12#ifndef ROOT_TGLRotateManip
13#define ROOT_TGLRotateManip
#define ClassDef(name, id)
Abstract base camera class - concrete classes for orthographic and perspective cameras derive from it...
3D space, fixed length, line class, with direction / length 'vector', passing through point 'vertex'.
Abstract base class for viewer manipulators, which allow direct in viewer manipulation of a (TGlPhysi...
Concrete physical shape - a GL drawable.
3D plane class - of format Ax + By + Cz + D = 0
Rotate manipulator - attaches to physical shape and draws local axes widgets - rings drawn from attac...
virtual Bool_t HandleMotion(const Event_t &event, const TGLCamera &camera)
Handle mouse motion over manipulator - if active (selected widget) rotate physical around selected ri...
Bool_t fShallowFront
does active ring form shallow angle to eye?
TGLLine3 CalculateRingLine(const TPoint &mouse, const TGLCamera &camera) const
Calculated interaction line between 'mouse' viewport point, and current selected widget (ring),...
Double_t CalculateAngleDelta(const TPoint &mouse, const TGLCamera &camera)
Calculate angle delta for rotation based on new mouse position.
TGLPlane fActiveRingPlane
front or back of the active shallow ring?
virtual void Draw(const TGLCamera &camera) const
Draw rotate manipulator - axis rings drawn from attached physical center, in plane defined by axis as...
TGLLine3 fRingLine
center of active ring
virtual Bool_t HandleButton(const Event_t &event, const TGLCamera &camera)
Handle mouse button event over manipulator - returns kTRUE if redraw required kFALSE otherwise.
TGLVertex3 fActiveRingCenter
plane of the active ring (widget)
TGLRotateManip()
Construct rotation manipulator not bound to any physical shape.
void DrawAxisRing(const TGLVertex3 &origin, const TGLVector3 &axis, Double_t radius, Float_t rgba[4]) const
virtual ~TGLRotateManip()
Destroy the rotation manipulator.
static Double_t Angle(const TGLVector3 &v1, const TGLVector3 &v2)
Calculate unsigned angle between vectors v1 and v2.
3 component (x/y/z) vector class.
3 component (x/y/z) vertex class.