Best way to compile and debug standalone Eve/track.C tutorial example

Hi,

You want to do animation in sort of real time (as opposed to saving images and making a movie), I gather. Hmmh, you would need a way to set max-time for tracks … and store also the time information for each point, than use this in TEveTrackGL to render line just to that point. I sort of remember this has been done before … hmmh, let me look at the code … ah, nope, I did this in another framework, long time ago, sorry.

So, the best way forward would be to set for track a final path-mark (decay, probably) on the point where you want the particle to be at that time frame … and then re-propagate. I realize this is not ideal but the above option of storing time info and using it requires quite some development — would you like to try it on? I can try guiding you but it’s not going to be easy.

TTimer should work, you could also do

for (time t)
{
  // do what you need at this t, updade objects;
  gEve->Redraw3D();
  gSystem->ProcessEvents();
  gSystem->Sleep(10); // in milisec
}

To populate a view / tab with the same content you just call the same functions as are called there. I’m pretty sure you can also reorder tabs … see docs of TGTab in gui/gui.

For how to manipulate camera, take a look at class TGLAutoRotator, in graf3d/gl. If you want to reset camera after you load the scene, I think you just need true argument to FullRedraw()

  gEve->FullRedraw3D(kTRUE);
 // And this is how you can reset it after changing camera on some viewer
  gl_viewer->ResetCurrentCamera();
  gl_viewer->RequestDraw(TGLRnrCtx::kLODHigh);

I don’t understand your question about what people experienced with ROOT would expect / prefer. You see, I don’t really know for what purpose you are doing this :slight_smile:

Cheers,
Matevz