#ifndef ROOT_TEveProjections
#define ROOT_TEveProjections
#include "TEveVSDStructs.h"
#include <vector>
class TEveProjection
{
public:
enum EPType_e { kPT_Unknown, kPT_RPhi, kPT_RhoZ, kPT_End };
enum EPProc_e { kPP_Plane, kPP_Distort, kPP_Full };
enum EGeoMode_e { kGM_Unknown, kGM_Polygons, kGM_Segments };
struct PreScaleEntry_t
{
Float_t fMin, fMax;
Float_t fOffset;
Float_t fScale;
PreScaleEntry_t() :
fMin(0), fMax(0), fOffset(0), fScale(1) {}
PreScaleEntry_t(Float_t min, Float_t max, Float_t off, Float_t scale) :
fMin(min), fMax(max), fOffset(off), fScale(scale) {}
virtual ~PreScaleEntry_t() {}
ClassDef(PreScaleEntry_t, 0);
};
typedef std::vector<PreScaleEntry_t> vPreScale_t;
typedef std::vector<PreScaleEntry_t>::iterator vPreScale_i;
protected:
EPType_e fType;
EGeoMode_e fGeoMode;
TString fName;
TEveVector fCenter;
TEveVector fZeroPosVal;
Bool_t fUsePreScale;
vPreScale_t fPreScales[2];
Float_t fDistortion;
Float_t fFixR;
Float_t fFixZ;
Float_t fPastFixRFac;
Float_t fPastFixZFac;
Float_t fScaleR;
Float_t fScaleZ;
Float_t fPastFixRScale;
Float_t fPastFixZScale;
Float_t fMaxTrackStep;
TEveVector fLowLimit;
TEveVector fUpLimit;
public:
TEveProjection();
virtual ~TEveProjection() {}
virtual void ProjectPoint(Float_t&, Float_t&, Float_t&, EPProc_e p = kPP_Full ) = 0;
virtual void ProjectPointFv(Float_t* v) { ProjectPoint(v[0], v[1], v[2]); }
virtual void ProjectVector(TEveVector& v);
const char* GetName() { return fName.Data(); }
void SetName(const char* txt) { fName = txt; }
virtual void SetCenter(TEveVector& v) { fCenter = v; UpdateLimit(); }
virtual Float_t* GetProjectedCenter() { return fCenter.Arr(); }
void SetType(EPType_e t) { fType = t; }
EPType_e GetType() { return fType; }
void SetGeoMode(EGeoMode_e m) { fGeoMode = m; }
EGeoMode_e GetGeoMode() { return fGeoMode; }
virtual void UpdateLimit();
Bool_t GetUsePreScale() const { return fUsePreScale; }
void SetUsePreScale(Bool_t x) { fUsePreScale = x; }
void PreScalePoint(Float_t& x, Float_t& y);
void AddPreScaleEntry(Int_t coord, Float_t max_val, Float_t scale);
void ChangePreScaleEntry(Int_t coord, Int_t entry, Float_t new_scale);
void ClearPreScales();
void SetDistortion(Float_t d);
Float_t GetDistortion() const { return fDistortion; }
Float_t GetFixR() const { return fFixR; }
Float_t GetFixZ() const { return fFixZ; }
void SetFixR(Float_t x);
void SetFixZ(Float_t x);
Float_t GetPastFixRFac() const { return fPastFixRFac; }
Float_t GetPastFixZFac() const { return fPastFixZFac; }
void SetPastFixRFac(Float_t x);
void SetPastFixZFac(Float_t x);
Float_t GetMaxTrackStep() const { return fMaxTrackStep; }
void SetMaxTrackStep(Float_t x) { fMaxTrackStep = TMath::Max(x, 1.0f); }
virtual Bool_t AcceptSegment(TEveVector&, TEveVector&, Float_t ) { return kTRUE; }
virtual void SetDirectionalVector(Int_t screenAxis, TEveVector& vec);
virtual Float_t GetValForScreenPos(Int_t ax, Float_t value);
virtual Float_t GetScreenVal(Int_t ax, Float_t value);
Float_t GetLimit(Int_t i, Bool_t pos) { return pos ? fUpLimit[i] : fLowLimit[i]; }
static Float_t fgEps;
ClassDef(TEveProjection, 0);
};
class TEveRhoZProjection: public TEveProjection
{
private:
TEveVector fProjectedCenter;
public:
TEveRhoZProjection();
virtual ~TEveRhoZProjection() {}
virtual void ProjectPoint(Float_t& x, Float_t& y, Float_t& z, EPProc_e proc = kPP_Full);
virtual void SetCenter(TEveVector& center);
virtual Float_t* GetProjectedCenter() { return fProjectedCenter.Arr(); }
virtual void UpdateLimit();
virtual Bool_t AcceptSegment(TEveVector& v1, TEveVector& v2, Float_t tolerance);
virtual void SetDirectionalVector(Int_t screenAxis, TEveVector& vec);
ClassDef(TEveRhoZProjection, 0);
};
class TEveRPhiProjection : public TEveProjection
{
public:
TEveRPhiProjection();
virtual ~TEveRPhiProjection() {}
virtual void ProjectPoint(Float_t& x, Float_t& y, Float_t& z, EPProc_e proc = kPP_Full);
ClassDef(TEveRPhiProjection, 0);
};
#endif
Last change: Mon Nov 24 08:18:49 2008
Last generated: 2008-11-24 08:18
This page has been automatically generated. If you have any comments or suggestions about the page layout send a mail to ROOT support, or contact the developers with any questions or problems regarding ROOT.