// $Header$
-void reve_quad_test()
+Reve::QuadSet* reve_quad_test(Float_t x=0, Float_t y=0, Float_t z=0)
{
TRandom r(0);
Reve::QuadSet* q = new Reve::QuadSet("Pepe");
q->Reset(Reve::QuadSet::QT_AxisAligned, kFALSE, 32);
- for (Int_t i=0; i<128; ++i) {
+ for (Int_t i=0; i<10; ++i) {
q->AddQuad(r.Uniform(-10, 10), r.Uniform(-10, 10), r.Uniform(-10, 10),
r.Uniform(-1, 1), r.Uniform(-1, 1));
q->QuadValue(r.Uniform(0, 130));
}
q->RefitPlex();
+ Reve::ZTrans& t = q->RefHMTrans();
+ t.SetPos(x, y, z);
+
+ gReve->AddRenderElement(q);
+ gReve->Redraw3D();
+
+ return q;
+}
+
+Reve::QuadSet* reve_quad_test_circ()
+{
+ TRandom r(0);
+
+ gStyle->SetPalette(1, 0);
+
+ Reve::QuadSet* q = new Reve::QuadSet("Pepe");
+ q->Reset(Reve::QuadSet::QT_AxisAligned, kFALSE, 32);
+
+ Float_t R = 10, dW = 1, dH = .5;
+ for (Int_t i=0; i<12; ++i) {
+ Float_t x = R * TMath::Cos(TMath::TwoPi()*i/12);
+ Float_t y = R * TMath::Sin(TMath::TwoPi()*i/12);
+ q->AddQuad(x-dW, y-dH, r.Uniform(-1, 1), 2*dW, 2*dH);
+ q->QuadValue(r.Uniform(0, 130));
+ }
+ q->RefitPlex();
+
+ Reve::ZTrans& t = q->RefHMTrans();
+ t.SetPos(0, 0, 300);
+
gReve->AddRenderElement(q);
gReve->Redraw3D();
+
+ return q;
}