ROOT  6.06/09
Reference Guide
TGLMarchingCubes.cxx
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1 // @(#)root/gl:$Id$
2 // Author: Timur Pocheptsov 06/01/2009
3 
4 /*************************************************************************
5  * Copyright (C) 1995-2009, Rene Brun and Fons Rademakers. *
6  * All rights reserved. *
7  * *
8  * For the licensing terms see $ROOTSYS/LICENSE. *
9  * For the list of contributors see $ROOTSYS/README/CREDITS. *
10  *************************************************************************/
11 
12 #include <algorithm>
13 #include <cmath>
14 
15 #include "TError.h"
16 #include "TF3.h"
17 
18 #include "TGLMarchingCubes.h"
19 
20 /*
21 Implementation of "marching cubes" algortihm for GL module. Used by
22 TF3GLPainter, TGLIsoPainter, TGL5DPainter.
23 Good and clear algorithm explanation can be found here:
24 http://local.wasp.uwa.edu.au/~pbourke/geometry/polygonise/
25 */
26 
27 namespace Rgl {
28 namespace Mc {
29 
30 /*
31 Some routines, values and tables for marching cube method.
32 */
33 extern const UInt_t eInt[256];
34 extern const Float_t vOff[8][3];
35 extern const UChar_t eConn[12][2];
36 extern const Float_t eDir[12][3];
37 extern const Int_t conTbl[256][16];
38 
39 namespace {
40 
41 enum ECubeBitMasks {
42  k0 = 0x1,
43  k1 = 0x2,
44  k2 = 0x4,
45  k3 = 0x8,
46  k4 = 0x10,
47  k5 = 0x20,
48  k6 = 0x40,
49  k7 = 0x80,
50  k8 = 0x100,
51  k9 = 0x200,
52  k10 = 0x400,
53  k11 = 0x800,
54  //
55  k1_5 = k1 | k5,
56  k2_6 = k2 | k6,
57  k3_7 = k3 | k7,
58  k4_5_6_7 = k4 | k5 | k6 | k7,
59  k5_6 = k5 | k6,
60  k0_1_2_3_7_8_11 = k0 | k1 | k2 | k3 | k7 | k8 | k11,
61  k6_7 = k6 | k7
62 };
63 
64 ////////////////////////////////////////////////////////////////////////////////
65 
66 template<class E, class V>
67 void ConnectTriangles(TCell<E> &cell, TIsoMesh<V> *mesh, V eps)
68 {
69  UInt_t t[3];
70  for (UInt_t i = 0; i < 5; ++i) {
71  if (conTbl[cell.fType][3 * i] < 0)
72  break;
73  for (Int_t j = 2; j >= 0; --j)
74  t[j] = cell.fIds[conTbl[cell.fType][3 * i + j]];
75 
76  const V *v0 = &mesh->fVerts[t[0] * 3];
77  const V *v1 = &mesh->fVerts[t[1] * 3];
78  const V *v2 = &mesh->fVerts[t[2] * 3];
79 
80  if (std::abs(v0[0] - v1[0]) < eps &&
81  std::abs(v0[1] - v1[1]) < eps &&
82  std::abs(v0[2] - v1[2]) < eps)
83  continue;
84 
85  if (std::abs(v2[0] - v1[0]) < eps &&
86  std::abs(v2[1] - v1[1]) < eps &&
87  std::abs(v2[2] - v1[2]) < eps)
88  continue;
89 
90  if (std::abs(v0[0] - v2[0]) < eps &&
91  std::abs(v0[1] - v2[1]) < eps &&
92  std::abs(v0[2] - v2[2]) < eps)
93  continue;
94 
95  mesh->AddTriangle(t);
96  }
97 }
98 
99 }//unnamed namespace.
100 
101 /*
102 TF3Adapter.
103 */
104 ////////////////////////////////////////////////////////////////////////////////
105 
107 {
108  fTF3 = f3;
109  fW = f3->GetXaxis()->GetNbins();//f3->GetNpx();
110  fH = f3->GetYaxis()->GetNbins();//f3->GetNpy();
111  fD = f3->GetZaxis()->GetNbins();//f3->GetNpz();
112 }
113 
114 ////////////////////////////////////////////////////////////////////////////////
115 
117 {
121 }
122 
123 /*
124 TF3 split edge implementation.
125 */
126 ////////////////////////////////////////////////////////////////////////////////
127 ///Split the edge and find normal in a new vertex.
128 
130  Double_t x, Double_t y, Double_t z, Double_t iso)const
131 {
132  Double_t v[3] = {};
133  const Double_t ofst = GetOffset(cell.fVals[eConn[i][0]], cell.fVals[eConn[i][1]], iso);
134  v[0] = x + (vOff[eConn[i][0]][0] + ofst * eDir[i][0]) * fStepX;
135  v[1] = y + (vOff[eConn[i][0]][1] + ofst * eDir[i][1]) * fStepY;
136  v[2] = z + (vOff[eConn[i][0]][2] + ofst * eDir[i][2]) * fStepZ;
137  cell.fIds[i] = mesh->AddVertex(v);
138 
139  const Double_t stepXU = fStepX * fXScaleInverted;
140  const Double_t xU = x * fXScaleInverted;
141  const Double_t stepYU = fStepY * fYScaleInverted;
142  const Double_t yU = y * fYScaleInverted;
143  const Double_t stepZU = fStepZ * fZScaleInverted;
144  const Double_t zU = z * fZScaleInverted;
145 
146  Double_t vU[3] = {};//U - unscaled.
147  vU[0] = xU + (vOff[eConn[i][0]][0] + ofst * eDir[i][0]) * stepXU;
148  vU[1] = yU + (vOff[eConn[i][0]][1] + ofst * eDir[i][1]) * stepYU;
149  vU[2] = zU + (vOff[eConn[i][0]][2] + ofst * eDir[i][2]) * stepZU;
150  //Find normals.
151  Double_t n[3];
152  n[0] = fTF3->Eval(vU[0] - 0.1 * stepXU, vU[1], vU[2]) -
153  fTF3->Eval(vU[0] + 0.1 * stepXU, vU[1], vU[2]);
154  n[1] = fTF3->Eval(vU[0], vU[1] - 0.1 * stepYU, vU[2]) -
155  fTF3->Eval(vU[0], vU[1] + 0.1 * stepYU, vU[2]);
156  n[2] = fTF3->Eval(vU[0], vU[1], vU[2] - 0.1 * stepZU) -
157  fTF3->Eval(vU[0], vU[1], vU[2] + 0.1 * stepZU);
158 
159  const Double_t len = std::sqrt(n[0] * n[0] + n[1] * n[1] + n[2] * n[2]);
160  if (len > 1e-7) {
161  n[0] /= len;
162  n[1] /= len;
163  n[2] /= len;
164  }
165 
166  mesh->AddNormal(n);
167 }
168 /*
169 TMeshBuilder's implementation.
170 "this->" is used with type-dependant names
171 in templates.
172 */
173 ////////////////////////////////////////////////////////////////////////////////
174 ///Build iso-mesh using marching cubes.
175 
176 template<class D, class V>
178  MeshType_t *m, V iso)
179 {
180  static_cast<TGridGeometry<V> &>(*this) = g;
181 
182  this->SetDataSource(s);
183 
184  if (GetW() < 2 || GetH() < 2 || GetD() < 2) {
185  Error("TMeshBuilder::BuildMesh",
186  "Bad grid size, one of dimensions is less than 2");
187  return;
188  }
189 
190  fSlices[0].ResizeSlice(GetW() - 1, GetH() - 1);
191  fSlices[1].ResizeSlice(GetW() - 1, GetH() - 1);
192 
193  this->SetNormalEvaluator(s);
194 
195  fMesh = m;
196  fIso = iso;
197 
198  SliceType_t *slice1 = fSlices;
199  SliceType_t *slice2 = fSlices + 1;
200 
201  this->FetchDensities();
202  NextStep(0, 0, slice1);
203 
204  for (UInt_t i = 1, e = GetD(); i < e - 1; ++i) {
205  NextStep(i, slice1, slice2);
206  std::swap(slice1, slice2);
207  }
208 
209  if(fAvgNormals)
210  BuildNormals();
211 }
212 
213 ////////////////////////////////////////////////////////////////////////////////
214 ///Fill slice with vertices and triangles.
215 
216 template<class D, class V>
217 void TMeshBuilder<D, V>::NextStep(UInt_t depth, const SliceType_t *prevSlice,
218  SliceType_t *curr)const
219 {
220  if (!prevSlice) {
221  //The first slice in mc grid.
222  BuildFirstCube(curr);
223  BuildRow(curr);
224  BuildCol(curr);
225  BuildSlice(curr);
226  } else {
227  BuildFirstCube(depth, prevSlice, curr);
228  BuildRow(depth, prevSlice, curr);
229  BuildCol(depth, prevSlice, curr);
230  BuildSlice(depth, prevSlice, curr);
231  }
232 }
233 
234 ////////////////////////////////////////////////////////////////////////////////
235 ///The first cube in a grid. nx == 0, ny == 0, nz ==0.
