camera fixes
git-svn-id: svn://db.shs.com.ru/libs@603 a8b55f48-bf90-11e4-a774-851b48703e85
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@@ -97,10 +97,39 @@ void Camera::assign(const Camera & c) {
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angles_ = c.angles_;
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angle_limit_lower_xy = c.angle_limit_lower_xy;
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angle_limit_upper_xy = c.angle_limit_upper_xy;
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mirror_x = c.mirror_x;
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mirror_y = c.mirror_y;
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depth_start = c.depth_start;
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depth_end = c.depth_end;
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buildTransform();
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}
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GLObjectBase * Camera::clone(bool withChildren) {
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Camera * o = new Camera(*this);
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//GLObjectBase::clone(withChildren);
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o->is_init = false;
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o->name_ = name_ + "_copy";
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o->view_ = nullptr;
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o->children_.clear();
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if (withChildren) {
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for (int i = 0; i < children_.size(); ++i)
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o->addChild(children_[i]->clone(withChildren));
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}
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o->pos_ = pos_;
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o->aim_ = aim_;
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o->fov_ = fov_;
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o->angles_ = angles_;
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o->angle_limit_lower_xy = angle_limit_lower_xy;
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o->angle_limit_upper_xy = angle_limit_upper_xy;
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o->mirror_x = mirror_x;
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o->mirror_y = mirror_y;
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o->depth_start = depth_start;
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o->depth_end = depth_end;
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return o;
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}
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void Camera::panZ(const float & a) {
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QVector3D dv = aim_ - pos_;
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float tl = QVector2D(dv.x(), dv.y()).length();
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