TBuffer3D.cxx:489
 TBuffer3D.cxx:490
 TBuffer3D.cxx:491
 TBuffer3D.cxx:492
 TBuffer3D.cxx:493
 TBuffer3D.cxx:494
 TBuffer3D.cxx:495