236 
237 template<class D, class V>
239 {
240  CellType_t & cell = s->fCells[0];
241  cell.fVals[0] = GetData(0, 0, 0);
242  cell.fVals[1] = GetData(1, 0, 0);
243  cell.fVals[2] = GetData(1, 1, 0);
244  cell.fVals[3] = GetData(0, 1, 0);
245  cell.fVals[4] = GetData(0, 0, 1);
246  cell.fVals[5] = GetData(1, 0, 1);
247  cell.fVals[6] = GetData(1, 1, 1);
248  cell.fVals[7] = GetData(0, 1, 1);
249 
250  cell.fType = 0;
251  for (UInt_t i = 0; i < 8; ++i) {
252  if (cell.fVals[i] <= fIso)
253  cell.fType |= 1 << i;
254  }
255 
256  for (UInt_t i = 0, edges = eInt[cell.fType]; i < 12; ++i) {
257  if (edges & (1 << i))
258  SplitEdge(cell, fMesh, i, this->fMinX, this->fMinY, this->fMinZ, fIso);
259  }
260 
261  ConnectTriangles(cell, fMesh, fEpsilon);
262 }
263 
264 ////////////////////////////////////////////////////////////////////////////////
265 ///The first row (along x) in the first slice:
266 ///ny == 0, nz == 0, nx : [1, W - 1].
267 ///Each cube has previous cube.
268 ///Values 0, 3, 4, 7 are taken from the previous cube.
269 ///Edges 3, 7, 8, 11 are taken from the previous cube.
270 
271 template<class D, class V>
273 {
274  for (UInt_t i = 1, e = GetW() - 1; i < e; ++i) {
275  const CellType_t &prev = s->fCells[i - 1];
276  CellType_t &cell = s->fCells[i];
277  cell.fType = 0;
278 
279  cell.fVals[0] = prev.fVals[1], cell.fVals[4] = prev.fVals[5];
280  cell.fVals[7] = prev.fVals[6], cell.fVals[3] = prev.fVals[2];
281  cell.fType |= (prev.fType & k1_5) >> 1;
282  cell.fType |= (prev.fType & k2_6) << 1;
283 
284  if ((cell.fVals[1] = GetData(i + 1, 0, 0)) <= fIso)
285  cell.fType |= k1;
286  if ((cell.fVals[2] = GetData(i + 1, 1, 0)) <= fIso)
287  cell.fType |= k2;
288  if ((cell.fVals[5] = GetData(i + 1, 0, 1)) <= fIso)
289  cell.fType |= k5;
290  if ((cell.fVals[6] = GetData(i + 1, 1, 1)) <= fIso)
291  cell.fType |= k6;
292 
293  const UInt_t edges = eInt[cell.fType];
294  if (!edges)
295  continue;
296  //1. Take edges 3, 7, 8, 11 from the previous cube.
297  if (edges & k3)
298  cell.fIds[3] = prev.fIds[1];
299  if (edges & k7)
300  cell.fIds[7] = prev.fIds[5];
301  if (edges & k8)
302  cell.fIds[8] = prev.fIds[9];
303  if (edges & k11)
304  cell.fIds[11] = prev.fIds[10];
305  //2. Intersect edges 0, 1, 2, 4, 5, 6, 9, 10.
306  const V x = this->fMinX + i * this->fStepX;
307  if (edges & k0)
308  SplitEdge(cell, fMesh, 0, x, this->fMinY, this->fMinZ, fIso);
309  if (edges & k1)
310  SplitEdge(cell, fMesh, 1, x, this->fMinY, this->fMinZ, fIso);
311  if (edges & k2)
312  SplitEdge(cell, fMesh, 2, x, this->fMinY, this->fMinZ, fIso);
313  if (edges & k4)
314  SplitEdge(cell, fMesh, 4, x, this->fMinY, this->fMinZ, fIso);
315  if (edges & k5)
316  SplitEdge(cell, fMesh, 5, x, this->fMinY, this->fMinZ, fIso);
317  if (edges & k6)
318  SplitEdge(cell, fMesh, 6, x, this->fMinY, this->fMinZ, fIso);
319  if (edges & k9)
320  SplitEdge(cell, fMesh, 9, x, this->fMinY, this->fMinZ, fIso);
321  if (edges & k10)
322  SplitEdge(cell, fMesh, 10, x, this->fMinY, this->fMinZ, fIso);
323  //3. Connect new triangles.
324  ConnectTriangles(cell, fMesh, fEpsilon);
325  }
326 }
327 
328 ////////////////////////////////////////////////////////////////////////////////
329 ///"Col" (column) consists of cubes along y axis
330 ///on the first slice (nx == 0, nz == 0).
331 ///Each cube has a previous cube and shares values:
332 ///0, 1, 4, 5 (in prev.: 3, 2, 7, 6); and edges:
333 ///0, 4, 8, 9 (in prev.: 2, 6, 10, 11).
334 
335 template<class D, class V>
337 {
338  const UInt_t w = GetW();
339  const UInt_t h = GetH();
340 
341  for (UInt_t i = 1; i < h - 1; ++i) {
342  const CellType_t &prev = s->fCells[(i - 1) * (w - 1)];
343  CellType_t &cell = s->fCells[i * (w - 1)];
344  cell.fType = 0;
345  //Take values 0, 1, 4, 5 from the prev. cube.
346  cell.fVals[0] = prev.fVals[3], cell.fVals[1] = prev.fVals[2];
347  cell.fVals[4] = prev.fVals[7], cell.fVals[5] = prev.fVals[6];
348  cell.fType |= (prev.fType & k2_6) >> 1;
349  cell.fType |= (prev.fType & k3_7) >> 3;
350  //Calculate values 2, 3, 6, 7.
351  if((cell.fVals[2] = GetData(1, i + 1, 0)) <= fIso)
352  cell.fType |= k2;
353  if((cell.fVals[3] = GetData(0, i + 1, 0)) <= fIso)
354  cell.fType |= k3;
355  if((cell.fVals[6] = GetData(1, i + 1, 1)) <= fIso)
356  cell.fType |= k6;
357  if((cell.fVals[7] = GetData(0, i + 1, 1)) <= fIso)
358  cell.fType |= k7;
359 
360  const UInt_t edges = eInt[cell.fType];
361  if(!edges)
362  continue;
363  //Take edges from the previous cube.
364  if (edges & k0)
365  cell.fIds[0] = prev.fIds[2];
366  if (edges & k4)
367  cell.fIds[4] = prev.fIds[6];
368  if (edges & k9)
369  cell.fIds[9] = prev.fIds[10];
370  if (edges & k8)
371  cell.fIds[8] = prev.fIds[11];
372  //Find the remaining edges.
373  const V y = this->fMinY + i * this->fStepY;
374 
375  if (edges & k1)
376  SplitEdge(cell, fMesh, 1, this->fMinX, y, this->fMinZ, fIso);
377  if (edges & k2)
378  SplitEdge(cell, fMesh, 2, this->fMinX, y, this->fMinZ, fIso);
379  if (edges & k3)
380  SplitEdge(cell, fMesh, 3, this->fMinX, y, this->fMinZ, fIso);
381  if (edges & k5)
382  SplitEdge(cell, fMesh, 5, this->fMinX, y, this->fMinZ, fIso);
383  if (edges & k6)
384  SplitEdge(cell, fMesh, 6, this->fMinX, y, this->fMinZ, fIso);
385  if (edges & k7)
386  SplitEdge(cell, fMesh, 7, this->fMinX, y, this->fMinZ, fIso);
387  if (edges & k10)
388  SplitEdge(cell, fMesh, 10, this->fMinX, y, this->fMinZ, fIso);
389  if (edges & k11)
390  SplitEdge(cell, fMesh, 11, this->fMinX, y, this->fMinZ, fIso);
391 
392  ConnectTriangles(cell, fMesh, fEpsilon);
393  }
394 }
395 
396 ////////////////////////////////////////////////////////////////////////////////
397 ///Slice with nz == 0.
398 ///nx : [1, W - 1], ny : [1, H - 1].
399 ///nx increased inside inner loop, ny - enclosing loop.
400 ///Each cube has two neighbours: ny - 1 => "left",
401 ///nx - 1 => "right".
402 
403 template<class D, class V>
405 {
406  const UInt_t w = GetW();
407  const UInt_t h = GetH();
408 
409  for (UInt_t i = 1; i < h - 1; ++i) {
410  const V y = this->fMinY + i * this->fStepY;
411 
412  for (UInt_t j = 1; j < w - 1; ++j) {
413  const CellType_t &left = s->fCells[(i - 1) * (w - 1) + j];
414  const CellType_t &right = s->fCells[i * (w - 1) + j - 1];
415  CellType_t &cell = s->fCells[i * (w - 1) + j];
416  cell.fType = 0;
417  //Take values 0, 1, 4, 5 from left cube.
418  cell.fVals[1] = left.fVals[2];
419  cell.fVals[0] = left.fVals[3];
420  cell.fVals[5] = left.fVals[6];
421  cell.fVals[4] = left.fVals[7];
422  cell.fType |= (left.fType & k2_6) >> 1;
423  cell.fType |= (left.fType & k3_7) >> 3;
424  //3, 7 from right cube.
