// $Header$ Reve::QuadSet* reve_quad_test(Float_t x=0, Float_t y=0, Float_t z=0) { TRandom r(0); gStyle->SetPalette(1, 0); Reve::QuadSet* q = new Reve::QuadSet("Pepe"); q->Reset(Reve::QuadSet::QT_RectangleXY, kFALSE, 32); for (Int_t i=0; i<100; ++i) { q->AddQuad(r.Uniform(-10, 10), r.Uniform(-10, 10), r.Uniform(-10, 10), r.Uniform(0.2, 1), r.Uniform(0.2, 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_RectangleXY, 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; }