348 lines
13 KiB
C++
348 lines
13 KiB
C++
//
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// ********************************************************************
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// * License and Disclaimer *
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// * *
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// * The Geant4 software is copyright of the Copyright Holders of *
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// * the Geant4 Collaboration. It is provided under the terms and *
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// * conditions of the Geant4 Software License, included in the file *
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// * LICENSE and available at http://cern.ch/geant4/license . These *
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// * include a list of copyright holders. *
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// * *
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// * Neither the authors of this software system, nor their employing *
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// * institutes,nor the agencies providing financial support for this *
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// * work make any representation or warranty, express or implied, *
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// * regarding this software system or assume any liability for its *
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// * use. Please see the license in the file LICENSE and URL above *
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// * for the full disclaimer and the limitation of liability. *
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// * *
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// * This code implementation is the result of the scientific and *
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// * technical work of the GEANT4 collaboration. *
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// * By using, copying, modifying or distributing the software (or *
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// * any work based on the software) you agree to acknowledge its *
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// * use in resulting scientific publications, and indicate your *
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// * acceptance of all terms of the Geant4 Software license. *
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// ********************************************************************
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//
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//
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//
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// $Id: SoTrd.cc,v 1.8 2006/06/29 21:23:05 gunter Exp $
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// GEANT4 tag $Name: geant4-09-02 $
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//
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/*-----------------------------HEPVis---------------------------------------*/
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/* */
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/* Node: SoTrd */
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/* Description: Represents the G4Trd Geant Geometry entity */
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/* Author: Joe Boudreau Nov 11 1996 */
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/* */
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/*--------------------------------------------------------------------------*/
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#ifdef G4VIS_BUILD_OI_DRIVER
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#include <assert.h>
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#include <cmath>
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#include <Inventor/SbBox.h>
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#include <Inventor/actions/SoAction.h>
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#include <Inventor/fields/SoSFFloat.h>
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#include <Inventor/misc/SoChildList.h>
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#include <Inventor/nodes/SoSeparator.h>
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#include <Inventor/nodes/SoIndexedFaceSet.h>
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#include <Inventor/nodes/SoNormal.h>
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#include <Inventor/nodes/SoCoordinate3.h>
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#include <Inventor/nodes/SoNormalBinding.h>
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#include <Inventor/SoPrimitiveVertex.h>
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#include <Inventor/elements/SoTextureCoordinateElement.h>
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#include "HEPVis/SbMath.h"
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#include "HEPVis/nodes/SoTrd.h"
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// This statement is required
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SO_NODE_SOURCE(SoTrd)
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// initClass
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void SoTrd::initClass(){
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SO_NODE_INIT_CLASS(SoTrd,SoShape,"Shape");
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}
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// Constructor
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SoTrd::SoTrd() {
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// This statement is required
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SO_NODE_CONSTRUCTOR(SoTrd);
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// Data fields are initialized like this:
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SO_NODE_ADD_FIELD(fDx1,(1.0));
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SO_NODE_ADD_FIELD(fDx2,(1.0));
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SO_NODE_ADD_FIELD(fDy1,(1.0));
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SO_NODE_ADD_FIELD(fDy2,(1.0));
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SO_NODE_ADD_FIELD(fDz,(1.0));
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SO_NODE_ADD_FIELD(alternateRep,(NULL));
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children = new SoChildList(this);
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}
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// Destructor
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SoTrd::~SoTrd() {
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delete children;
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}
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// generatePrimitives
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void SoTrd::generatePrimitives(SoAction *action) {
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// This variable is used to store each vertex
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SoPrimitiveVertex pv;
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// Access the stat from the action
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SoState *state = action->getState();
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// See if we have to use a texture coordinate function,
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// rather than generating explicit texture coordinates.
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SbBool useTexFunction=
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(SoTextureCoordinateElement::getType(state) ==
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SoTextureCoordinateElement::FUNCTION);
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// If we need to generate texture coordinates with a function,
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// we'll need an SoGLTextureCoordinateElement. Otherwise, we'll
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// set up the coordinates directly.
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const SoTextureCoordinateElement *tce = NULL;
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SbVec4f texCoord;
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if (useTexFunction) {
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tce = SoTextureCoordinateElement::getInstance(state);
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}
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else {
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texCoord[2] = 0.0;
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texCoord[3] = 1.0;
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}
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SbVec3f point, normal;
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//////////////////////////////////////////
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//----------------------------------------
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#define GEN_VERTEX(pv,x,y,z,s,t,nx,ny,nz) \
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point.setValue(x,y,z); \
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normal.setValue(nx,ny,nz); \
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if (useTexFunction) { \
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texCoord=tce->get(point,normal); \
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} \
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else { \
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texCoord[0]=s; \
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texCoord[1]=t; \
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} \
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pv.setPoint(point); \
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pv.setNormal(normal); \
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pv.setTextureCoords(texCoord); \
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shapeVertex(&pv);
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//----------------------------------------
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//////////////////////////////////////////
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const int NPOINTS=8, NFACES=6, NINDICES = NFACES*5;
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int indices[NINDICES] = {3,2,1,0, SO_END_FACE_INDEX, //z back.