425  cell.fVals[3] = right.fVals[2];
426  cell.fVals[7] = right.fVals[6];
427  cell.fType |= (right.fType & k2_6) << 1;
428  //Calculate values 2, 6.
429  if((cell.fVals[2] = GetData(j + 1, i + 1, 0)) <= fIso)
430  cell.fType |= k2;
431  if((cell.fVals[6] = GetData(j + 1, i + 1, 1)) <= fIso)
432  cell.fType |= k6;
433 
434  const UInt_t edges = eInt[cell.fType];
435  if(!edges)
436  continue;
437  //Take edges 0, 4, 8, 9 from the "left" cube.
438  //In left cube their indices are 2, 6, 11, 10.
439  if(edges & k0)
440  cell.fIds[0] = left.fIds[2];
441  if(edges & k4)
442  cell.fIds[4] = left.fIds[6];
443  if(edges & k8)
444  cell.fIds[8] = left.fIds[11];
445  if(edges & k9)
446  cell.fIds[9] = left.fIds[10];
447  //Take edges 3, 7, 11 from the "right" cube.
448  //Their "right" indices are 1, 5, 10.
449  if(edges & k3)
450  cell.fIds[3] = right.fIds[1];
451  if(edges & k7)
452  cell.fIds[7] = right.fIds[5];
453  if(edges & k11)
454  cell.fIds[11] = right.fIds[10];
455  //Calculate the remaining intersections: edges
456  //1, 2, 5, 6, 10.
457  const V x = this->fMinX + j * this->fStepX;
458  if (edges & k1)
459  SplitEdge(cell, fMesh, 1, x, y, this->fMinZ, fIso);
460  if (edges & k2)
461  SplitEdge(cell, fMesh, 2, x, y, this->fMinZ, fIso);
462  if (edges & k5)
463  SplitEdge(cell, fMesh, 5, x, y, this->fMinZ, fIso);
464  if (edges & k6)
465  SplitEdge(cell, fMesh, 6, x, y, this->fMinZ, fIso);
466  if (edges & k10)
467  SplitEdge(cell, fMesh, 10, x, y, this->fMinZ, fIso);
468 
469  ConnectTriangles(cell, fMesh, fEpsilon);
470  }
471  }
472 }
473 
474 ////////////////////////////////////////////////////////////////////////////////
475 ///The first cube in a slice with nz == depth.
476 ///Neighbour is the first cube in the previous slice.
477 ///Four values and four edges come from the previous cube.
478 
479 template<class D, class V>
481  SliceType_t *slice)const
482 {
483  const CellType_t &prevCell = prevSlice->fCells[0];
484  CellType_t &cell = slice->fCells[0];
485  cell.fType = 0;
486  //Values 0, 1, 2, 3 are 4, 5, 6, 7
487  //in the previous cube.
488  cell.fVals[0] = prevCell.fVals[4];
489  cell.fVals[1] = prevCell.fVals[5];
490  cell.fVals[2] = prevCell.fVals[6];
491  cell.fVals[3] = prevCell.fVals[7];
492  cell.fType |= (prevCell.fType & k4_5_6_7) >> 4;
493  //Calculate 4, 5, 6, 7.
494  if((cell.fVals[4] = GetData(0, 0, depth + 1)) <= fIso)
495  cell.fType |= k4;
496  if((cell.fVals[5] = GetData(1, 0, depth + 1)) <= fIso)
497  cell.fType |= k5;
498  if((cell.fVals[6] = GetData(1, 1, depth + 1)) <= fIso)
499  cell.fType |= k6;
500  if((cell.fVals[7] = GetData(0, 1, depth + 1)) <= fIso)
501  cell.fType |= k7;
502 
503  const UInt_t edges = eInt[cell.fType];
504  if(!edges)
505  return;
506 
507  //Edges 0, 1, 2, 3 taken from the prev. cube -
508  //they have indices 4, 5, 6, 7 there.
509  if(edges & k0)
510  cell.fIds[0] = prevCell.fIds[4];
511  if(edges & k1)
512  cell.fIds[1] = prevCell.fIds[5];
513  if(edges & k2)
514  cell.fIds[2] = prevCell.fIds[6];
515  if(edges & k3)
516  cell.fIds[3] = prevCell.fIds[7];
517 
518  const V z = this->fMinZ + depth * this->fStepZ;
519 
520  if(edges & k4)
521  SplitEdge(cell, fMesh, 4, this->fMinX, this->fMinY, z, fIso);
522  if(edges & k5)
523  SplitEdge(cell, fMesh, 5, this->fMinX, this->fMinY, z, fIso);
524  if(edges & k6)
525  SplitEdge(cell, fMesh, 6, this->fMinX, this->fMinY, z, fIso);
526  if(edges & k7)
527  SplitEdge(cell, fMesh, 7, this->fMinX, this->fMinY, z, fIso);
528  if(edges & k8)
529  SplitEdge(cell, fMesh, 8, this->fMinX, this->fMinY, z, fIso);
530  if(edges & k9)
531  SplitEdge(cell, fMesh, 9, this->fMinX, this->fMinY, z, fIso);
532  if(edges & k10)
533  SplitEdge(cell, fMesh, 10, this->fMinX, this->fMinY, z, fIso);
534  if(edges & k11)
535  SplitEdge(cell, fMesh, 11, this->fMinX, this->fMinY, z, fIso);
536 
537  ConnectTriangles(cell, fMesh, fEpsilon);
538 }
539 
540 ////////////////////////////////////////////////////////////////////////////////
541 ///Row with ny == 0 and nz == depth, nx : [1, W - 1].
542 ///Two neighbours: one from previous slice (called bottom cube here),
543 ///the second is the previous cube in a row.
544 
545 template<class D, class V>
546 void TMeshBuilder<D, V>::BuildRow(UInt_t depth, const SliceType_t *prevSlice,
547  SliceType_t *slice)const
548 {
549  const V z = this->fMinZ + depth * this->fStepZ;
550  const UInt_t w = GetW();
551 
552  for (UInt_t i = 1; i < w - 1; ++i) {
553  const CellType_t &prevCell = slice->fCells[i - 1];
554  const CellType_t &bottCell = prevSlice->fCells[i];
555  CellType_t &cell = slice->fCells[i];
556  cell.fType = 0;
557  //Value 0 is not required,
558  //only bit number 0 in fType is interesting.
559  //3, 4, 7 come from the previous box (2, 5, 6)
560  cell.fVals[3] = prevCell.fVals[2];
561  cell.fVals[4] = prevCell.fVals[5];
562  cell.fVals[7] = prevCell.fVals[6];
563  cell.fType |= (prevCell.fType & k1_5) >> 1;
564  cell.fType |= (prevCell.fType & k2_6) << 1;
565  //1, 2 can be taken from the bottom cube (5, 6).
566  cell.fVals[1] = bottCell.fVals[5];
567  cell.fVals[2] = bottCell.fVals[6];
568  cell.fType |= (bottCell.fType & k5_6) >> 4;
569  //5, 6 must be calculated.
570  if((cell.fVals[5] = GetData(i + 1, 0, depth + 1)) <= fIso)
571  cell.fType |= k5;
572  if((cell.fVals[6] = GetData(i + 1, 1, depth + 1)) <= fIso)
573  cell.fType |= k6;
574 
575  UInt_t edges = eInt[cell.fType];
576 
577  if(!edges)
578  continue;
579  //Take edges 3, 7, 8, 11 from the previous cube (1, 5, 9, 10).
580  if(edges & k3)
581  cell.fIds[3] = prevCell.fIds[1];
582  if(edges & k7)
583  cell.fIds[7] = prevCell.fIds[5];
584  if(edges & k8)
585  cell.fIds[8] = prevCell.fIds[9];
586  if(edges & k11)
587  cell.fIds[11] = prevCell.fIds[10];
588  //Take edges 0, 1, 2 from the bottom cube (4, 5, 6).
589  if(edges & k0)
590  cell.fIds[0] = bottCell.fIds[4];
591  if(edges & k1)
592  cell.fIds[1] = bottCell.fIds[5];
593  if(edges & k2)
594  cell.fIds[2] = bottCell.fIds[6];
595 
596  edges &= ~k0_1_2_3_7_8_11;
597 
598  if (edges) {
599  const V x = this->fMinX + i * this->fStepX;
600 
601  if(edges & k4)
602  SplitEdge(cell, fMesh, 4, x, this->fMinY, z, fIso);
603  if(edges & k5)
604  SplitEdge(cell, fMesh, 5, x, this->fMinY, z, fIso);
605  if(edges & k6)
606  SplitEdge(cell, fMesh, 6, x, this->fMinY, z, fIso);
607  if(edges & k9)
608  SplitEdge(cell, fMesh, 9, x, this->fMinY, z, fIso);
609  if(edges & k10)
610  SplitEdge(cell, fMesh, 10, x, this->fMinY, z, fIso);
611  }
612 
613  ConnectTriangles(cell, fMesh, fEpsilon);
614  }
615 }
616 
617 ////////////////////////////////////////////////////////////////////////////////
618 ///nz == depth, nx == 0, ny : [1, H - 1].
619 ///Two neighbours - from previous slice ("bottom" cube)
620 ///and previous cube in a column.
