Float_t NLTProjection::fgEps = 0.005f;
+
//______________________________________________________________________________
// NLTProjection
//
// Enables to define an external center of distortion and a scale to
// fixate a bounding box of a projected point.
-
ClassImp(Reve::NLTProjection)
//______________________________________________________________________________
return dv[i];
}
+
//______________________________________________________________________________
-//
// NLTRhoZ
//
// Transformation from 3D to 2D. X axis represent Z coordinate. Y axis have value of
// radius with a sign of Y coordinate.
-
ClassImp(Reve::NLTRhoZ)
//______________________________________________________________________________
return val;
}
+
//______________________________________________________________________________
-//
// NLTCircularFishEye
//
// XY projection with distortion around given center.
-ClassImp(Reve:: NLTCircularFishEye)
+ClassImp(Reve::NLTCircularFishEye)
//______________________________________________________________________________
-void NLTCircularFishEye::ProjectPoint(Float_t& x, Float_t& y, Float_t& z, PProc_e proc)
+void NLTCircularFishEye::ProjectPoint(Float_t& x, Float_t& y, Float_t& z,
+ PProc_e proc)
{
// Project point.
using namespace TMath;
- if(proc != PP_Plane)
+ if (proc != PP_Plane)
{
x -= fCenter.x;
y -= fCenter.y;
z = 0.0f;
}
+
+ClassImp(NLTProjector)
+
//______________________________________________________________________________
-//
// NLTProjector
//
// Recursively projects RenderElement and draws axis in the projected scene.
// It enables to interactivly set NLTProjection parameters and updates
// projected scene accordingly.
-ClassImp(NLTProjector)
NLTProjector::NLTProjector():
RenderElementList("NLTProjector",""),
BBoxInit();
}
-