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4,5,6,7, SO_END_FACE_INDEX, //z front.
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0,1,5,4, SO_END_FACE_INDEX, //y up.
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1,2,6,5, SO_END_FACE_INDEX, //x left.
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2,3,7,6, SO_END_FACE_INDEX, //y down.
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3,0,4,7, SO_END_FACE_INDEX}; //x right.
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// points for the eight vertices
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float points[NPOINTS][3];
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points[0][0] = fDx1.getValue();
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points[0][1] = fDy1.getValue();
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points[0][2] = -fDz.getValue();
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points[1][0] = -fDx1.getValue();
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points[1][1] = fDy1.getValue();
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points[1][2] = -fDz.getValue();
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points[2][0] = -fDx1.getValue();
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points[2][1] = -fDy1.getValue();
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points[2][2] = -fDz.getValue();
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points[3][0] = fDx1.getValue();
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points[3][1] = -fDy1.getValue();
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points[3][2] = -fDz.getValue();
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points[4][0] = fDx2.getValue();
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points[4][1] = fDy2.getValue();
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points[4][2] = fDz.getValue();
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points[5][0] = -fDx2.getValue();
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points[5][1] = fDy2.getValue();
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points[5][2] = fDz.getValue();
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points[6][0] = -fDx2.getValue();
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points[6][1] = -fDy2.getValue();
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points[6][2] = fDz.getValue();
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points[7][0] = fDx2.getValue();
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points[7][1] = -fDy2.getValue();
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points[7][2] = fDz.getValue();
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float t1 = FATAN((fDx2.getValue()-fDx1.getValue())/(2*fDz.getValue()));
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float t2 = FATAN((fDy2.getValue()-fDy1.getValue())/(2*fDz.getValue()));
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float st1 = FSIN(t1);
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float st2 = FSIN(t2);
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float ct1 = FCOS(t1);
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float ct2 = FCOS(t2);
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float normals[NFACES][3];
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//z back.
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normals[0][0] = 0 ; normals[0][1] = 0; normals [0][2] = -1;
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//z front.
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normals[1][0] = 0 ; normals[1][1] = 0; normals [1][2] = 1;
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//y up.
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normals[2][0] = 0 ; normals[2][1] = ct2; normals [2][2] = -st2;
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//x left.
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normals[3][0] = -ct1; normals[3][1] = 0; normals [3][2] = -st1;
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//y down.
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normals[4][0] = 0 ; normals[4][1] = -ct2; normals [4][2] = -st2;
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//x right.
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normals[5][0] = ct1; normals[5][1] = 0; normals [5][2] = -st1;
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float x,y,z;
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int index;
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for (int nf=0;nf<NFACES;nf++) {
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beginShape(action,TRIANGLE_FAN);
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index = indices[nf * 5];
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x = points[index][0];
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y = points[index][1];
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z = points[index][2];
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GEN_VERTEX(pv,x,y,z,0.0,0.0,normals[nf][0],normals[nf][1],normals[nf][2]);
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index = indices[nf * 5 + 1];
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x = points[index][0];
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y = points[index][1];
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z = points[index][2];
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GEN_VERTEX(pv,x,y,z,0.0,0.0,normals[nf][0],normals[nf][1],normals[nf][2]);
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index = indices[nf * 5 + 2];
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x = points[index][0];
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y = points[index][1];
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z = points[index][2];
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GEN_VERTEX(pv,x,y,z,0.0,0.0,normals[nf][0],normals[nf][1],normals[nf][2]);
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index = indices[nf * 5 + 3];
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x = points[index][0];
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y = points[index][1];
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z = points[index][2];
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GEN_VERTEX(pv,x,y,z,0.0,0.0,normals[nf][0],normals[nf][1],normals[nf][2]);
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endShape();
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}
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}
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// getChildren
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SoChildList *SoTrd::getChildren() const {
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return children;
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}
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// computeBBox
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void SoTrd::computeBBox(SoAction *, SbBox3f &box, SbVec3f ¢er ){
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float fDx= fDx1.getValue(),fDy=fDy1.getValue();
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if (fDx2.getValue() > fDx) fDx = fDx2.getValue();
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if (fDy2.getValue() > fDy) fDy = fDy2.getValue();
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SbVec3f vmin(-fDx,-fDy,-fDz.getValue()),
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vmax( fDx, fDy, fDz.getValue());
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center.setValue(0,0,0);
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box.setBounds(vmin,vmax);
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}
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// updateChildren
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void SoTrd::updateChildren() {
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// Redraw the G4Trd....