621 
622 template<class D, class V>
623 void TMeshBuilder<D, V>::BuildCol(UInt_t depth, const SliceType_t *prevSlice,
624  SliceType_t *slice)const
625 {
626  const V z = this->fMinZ + depth * this->fStepZ;
627  const UInt_t w = GetW();
628  const UInt_t h = GetH();
629 
630  for (UInt_t i = 1; i < h - 1; ++i) {
631  const CellType_t &left = slice->fCells[(i - 1) * (w - 1)];
632  const CellType_t &bott = prevSlice->fCells[i * (w - 1)];
633  CellType_t &cell = slice->fCells[i * (w - 1)];
634  cell.fType = 0;
635  //Value 0 is not required, only bit.
636  //Take 1, 4, 5 from left cube.
637  cell.fVals[1] = left.fVals[2];
638  cell.fVals[4] = left.fVals[7];
639  cell.fVals[5] = left.fVals[6];
640  cell.fType |= (left.fType & k2_6) >> 1;
641  cell.fType |= (left.fType & k3_7) >> 3;
642  //2, 3 from bottom.
643  cell.fVals[2] = bott.fVals[6];
644  cell.fVals[3] = bott.fVals[7];
645  cell.fType |= (bott.fType & k6_7) >> 4;
646  //Calculate 6, 7.
647  if((cell.fVals[6] = GetData(1, i + 1, depth + 1)) <= fIso)
648  cell.fType |= k6;
649  if((cell.fVals[7] = GetData(0, i + 1, depth + 1)) <= fIso)
650  cell.fType |= k7;
651 
652  const UInt_t edges = eInt[cell.fType];
653  if(!edges)
654  continue;
655 
656  if(edges & k0)
657  cell.fIds[0] = left.fIds[2];
658  if(edges & k4)
659  cell.fIds[4] = left.fIds[6];
660  if(edges & k8)
661  cell.fIds[8] = left.fIds[11];
662  if(edges & k9)
663  cell.fIds[9] = left.fIds[10];
664 
665  if(edges & k1)
666  cell.fIds[1] = bott.fIds[5];
667  if(edges & k2)
668  cell.fIds[2] = bott.fIds[6];
669  if(edges & k3)
670  cell.fIds[3] = bott.fIds[7];
671 
672  const V y = this->fMinY + i * this->fStepY;
673 
674  if(edges & k5)
675  SplitEdge(cell, fMesh, 5, this->fMinX, y, z, fIso);
676  if(edges & k6)
677  SplitEdge(cell, fMesh, 6, this->fMinX, y, z, fIso);
678  if(edges & k7)
679  SplitEdge(cell, fMesh, 7, this->fMinX, y, z, fIso);
680  if(edges & k10)
681  SplitEdge(cell, fMesh, 10, this->fMinX, y, z, fIso);
682  if(edges & k11)
683  SplitEdge(cell, fMesh, 11, this->fMinX, y, z, fIso);
684 
685  ConnectTriangles(cell, fMesh, fEpsilon);
686  }
687 }
688 
689 
690 ////////////////////////////////////////////////////////////////////////////////
691 ///nz == depth, nx : [1, W - 1], ny : [1, H - 1].
692 ///Each cube has 3 neighbours, "bottom" cube from
693 ///the previous slice, "left" and "right" from the
694 ///current slice.
695 
696 template<class D, class V>
697 void TMeshBuilder<D, V>::BuildSlice(UInt_t depth, const SliceType_t *prevSlice,
698  SliceType_t *slice)const
699 {
700  const V z = this->fMinZ + depth * this->fStepZ;
701  const UInt_t h = GetH();
702  const UInt_t w = GetW();
703 
704  for (UInt_t i = 1; i < h - 1; ++i) {
705  const V y = this->fMinY + i * this->fStepY;
706  for (UInt_t j = 1; j < w - 1; ++j) {
707  const CellType_t &left = slice->fCells[(i - 1) * (w - 1) + j];
708  const CellType_t &right = slice->fCells[i * (w - 1) + j - 1];
709  const CellType_t &bott = prevSlice->fCells[i * (w - 1) + j];
710  CellType_t &cell = slice->fCells[i * (w - 1) + j];
711  cell.fType = 0;
712 
713  cell.fVals[1] = left.fVals[2];
714  cell.fVals[4] = left.fVals[7];
715  cell.fVals[5] = left.fVals[6];
716  cell.fType |= (left.fType & k2_6) >> 1;
717  cell.fType |= (left.fType & k3_7) >> 3;
718 
719  cell.fVals[2] = bott.fVals[6];
720  cell.fVals[3] = bott.fVals[7];
721  cell.fType |= (bott.fType & k6_7) >> 4;
722 
723  cell.fVals[7] = right.fVals[6];
724  cell.fType |= (right.fType & k6) << 1;
725 
726  if ((cell.fVals[6] = GetData(j + 1, i + 1, depth + 1)) <= fIso)
727  cell.fType |= k6;
728 
729  const UInt_t edges = eInt[cell.fType];
730  if (!edges)
731  continue;
732 
733  if(edges & k0)
734  cell.fIds[0] = left.fIds[2];
735  if(edges & k4)
736  cell.fIds[4] = left.fIds[6];
737  if(edges & k8)
738  cell.fIds[8] = left.fIds[11];
739  if(edges & k9)
740  cell.fIds[9] = left.fIds[10];
741 
742  if(edges & k3)
743  cell.fIds[3] = right.fIds[1];
744  if(edges & k7)
745  cell.fIds[7] = right.fIds[5];
746  if(edges & k11)
747  cell.fIds[11] = right.fIds[10];
748 
749  if(edges & k1)
750  cell.fIds[1] = bott.fIds[5];
751  if(edges & k2)
752  cell.fIds[2] = bott.fIds[6];
753 
754  const V x = this->fMinX + j * this->fStepX;
755  if(edges & k5)
756  SplitEdge(cell, fMesh, 5, x, y, z, fIso);
757  if(edges & k6)
758  SplitEdge(cell, fMesh, 6, x, y, z, fIso);
759  if(edges & k10)
760  SplitEdge(cell, fMesh, 10, x, y, z, fIso);
761 
762  ConnectTriangles(cell, fMesh, fEpsilon);
763  }
764  }
765 }
766 
767 ////////////////////////////////////////////////////////////////////////////////
768 ///Build averaged normals using vertices and
769 ///trinagles.
770 
771 template<class D, class V>
773 {
774  typedef std::vector<UInt_t>::size_type size_type;
775  const UInt_t *t;
776  V *p1, *p2, *p3;
777  V v1[3], v2[3], n[3];
778 
779  fMesh->fNorms.assign(fMesh->fVerts.size(), V());
780 
781  for (size_type i = 0, e = fMesh->fTris.size() / 3; i < e; ++i) {
782  t = &fMesh->fTris[i * 3];
783  p1 = &fMesh->fVerts[t[0] * 3];
784  p2 = &fMesh->fVerts[t[1] * 3];
785  p3 = &fMesh->fVerts[t[2] * 3];
786  v1[0] = p2[0] - p1[0];
787  v1[1] = p2[1] - p1[1];
788  v1[2] = p2[2] - p1[2];
789  v2[0] = p3[0] - p1[0];
790  v2[1] = p3[1] - p1[1];
791  v2[2] = p3[2] - p1[2];
792  n[0] = v1[1] * v2[2] - v1[2] * v2[1];
793  n[1] = v1[2] * v2[0] - v1[0] * v2[2];
794  n[2] = v1[0] * v2[1] - v1[1] * v2[0];
795 
796  const V len = std::sqrt(n[0] * n[0] + n[1] * n[1] + n[2] * n[2]);
797 
798  if (len < fEpsilon)//degenerated triangle
799  continue;
800 
801  n[0] /= len;
802  n[1] /= len;
803  n[2] /= len;
804  UInt_t ind = t[0] * 3;
805  fMesh->fNorms[ind] += n[0];
806  fMesh->fNorms[ind + 1] += n[1];
807  fMesh->fNorms[ind + 2] += n[2];
808  ind = t[1] * 3;
809  fMesh->fNorms[ind] += n[0];
810  fMesh->fNorms[ind + 1] += n[1];
811  fMesh->fNorms[ind + 2] += n[2];
812  ind = t[2] * 3;
813  fMesh->fNorms[ind] += n[0];
814  fMesh->fNorms[ind + 1] += n[1];
815  fMesh->fNorms[ind + 2] += n[2];
816  }
817 
818  for (size_type i = 0, e = fMesh->fNorms.size() / 3; i < e; ++i) {
819  V * nn = &fMesh->fNorms[i * 3];
820  const V len = std::sqrt(nn[0] * nn[0] + nn[1] * nn[1] + nn[2] * nn[2]);
821  if (len < fEpsilon)
822  continue;
823  fMesh->fNorms[i * 3] /= len;
824  fMesh->fNorms[i * 3 + 1] /= len;
825  fMesh->fNorms[i * 3 + 2] /= len;
826  }
827 }
828 
829 /////////////////////////////////////////////////////////////////////////
830 //****************************TABLES***********************************//
831 /////////////////////////////////////////////////////////////////////////
832 
833 const UInt_t eInt[256] =
834 {
835  0x000, 0x109, 0x203, 0x30a, 0x406, 0x50f, 0x605, 0x70c,
836  0x80c, 0x905, 0xa0f, 0xb06, 0xc0a, 0xd03, 0xe09, 0xf00,
837  0x190, 0x099, 0x393, 0x29a, 0x596, 0x49f, 0x795, 0x69c,
838  0x99c, 0x895, 0xb9f, 0xa96, 0xd9a, 0xc93, 0xf99, 0xe90,
839  0x230, 0x339, 0x033, 0x13a, 0x636, 0x73f, 0x435, 0x53c,
840  0xa3c, 0xb35, 0x83f, 0x936, 0xe3a, 0xf33, 0xc39, 0xd30,
841  0x3a0, 0x2a9, 0x1a3, 0x0aa, 0x7a6, 0x6af, 0x5a5, 0x4ac,
842  0xbac, 0xaa5, 0x9af, 0x8a6, 0xfaa, 0xea3, 0xda9, 0xca0,
843  0x460, 0x569, 0x663, 0x76a, 0x066, 0x16f, 0x265, 0x36c,
844  0xc6c, 0xd65, 0xe6f, 0xf66, 0x86a, 0x963, 0xa69, 0xb60,
845  0x5f0, 0x4f9, 0x7f3, 0x6fa, 0x1f6, 0x0ff, 0x3f5, 0x2fc,
846  0xdfc, 0xcf5, 0xfff, 0xef6, 0x9fa, 0x8f3, 0xbf9, 0xaf0,
847  0x650, 0x759, 0x453, 0x55a, 0x256, 0x35f, 0x055, 0x15c,
848  0xe5c, 0xf55, 0xc5f, 0xd56, 0xa5a, 0xb53, 0x859, 0x950,
849  0x7c0, 0x6c9, 0x5c3, 0x4ca, 0x3c6, 0x2cf, 0x1c5, 0x0cc,
850  0xfcc, 0xec5, 0xdcf, 0xcc6, 0xbca, 0xac3, 0x9c9, 0x8c0,
851  0x8c0, 0x9c9, 0xac3, 0xbca, 0xcc6, 0xdcf, 0xec5, 0xfcc,
852  0x0cc, 0x1c5, 0x2cf, 0x3c6, 0x4ca, 0x5c3, 0x6c9, 0x7c0,
853  0x950, 0x859, 0xb53, 0xa5a, 0xd56, 0xc5f, 0xf55, 0xe5c,
854  0x15c, 0x055, 0x35f, 0x256, 0x55a, 0x453, 0x759, 0x650,
855  0xaf0, 0xbf9, 0x8f3, 0x9fa, 0xef6, 0xfff, 0xcf5, 0xdfc,
856  0x2fc, 0x3f5, 0x0ff, 0x1f6, 0x6fa, 0x7f3, 0x4f9, 0x5f0,
857  0xb60, 0xa69, 0x963, 0x86a, 0xf66, 0xe6f, 0xd65, 0xc6c,
858  0x36c, 0x265, 0x16f, 0x066, 0x76a, 0x663, 0x569, 0x460,
859  0xca0, 0xda9, 0xea3, 0xfaa, 0x8a6, 0x9af, 0xaa5, 0xbac,
860  0x4ac, 0x5a5, 0x6af, 0x7a6, 0x0aa, 0x1a3, 0x2a9, 0x3a0,
861  0xd30, 0xc39, 0xf33, 0xe3a, 0x936, 0x83f, 0xb35, 0xa3c,
862  0x53c, 0x435, 0x73f, 0x636, 0x13a, 0x033, 0x339, 0x230,
863  0xe90, 0xf99, 0xc93, 0xd9a, 0xa96, 0xb9f, 0x895, 0x99c,
864  0x69c, 0x795, 0x49f, 0x596, 0x29a, 0x393, 0x099, 0x190,
865  0xf00, 0xe09, 0xd03, 0xc0a, 0xb06, 0xa0f, 0x905, 0x80c,
866  0x70c, 0x605, 0x50f, 0x406, 0x30a, 0x203, 0x109, 0x000
867 };
868 
869 const Float_t vOff[8][3] =
870 {
871  {0.f, 0.f, 0.f}, {1.f, 0.f, 0.f}, {1.f, 1.f, 0.f},
872  {0.f, 1.f, 0.f}, {0.f, 0.f, 1.f}, {1.f, 0.f, 1.f},
873  {1.f, 1.f, 1.f}, {0.f, 1.f, 1.f}
874 };
875 
876 const UChar_t eConn[12][2] =
877 {
878  {0, 1}, {1, 2}, {2, 3}, {3, 0},
879  {4, 5}, {5, 6}, {6, 7}, {7, 4},
880  {0, 4}, {1, 5}, {2, 6}, {3, 7}
881 };
882 
883 const Float_t eDir[12][3] =
884 {
885  { 1.f, 0.f, 0.f}, {0.f, 1.f, 0.f}, {-1.f, 0.f, 0.f},
886  { 0.f, -1.f, 0.f}, {1.f, 0.f, 0.f}, { 0.f, 1.f, 0.f},
887  {-1.f, 0.f, 0.f}, {0.f, -1.f, 0.f}, { 0.f, 0.f, 1.f},
888  { 0.f, 0.f, 1.f}, {0.f, 0.f, 1.f}, { 0.f, 0.f, 1.f}
889 };
890 
891 
892 const Int_t conTbl[256][16] =
893 {
894  {-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
895  {0, 8, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
896  {0, 1, 9, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
897  {1, 8, 3, 9, 8, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
898  {1, 2, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
899  {0, 8, 3, 1, 2, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
900  {9, 2, 10, 0, 2, 9, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
901  {2, 8, 3, 2, 10, 8, 10, 9, 8, -1, -1, -1, -1, -1, -1, -1},
902  {3, 11, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
903  {0, 11, 2, 8, 11, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
904  {1, 9, 0, 2, 3, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
905  {1, 11, 2, 1, 9, 11, 9, 8, 11, -1, -1, -1, -1, -1, -1, -1},
906  {3, 10, 1, 11, 10, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
907  {0, 10, 1, 0, 8, 10, 8, 11, 10, -1, -1, -1, -1, -1, -1, -1},
908  {3, 9, 0, 3, 11, 9, 11, 10, 9, -1, -1, -1, -1, -1, -1, -1},
909  {9, 8, 10, 10, 8, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
910  {4, 7, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
911  {4, 3, 0, 7, 3, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
912  {0, 1, 9, 8, 4, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
913  {4, 1, 9, 4, 7, 1, 7, 3, 1, -1, -1, -1, -1, -1, -1, -1},
914  {1, 2, 10, 8, 4, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
915  {3, 4, 7, 3, 0, 4, 1, 2, 10, -1, -1, -1, -1, -1, -1, -1},
916  {9, 2, 10, 9, 0, 2, 8, 4, 7, -1, -1, -1, -1, -1, -1, -1},
917  {2, 10, 9, 2, 9, 7, 2, 7, 3, 7, 9, 4, -1, -1, -1, -1},
918  {8, 4, 7, 3, 11, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
919  {11, 4, 7, 11, 2, 4, 2, 0, 4, -1, -1, -1, -1, -1, -1, -1},
920  {9, 0, 1, 8, 4, 7, 2, 3, 11, -1, -1, -1, -1, -1, -1, -1},
921  {4, 7, 11, 9, 4, 11, 9, 11, 2, 9, 2, 1, -1, -1, -1, -1},
922  {3, 10, 1, 3, 11, 10, 7, 8, 4, -1, -1, -1, -1, -1, -1, -1},
923  {1, 11, 10, 1, 4, 11, 1, 0, 4, 7, 11, 4, -1, -1, -1, -1},
924  {4, 7, 8, 9, 0, 11, 9, 11, 10, 11, 0, 3, -1, -1, -1, -1},
925  {4, 7, 11, 4, 11, 9, 9, 11, 10, -1, -1, -1, -1, -1, -1, -1},
926  {9, 5, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
927  {9, 5, 4, 0, 8, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
928  {0, 5, 4, 1, 5, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
929  {8, 5, 4, 8, 3, 5, 3, 1, 5, -1, -1, -1, -1, -1, -1, -1},
930  {1, 2, 10, 9, 5, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