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assert(children->getLength()==1);
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SoSeparator *sep = (SoSeparator *) ( *children)[0];
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SoCoordinate3 *theCoordinates = (SoCoordinate3 *) ( sep->getChild(0));
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SoNormal *theNormals = (SoNormal *) ( sep->getChild(1));
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SoNormalBinding *theNormalBinding = (SoNormalBinding *) ( sep->getChild(2));
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SoIndexedFaceSet *theFaceSet = (SoIndexedFaceSet *) ( sep->getChild(3));
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const int NPOINTS=8, NFACES=6, NINDICES = NFACES*5;
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float points[NPOINTS][3];
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float normals[NFACES][3]= {{0,0,-1}, {0,0,1}, {0,1,0}, {-1, 0, 0}, {0, -1, 0}, {1,0,0}};
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// Indices for the eight faces
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#ifdef INVENTOR2_0
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static long
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#else
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static int32_t
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#endif
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indices[NINDICES] = {3,2,1,0, SO_END_FACE_INDEX, // bottom
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4,5,6,7, SO_END_FACE_INDEX, // top
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0,1,5,4, SO_END_FACE_INDEX,
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1,2,6,5, SO_END_FACE_INDEX,
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2,3,7,6, SO_END_FACE_INDEX,
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3,0,4,7, SO_END_FACE_INDEX};
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// points for the eight vertices
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points[0][0] = fDx1.getValue(); points[0][1] = fDy1.getValue(); points[0][2] = -fDz.getValue();
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points[1][0] = -fDx1.getValue(); points[1][1] = fDy1.getValue(); points[1][2] = -fDz.getValue();
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points[2][0] = -fDx1.getValue(); points[2][1] = -fDy1.getValue(); points[2][2] = -fDz.getValue();
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points[3][0] = fDx1.getValue(); points[3][1] = -fDy1.getValue(); points[3][2] = -fDz.getValue();
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points[4][0] = fDx2.getValue(); points[4][1] = fDy2.getValue(); points[4][2] = fDz.getValue();
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points[5][0] = -fDx2.getValue(); points[5][1] = fDy2.getValue(); points[5][2] = fDz.getValue();
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points[6][0] = -fDx2.getValue(); points[6][1] = -fDy2.getValue(); points[6][2] = fDz.getValue();
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points[7][0] = fDx2.getValue(); points[7][1] = -fDy2.getValue(); points[7][2] = fDz.getValue();
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float t1 = FATAN((fDx2.getValue()-fDx1.getValue())/(2*fDz.getValue()));
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float t2 = FATAN((fDy2.getValue()-fDy1.getValue())/(2*fDz.getValue()));
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float st1 = FSIN(t1);
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float st2 = FSIN(t2);
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float ct1 = FCOS(t1);
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float ct2 = FCOS(t2);
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normals[0][0] = 0 ; normals[0][1] = 0; normals [0][2] = -1;
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normals[1][0] = 0 ; normals[1][1] = 0; normals [1][2] = 1;
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normals[2][0] = 0 ; normals[2][1] = ct2; normals [2][2] = -st2;
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normals[3][0] = -ct1; normals[3][1] = 0; normals [3][2] = -st1;
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normals[4][0] = 0 ; normals[4][1] = -ct2; normals [4][2] = -st2;
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normals[5][0] = ct1; normals[5][1] = 0; normals [5][2] = -st1;
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for (int np=0;np<NPOINTS;np++) theCoordinates->point.set1Value(np,points[np][0],points[np][1],points[np][2]);
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theFaceSet->coordIndex.setValues(0,NINDICES,indices);
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for (int nf=0;nf<NFACES;nf++) theNormals->vector.set1Value(nf,normals[nf][0],normals[nf][1],normals[nf][2]);
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theNormalBinding->value=SoNormalBinding::PER_FACE;
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}
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// generateChildren
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void SoTrd::generateChildren() {
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// This routines creates one SoSeparator, one SoCoordinate3, and
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// one SoLineSet, and puts it in the child list. This is done only
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// once, whereas redrawing the position of the coordinates occurs each
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// time an update is necessary, in the updateChildren routine.
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assert(children->getLength() ==0);
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SoSeparator *sep = new SoSeparator();
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SoCoordinate3 *theCoordinates = new SoCoordinate3();
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SoNormal *theNormals = new SoNormal();
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SoNormalBinding *theNormalBinding = new SoNormalBinding();
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SoIndexedFaceSet *theFaceSet = new SoIndexedFaceSet();
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//
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// This line costs some in render quality! but gives speed.
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//
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sep->addChild(theCoordinates);
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sep->addChild(theNormals);
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sep->addChild(theNormalBinding);
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sep->addChild(theFaceSet);
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children->append(sep);
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}
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// generateAlternateRep
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void SoTrd::generateAlternateRep() {
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// This routine sets the alternate representation to the child
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// list of this mode.
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if (children->getLength() == 0) generateChildren();
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updateChildren();
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alternateRep.setValue((SoSeparator *) ( *children)[0]);
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}
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// clearAlternateRep
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void SoTrd::clearAlternateRep() {
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alternateRep.setValue(NULL);
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}
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#endif
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