931  {3, 0, 8, 1, 2, 10, 4, 9, 5, -1, -1, -1, -1, -1, -1, -1},
932  {5, 2, 10, 5, 4, 2, 4, 0, 2, -1, -1, -1, -1, -1, -1, -1},
933  {2, 10, 5, 3, 2, 5, 3, 5, 4, 3, 4, 8, -1, -1, -1, -1},
934  {9, 5, 4, 2, 3, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
935  {0, 11, 2, 0, 8, 11, 4, 9, 5, -1, -1, -1, -1, -1, -1, -1},
936  {0, 5, 4, 0, 1, 5, 2, 3, 11, -1, -1, -1, -1, -1, -1, -1},
937  {2, 1, 5, 2, 5, 8, 2, 8, 11, 4, 8, 5, -1, -1, -1, -1},
938  {10, 3, 11, 10, 1, 3, 9, 5, 4, -1, -1, -1, -1, -1, -1, -1},
939  {4, 9, 5, 0, 8, 1, 8, 10, 1, 8, 11, 10, -1, -1, -1, -1},
940  {5, 4, 0, 5, 0, 11, 5, 11, 10, 11, 0, 3, -1, -1, -1, -1},
941  {5, 4, 8, 5, 8, 10, 10, 8, 11, -1, -1, -1, -1, -1, -1, -1},
942  {9, 7, 8, 5, 7, 9, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
943  {9, 3, 0, 9, 5, 3, 5, 7, 3, -1, -1, -1, -1, -1, -1, -1},
944  {0, 7, 8, 0, 1, 7, 1, 5, 7, -1, -1, -1, -1, -1, -1, -1},
945  {1, 5, 3, 3, 5, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
946  {9, 7, 8, 9, 5, 7, 10, 1, 2, -1, -1, -1, -1, -1, -1, -1},
947  {10, 1, 2, 9, 5, 0, 5, 3, 0, 5, 7, 3, -1, -1, -1, -1},
948  {8, 0, 2, 8, 2, 5, 8, 5, 7, 10, 5, 2, -1, -1, -1, -1},
949  {2, 10, 5, 2, 5, 3, 3, 5, 7, -1, -1, -1, -1, -1, -1, -1},
950  {7, 9, 5, 7, 8, 9, 3, 11, 2, -1, -1, -1, -1, -1, -1, -1},
951  {9, 5, 7, 9, 7, 2, 9, 2, 0, 2, 7, 11, -1, -1, -1, -1},
952  {2, 3, 11, 0, 1, 8, 1, 7, 8, 1, 5, 7, -1, -1, -1, -1},
953  {11, 2, 1, 11, 1, 7, 7, 1, 5, -1, -1, -1, -1, -1, -1, -1},
954  {9, 5, 8, 8, 5, 7, 10, 1, 3, 10, 3, 11, -1, -1, -1, -1},
955  {5, 7, 0, 5, 0, 9, 7, 11, 0, 1, 0, 10, 11, 10, 0, -1},
956  {11, 10, 0, 11, 0, 3, 10, 5, 0, 8, 0, 7, 5, 7, 0, -1},
957  {11, 10, 5, 7, 11, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
958  {10, 6, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
959  {0, 8, 3, 5, 10, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
960  {9, 0, 1, 5, 10, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
961  {1, 8, 3, 1, 9, 8, 5, 10, 6, -1, -1, -1, -1, -1, -1, -1},
962  {1, 6, 5, 2, 6, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
963  {1, 6, 5, 1, 2, 6, 3, 0, 8, -1, -1, -1, -1, -1, -1, -1},
964  {9, 6, 5, 9, 0, 6, 0, 2, 6, -1, -1, -1, -1, -1, -1, -1},
965  {5, 9, 8, 5, 8, 2, 5, 2, 6, 3, 2, 8, -1, -1, -1, -1},
966  {2, 3, 11, 10, 6, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
967  {11, 0, 8, 11, 2, 0, 10, 6, 5, -1, -1, -1, -1, -1, -1, -1},
968  {0, 1, 9, 2, 3, 11, 5, 10, 6, -1, -1, -1, -1, -1, -1, -1},
969  {5, 10, 6, 1, 9, 2, 9, 11, 2, 9, 8, 11, -1, -1, -1, -1},
970  {6, 3, 11, 6, 5, 3, 5, 1, 3, -1, -1, -1, -1, -1, -1, -1},
971  {0, 8, 11, 0, 11, 5, 0, 5, 1, 5, 11, 6, -1, -1, -1, -1},
972  {3, 11, 6, 0, 3, 6, 0, 6, 5, 0, 5, 9, -1, -1, -1, -1},
973  {6, 5, 9, 6, 9, 11, 11, 9, 8, -1, -1, -1, -1, -1, -1, -1},
974  {5, 10, 6, 4, 7, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
975  {4, 3, 0, 4, 7, 3, 6, 5, 10, -1, -1, -1, -1, -1, -1, -1},
976  {1, 9, 0, 5, 10, 6, 8, 4, 7, -1, -1, -1, -1, -1, -1, -1},
977  {10, 6, 5, 1, 9, 7, 1, 7, 3, 7, 9, 4, -1, -1, -1, -1},
978  {6, 1, 2, 6, 5, 1, 4, 7, 8, -1, -1, -1, -1, -1, -1, -1},
979  {1, 2, 5, 5, 2, 6, 3, 0, 4, 3, 4, 7, -1, -1, -1, -1},
980  {8, 4, 7, 9, 0, 5, 0, 6, 5, 0, 2, 6, -1, -1, -1, -1},
981  {7, 3, 9, 7, 9, 4, 3, 2, 9, 5, 9, 6, 2, 6, 9, -1},
982  {3, 11, 2, 7, 8, 4, 10, 6, 5, -1, -1, -1, -1, -1, -1, -1},
983  {5, 10, 6, 4, 7, 2, 4, 2, 0, 2, 7, 11, -1, -1, -1, -1},
984  {0, 1, 9, 4, 7, 8, 2, 3, 11, 5, 10, 6, -1, -1, -1, -1},
985  {9, 2, 1, 9, 11, 2, 9, 4, 11, 7, 11, 4, 5, 10, 6, -1},
986  {8, 4, 7, 3, 11, 5, 3, 5, 1, 5, 11, 6, -1, -1, -1, -1},
987  {5, 1, 11, 5, 11, 6, 1, 0, 11, 7, 11, 4, 0, 4, 11, -1},
988  {0, 5, 9, 0, 6, 5, 0, 3, 6, 11, 6, 3, 8, 4, 7, -1},
989  {6, 5, 9, 6, 9, 11, 4, 7, 9, 7, 11, 9, -1, -1, -1, -1},
990  {10, 4, 9, 6, 4, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
991  {4, 10, 6, 4, 9, 10, 0, 8, 3, -1, -1, -1, -1, -1, -1, -1},
992  {10, 0, 1, 10, 6, 0, 6, 4, 0, -1, -1, -1, -1, -1, -1, -1},
993  {8, 3, 1, 8, 1, 6, 8, 6, 4, 6, 1, 10, -1, -1, -1, -1},
994  {1, 4, 9, 1, 2, 4, 2, 6, 4, -1, -1, -1, -1, -1, -1, -1},
995  {3, 0, 8, 1, 2, 9, 2, 4, 9, 2, 6, 4, -1, -1, -1, -1},
996  {0, 2, 4, 4, 2, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
997  {8, 3, 2, 8, 2, 4, 4, 2, 6, -1, -1, -1, -1, -1, -1, -1},
998  {10, 4, 9, 10, 6, 4, 11, 2, 3, -1, -1, -1, -1, -1, -1, -1},
999  {0, 8, 2, 2, 8, 11, 4, 9, 10, 4, 10, 6, -1, -1, -1, -1},
1000  {3, 11, 2, 0, 1, 6, 0, 6, 4, 6, 1, 10, -1, -1, -1, -1},
1001  {6, 4, 1, 6, 1, 10, 4, 8, 1, 2, 1, 11, 8, 11, 1, -1},
1002  {9, 6, 4, 9, 3, 6, 9, 1, 3, 11, 6, 3, -1, -1, -1, -1},
1003  {8, 11, 1, 8, 1, 0, 11, 6, 1, 9, 1, 4, 6, 4, 1, -1},
1004  {3, 11, 6, 3, 6, 0, 0, 6, 4, -1, -1, -1, -1, -1, -1, -1},
1005  {6, 4, 8, 11, 6, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
1006  {7, 10, 6, 7, 8, 10, 8, 9, 10, -1, -1, -1, -1, -1, -1, -1},
1007  {0, 7, 3, 0, 10, 7, 0, 9, 10, 6, 7, 10, -1, -1, -1, -1},
1008  {10, 6, 7, 1, 10, 7, 1, 7, 8, 1, 8, 0, -1, -1, -1, -1},
1009  {10, 6, 7, 10, 7, 1, 1, 7, 3, -1, -1, -1, -1, -1, -1, -1},
1010  {1, 2, 6, 1, 6, 8, 1, 8, 9, 8, 6, 7, -1, -1, -1, -1},
1011  {2, 6, 9, 2, 9, 1, 6, 7, 9, 0, 9, 3, 7, 3, 9, -1},
1012  {7, 8, 0, 7, 0, 6, 6, 0, 2, -1, -1, -1, -1, -1, -1, -1},
1013  {7, 3, 2, 6, 7, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
1014  {2, 3, 11, 10, 6, 8, 10, 8, 9, 8, 6, 7, -1, -1, -1, -1},
1015  {2, 0, 7, 2, 7, 11, 0, 9, 7, 6, 7, 10, 9, 10, 7, -1},
1016  {1, 8, 0, 1, 7, 8, 1, 10, 7, 6, 7, 10, 2, 3, 11, -1},
1017  {11, 2, 1, 11, 1, 7, 10, 6, 1, 6, 7, 1, -1, -1, -1, -1},
1018  {8, 9, 6, 8, 6, 7, 9, 1, 6, 11, 6, 3, 1, 3, 6, -1},
1019  {0, 9, 1, 11, 6, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
1020  {7, 8, 0, 7, 0, 6, 3, 11, 0, 11, 6, 0, -1, -1, -1, -1},
1021  {7, 11, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
1022  {7, 6, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
1023  {3, 0, 8, 11, 7, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
1024  {0, 1, 9, 11, 7, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
1025  {8, 1, 9, 8, 3, 1, 11, 7, 6, -1, -1, -1, -1, -1, -1, -1},
1026  {10, 1, 2, 6, 11, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
1027  {1, 2, 10, 3, 0, 8, 6, 11, 7, -1, -1, -1, -1, -1, -1, -1},
1028  {2, 9, 0, 2, 10, 9, 6, 11, 7, -1, -1, -1, -1, -1, -1, -1},
1029  {6, 11, 7, 2, 10, 3, 10, 8, 3, 10, 9, 8, -1, -1, -1, -1},
1030  {7, 2, 3, 6, 2, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
1031  {7, 0, 8, 7, 6, 0, 6, 2, 0, -1, -1, -1, -1, -1, -1, -1},
1032  {2, 7, 6, 2, 3, 7, 0, 1, 9, -1, -1, -1, -1, -1, -1, -1},
1033  {1, 6, 2, 1, 8, 6, 1, 9, 8, 8, 7, 6, -1, -1, -1, -1},
1034  {10, 7, 6, 10, 1, 7, 1, 3, 7, -1, -1, -1, -1, -1, -1, -1},
1035  {10, 7, 6, 1, 7, 10, 1, 8, 7, 1, 0, 8, -1, -1, -1, -1},
1036  {0, 3, 7, 0, 7, 10, 0, 10, 9, 6, 10, 7, -1, -1, -1, -1},
1037  {7, 6, 10, 7, 10, 8, 8, 10, 9, -1, -1, -1, -1, -1, -1, -1},
1038  {6, 8, 4, 11, 8, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
1039  {3, 6, 11, 3, 0, 6, 0, 4, 6, -1, -1, -1, -1, -1, -1, -1},
1040  {8, 6, 11, 8, 4, 6, 9, 0, 1, -1, -1, -1, -1, -1, -1, -1},
1041  {9, 4, 6, 9, 6, 3, 9, 3, 1, 11, 3, 6, -1, -1, -1, -1},
1042  {6, 8, 4, 6, 11, 8, 2, 10, 1, -1, -1, -1, -1, -1, -1, -1},
1043  {1, 2, 10, 3, 0, 11, 0, 6, 11, 0, 4, 6, -1, -1, -1, -1},
1044  {4, 11, 8, 4, 6, 11, 0, 2, 9, 2, 10, 9, -1, -1, -1, -1},
1045  {10, 9, 3, 10, 3, 2, 9, 4, 3, 11, 3, 6, 4, 6, 3, -1},
1046  {8, 2, 3, 8, 4, 2, 4, 6, 2, -1, -1, -1, -1, -1, -1, -1},
1047  {0, 4, 2, 4, 6, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
1048  {1, 9, 0, 2, 3, 4, 2, 4, 6, 4, 3, 8, -1, -1, -1, -1},
1049  {1, 9, 4, 1, 4, 2, 2, 4, 6, -1, -1, -1, -1, -1, -1, -1},
1050  {8, 1, 3, 8, 6, 1, 8, 4, 6, 6, 10, 1, -1, -1, -1, -1},
1051  {10, 1, 0, 10, 0, 6, 6, 0, 4, -1, -1, -1, -1, -1, -1, -1},
1052  {4, 6, 3, 4, 3, 8, 6, 10, 3, 0, 3, 9, 10, 9, 3, -1},
1053  {10, 9, 4, 6, 10, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
1054  {4, 9, 5, 7, 6, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
1055  {0, 8, 3, 4, 9, 5, 11, 7, 6, -1, -1, -1, -1, -1, -1, -1},
1056  {5, 0, 1, 5, 4, 0, 7, 6, 11, -1, -1, -1, -1, -1, -1, -1},
1057  {11, 7, 6, 8, 3, 4, 3, 5, 4, 3, 1, 5, -1, -1, -1, -1},
1058  {9, 5, 4, 10, 1, 2, 7, 6, 11, -1, -1, -1, -1, -1, -1, -1},
1059  {6, 11, 7, 1, 2, 10, 0, 8, 3, 4, 9, 5, -1, -1, -1, -1},
1060  {7, 6, 11, 5, 4, 10, 4, 2, 10, 4, 0, 2, -1, -1, -1, -1},
1061  {3, 4, 8, 3, 5, 4, 3, 2, 5, 10, 5, 2, 11, 7, 6, -1},
1062  {7, 2, 3, 7, 6, 2, 5, 4, 9, -1, -1, -1, -1, -1, -1, -1},
1063  {9, 5, 4, 0, 8, 6, 0, 6, 2, 6, 8, 7, -1, -1, -1, -1},
1064  {3, 6, 2, 3, 7, 6, 1, 5, 0, 5, 4, 0, -1, -1, -1, -1},
1065  {6, 2, 8, 6, 8, 7, 2, 1, 8, 4, 8, 5, 1, 5, 8, -1},
1066  {9, 5, 4, 10, 1, 6, 1, 7, 6, 1, 3, 7, -1, -1, -1, -1},
1067  {1, 6, 10, 1, 7, 6, 1, 0, 7, 8, 7, 0, 9, 5, 4, -1},
1068  {4, 0, 10, 4, 10, 5, 0, 3, 10, 6, 10, 7, 3, 7, 10, -1},
1069  {7, 6, 10, 7, 10, 8, 5, 4, 10, 4, 8, 10, -1, -1, -1, -1},
1070  {6, 9, 5, 6, 11, 9, 11, 8, 9, -1, -1, -1, -1, -1, -1, -1},
1071  {3, 6, 11, 0, 6, 3, 0, 5, 6, 0, 9, 5, -1, -1, -1, -1},
1072  {0, 11, 8, 0, 5, 11, 0, 1, 5, 5, 6, 11, -1, -1, -1, -1},
1073  {6, 11, 3, 6, 3, 5, 5, 3, 1, -1, -1, -1, -1, -1, -1, -1},
1074  {1, 2, 10, 9, 5, 11, 9, 11, 8, 11, 5, 6, -1, -1, -1, -1},
1075  {0, 11, 3, 0, 6, 11, 0, 9, 6, 5, 6, 9, 1, 2, 10, -1},
1076  {11, 8, 5, 11, 5, 6, 8, 0, 5, 10, 5, 2, 0, 2, 5, -1},
1077  {6, 11, 3, 6, 3, 5, 2, 10, 3, 10, 5, 3, -1, -1, -1, -1},
1078  {5, 8, 9, 5, 2, 8, 5, 6, 2, 3, 8, 2, -1, -1, -1, -1},
1079  {9, 5, 6, 9, 6, 0, 0, 6, 2, -1, -1, -1, -1, -1, -1, -1},
1080  {1, 5, 8, 1, 8, 0, 5, 6, 8, 3, 8, 2, 6, 2, 8, -1},
1081  {1, 5, 6, 2, 1, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
1082  {1, 3, 6, 1, 6, 10, 3, 8, 6, 5, 6, 9, 8, 9, 6, -1},
1083  {10, 1, 0, 10, 0, 6, 9, 5, 0, 5, 6, 0, -1, -1, -1, -1},
1084  {0, 3, 8, 5, 6, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
1085  {10, 5, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
1086  {11, 5, 10, 7, 5, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
1087  {11, 5, 10, 11, 7, 5, 8, 3, 0, -1, -1, -1, -1, -1, -1, -1},
1088  {5, 11, 7, 5, 10, 11, 1, 9, 0, -1, -1, -1, -1, -1, -1, -1},
1089  {10, 7, 5, 10, 11, 7, 9, 8, 1, 8, 3, 1, -1, -1, -1, -1},
1090  {11, 1, 2, 11, 7, 1, 7, 5, 1, -1, -1, -1, -1, -1, -1, -1},
1091  {0, 8, 3, 1, 2, 7, 1, 7, 5, 7, 2, 11, -1, -1, -1, -1},
1092  {9, 7, 5, 9, 2, 7, 9, 0, 2, 2, 11, 7, -1, -1, -1, -1},
1093  {7, 5, 2, 7, 2, 11, 5, 9, 2, 3, 2, 8, 9, 8, 2, -1},
1094  {2, 5, 10, 2, 3, 5, 3, 7, 5, -1, -1, -1, -1, -1, -1, -1},
1095  {8, 2, 0, 8, 5, 2, 8, 7, 5, 10, 2, 5, -1, -1, -1, -1},
1096  {9, 0, 1, 5, 10, 3, 5, 3, 7, 3, 10, 2, -1, -1, -1, -1},
1097  {9, 8, 2, 9, 2, 1, 8, 7, 2, 10, 2, 5, 7, 5, 2, -1},
1098  {1, 3, 5, 3, 7, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
1099  {0, 8, 7, 0, 7, 1, 1, 7, 5, -1, -1, -1, -1, -1, -1, -1},
1100  {9, 0, 3, 9, 3, 5, 5, 3, 7, -1, -1, -1, -1, -1, -1, -1},
1101  {9, 8, 7, 5, 9, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
1102  {5, 8, 4, 5, 10, 8, 10, 11, 8, -1, -1, -1, -1, -1, -1, -1},
1103  {5, 0, 4, 5, 11, 0, 5, 10, 11, 11, 3, 0, -1, -1, -1, -1},
1104  {0, 1, 9, 8, 4, 10, 8, 10, 11, 10, 4, 5, -1, -1, -1, -1},
1105  {10, 11, 4, 10, 4, 5, 11, 3, 4, 9, 4, 1, 3, 1, 4, -1},
1106  {2, 5, 1, 2, 8, 5, 2, 11, 8, 4, 5, 8, -1, -1, -1, -1},
1107  {0, 4, 11, 0, 11, 3, 4, 5, 11, 2, 11, 1, 5, 1, 11, -1},
1108  {0, 2, 5, 0, 5, 9, 2, 11, 5, 4, 5, 8, 11, 8, 5, -1},
1109  {9, 4, 5, 2, 11, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
1110  {2, 5, 10, 3, 5, 2, 3, 4, 5, 3, 8, 4, -1, -1, -1, -1},
1111  {5, 10, 2, 5, 2, 4, 4, 2, 0, -1, -1, -1, -1, -1, -1, -1},
1112  {3, 10, 2, 3, 5, 10, 3, 8, 5, 4, 5, 8, 0, 1, 9, -1},
1113  {5, 10, 2, 5, 2, 4, 1, 9, 2, 9, 4, 2, -1, -1, -1, -1},
1114  {8, 4, 5, 8, 5, 3, 3, 5, 1, -1, -1, -1, -1, -1, -1, -1},
1115  {0, 4, 5, 1, 0, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
1116  {8, 4, 5, 8, 5, 3, 9, 0, 5, 0, 3, 5, -1, -1, -1, -1},
1117  {9, 4, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
1118  {4, 11, 7, 4, 9, 11, 9, 10, 11, -1, -1, -1, -1, -1, -1, -1},
1119  {0, 8, 3, 4, 9, 7, 9, 11, 7, 9, 10, 11, -1, -1, -1, -1},
1120  {1, 10, 11, 1, 11, 4, 1, 4, 0, 7, 4, 11, -1, -1, -1, -1},
1121  {3, 1, 4, 3, 4, 8, 1, 10, 4, 7, 4, 11, 10, 11, 4, -1},
1122  {4, 11, 7, 9, 11, 4, 9, 2, 11, 9, 1, 2, -1, -1, -1, -1},
1123  {9, 7, 4, 9, 11, 7, 9, 1, 11, 2, 11, 1, 0, 8, 3, -1},
1124  {11, 7, 4, 11, 4, 2, 2, 4, 0, -1, -1, -1, -1, -1, -1, -1},
1125  {11, 7, 4, 11, 4, 2, 8, 3, 4, 3, 2, 4, -1, -1, -1, -1},
1126  {2, 9, 10, 2, 7, 9, 2, 3, 7, 7, 4, 9, -1, -1, -1, -1},
1127  {9, 10, 7, 9, 7, 4, 10, 2, 7, 8, 7, 0, 2, 0, 7, -1},
1128  {3, 7, 10, 3, 10, 2, 7, 4, 10, 1, 10, 0, 4, 0, 10, -1},
1129  {1, 10, 2, 8, 7, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
1130  {4, 9, 1, 4, 1, 7, 7, 1, 3, -1, -1, -1, -1, -1, -1, -1},
1131  {4, 9, 1, 4, 1, 7, 0, 8, 1, 8, 7, 1, -1, -1, -1, -1},
1132  {4, 0, 3, 7, 4, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
1133  {4, 8, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
1134  {9, 10, 8, 10, 11, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
1135  {3, 0, 9, 3, 9, 11, 11, 9, 10, -1, -1, -1, -1, -1, -1, -1},
1136  {0, 1, 10, 0, 10, 8, 8, 10, 11, -1, -1, -1, -1, -1, -1, -1},
1137  {3, 1, 10, 11, 3, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
1138  {1, 2, 11, 1, 11, 9, 9, 11, 8, -1, -1, -1, -1, -1, -1, -1},
1139  {3, 0, 9, 3, 9, 11, 1, 2, 9, 2, 11, 9, -1, -1, -1, -1},
1140  {0, 2, 11, 8, 0, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
1141  {3, 2, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
1142  {2, 3, 8, 2, 8, 10, 10, 8, 9, -1, -1, -1, -1, -1, -1, -1},
1143  {9, 10, 2, 0, 9, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
1144  {2, 3, 8, 2, 8, 10, 0, 1, 8, 1, 10, 8, -1, -1, -1, -1},
1145  {1, 10, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
1146  {1, 3, 8, 9, 1, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
1147  {0, 9, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
1148  {0, 3, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
1149  {-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}
1150 };
1151 
1152 template class TMeshBuilder<TH3C, Float_t>;
1153 template class TMeshBuilder<TH3S, Float_t>;
1154 template class TMeshBuilder<TH3I, Float_t>;
1155 template class TMeshBuilder<TH3F, Float_t>;
1156 template class TMeshBuilder<TH3D, Float_t>;
1157 template class TMeshBuilder<TF3, Double_t>;
1158 //TMeshBuilder does not need any detail from TKDEFGT.
1159 //TKDEFGT only helps to select correct implementation.
1160 //Forward class declaration is enough for TKDEFGT.
1161 template class TMeshBuilder<TKDEFGT, Float_t>;
1162 
1163 }//namespace Mc
1164 }//namespace Rgl
const Double_t * v1
Definition: TArcBall.cxx:33
static double p3(double t, double a, double b, double c, double d)
float Float_t
Definition: RtypesCore.h:53
void BuildRow(SliceType_t *slice) const
The first row (along x) in the first slice: ny == 0, nz == 0, nx : [1, W - 1].
TH1 * h
Definition: legend2.C:5
void SetDataSource(const TF3 *f)
void SplitEdge(TCell< Double_t > &cell, TIsoMesh< Double_t > *mesh, UInt_t i, Double_t x, Double_t y, Double_t z, Double_t iso) const
Split the edge and find normal in a new vertex.
void swap(ROOT::THist< DIMENSIONS, PRECISION > &a, ROOT::THist< DIMENSIONS, PRECISION > &b) noexcept
Swap two histograms.
Definition: THist.h:196
int Int_t
Definition: RtypesCore.h:41
const Float_t eDir[12][3]
void BuildFirstCube(SliceType_t *slice) const
The first cube in a grid. nx == 0, ny == 0, nz ==0.
V GetOffset(E val1, E val2, V iso)
double sqrt(double)
UInt_t AddVertex(const V *v)
Definition: TGLIsoMesh.h:44
void AddNormal(const V *n)
Definition: TGLIsoMesh.h:54
Double_t x[n]
Definition: legend1.C:17
void BuildCol(SliceType_t *slice) const
"Col" (column) consists of cubes along y axis on the first slice (nx == 0, nz == 0).
static double p2(double t, double a, double b, double c)
static Vc_ALWAYS_INLINE Vector< T > abs(const Vector< T > &x)
Definition: vector.h:450
if(pyself &&pyself!=Py_None)
const Int_t conTbl[256][16]
void Error(const char *location, const char *msgfmt,...)
void BuildSlice(SliceType_t *slice) const
Slice with nz == 0.
Double_t GetData(UInt_t i, UInt_t j, UInt_t k) const
SVector< double, 2 > v
Definition: Dict.h:5
Int_t GetNbins() const
Definition: TAxis.h:125
A 3-Dim function with parameters.
Definition: TF3.h:30
unsigned int UInt_t
Definition: RtypesCore.h:42
TMarker * m
Definition: textangle.C:8
const UInt_t eInt[256]
static double p1(double t, double a, double b)
TAxis * GetYaxis() const
Get y axis of the function.
Definition: TF1.cxx:2106
void NextStep(UInt_t depth, const SliceType_t *prevSlice, SliceType_t *curr) const
Fill slice with vertices and triangles.
double Double_t
Definition: RtypesCore.h:55
std::vector< TCell< V > > fCells
Double_t y[n]
Definition: legend1.C:17
const Float_t vOff[8][3]
TAxis * GetZaxis() const
Get z axis of the function. (In case this object is a TF2 or TF3)
Definition: TF1.cxx:2117
TAxis * GetXaxis() const
Get x axis of the function.
Definition: TF1.cxx:2095
const UChar_t eConn[12][2]
void BuildMesh(const DataSource *src, const TGridGeometry< ValueType > &geom, MeshType_t *mesh, ValueType iso)
Build iso-mesh using marching cubes.
virtual Double_t Eval(Double_t x, Double_t y=0, Double_t z=0, Double_t t=0) const
Evaluate this function.
Definition: TF1.cxx:1185
unsigned char UChar_t
Definition: RtypesCore.h:34
std::vector< V > fVerts
Definition: TGLIsoMesh.h:85
UInt_t AddTriangle(const UInt_t *t)
Definition: TGLIsoMesh.h:61
void GetData(std::string s, double *x, double *y, double *ey)
const Int_t n
Definition: legend1.C:16
void BuildNormals() const
Build averaged normals using vertices and trinagles.