686 lines
16 KiB
C++
686 lines
16 KiB
C++
/*
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GLObjectBase & Light
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Copyright (C) 2019 Ivan Pelipenko peri4ko@yandex.ru
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "globject.h"
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#include "glcamera.h"
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#include "glscene.h"
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#include "glmesh.h"
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#include <chunkstream.h>
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static int _count = 0;
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ObjectBase::ObjectBase(Mesh * geom, Material * mat) {
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type_ = glMesh;
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render_mode = View;
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pass_ = Solid;
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parent_ = nullptr;
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color_ = Qt::white;
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is_root = is_init = is_tex_loaded = selected_ = false;
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visible_ = accept_fog = accept_light = cast_shadow = rec_shadow = select_ = true;
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line_width = -1.;
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id_ = 0;
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blend_src = GL_SRC_ALPHA;
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blend_dest = GL_ONE_MINUS_SRC_ALPHA;
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type_ = glMesh;
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raw_matrix = selected_aim = false;
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mat_.setToIdentity();
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scene_ = nullptr;
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mesh_ = geom;
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material_ = mat;
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//qDebug() << "ObjectBase, now" << ++_count;
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}
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ObjectBase::~ObjectBase() {
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//qDebug() << "~ObjectBase, now" << --_count;
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if (parent_) parent_->children_.removeAll(this);
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if (scene_) {
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scene_->__objectDeleted(this);
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scene_->setTreeChanged();
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}
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foreach (ObjectBase * c, children_) {
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c->parent_ = nullptr;
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delete c;
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}
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}
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ObjectBase * ObjectBase::clone(bool withChildren) {
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ObjectBase * o = new ObjectBase();
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o->pass_ = pass_;
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o->is_init = false;
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o->accept_light = accept_light;
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o->accept_fog = accept_fog;
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o->visible_ = visible_;
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o->color_ = color_;
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o->type_ = type_;
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o->raw_matrix = raw_matrix;
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o->mat_ = mat_;
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o->trans = trans;
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o->itransform_ = itransform_;
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o->bound = bound;
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o->name_ = name_;// + "_copy";
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o->blend_src = blend_src;
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o->blend_dest = blend_dest;
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o->pos_h = pos_h;
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o->material_ = material_;
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o->mesh_ = mesh_;
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o->meta = meta;
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o->scene_ = nullptr;
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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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return o;
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}
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void ObjectBase::destroy() {
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if (mesh_) delete mesh_;
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}
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void ObjectBase::init() {
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calculateBoundingBox();
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//material_.reflection.create();
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//qDebug() << "init" << vbo.buffer_;
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is_init = true;
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}
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void ObjectBase::setScene(Scene * v) {
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scene_ = v;
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foreach (ObjectBase * c, children_)
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c->setScene(v);
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}
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void ObjectBase::addChild(ObjectBase * o) {
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if (o == this) return;
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if (o->parent_)
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o->parent_->children_.removeAll(o);
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children_ << o;
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o->parent_ = this;
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o->setScene(scene_);
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o->buildTransform();
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/*if (scene_) {
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QList<ObjectBase*> cl = o->children(true);
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cl << o;
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//foreach (ObjectBase * i, cl) {
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// emit view_->objectAdded(i);
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//}
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}*/
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setSceneTreeChanged();
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}
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void ObjectBase::removeChild(ObjectBase * o) {
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if (o == this) return;
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children_.removeAll(o);
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o->parent_ = nullptr;
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o->buildTransform();
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setSceneTreeChanged();
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}
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void ObjectBase::removeChild(int index) {
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children_[index]->parent_ = nullptr;
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children_[index]->buildTransform();
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children_.removeAt(index);
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setSceneTreeChanged();
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}
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void ObjectBase::clearChildren(bool deleteAll) {
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foreach (ObjectBase * i, children_) {
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i->scene_ = nullptr;
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i->parent_ = nullptr;
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i->clearChildren(deleteAll);
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if (deleteAll) {
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delete i;
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} else {
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i->buildTransform();
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}
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}
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children_.clear();
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setSceneTreeChanged();
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}
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ObjectBase * ObjectBase::child(int index) {
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if (index < 0 || index >= children_.size()) return nullptr;
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return children_[index];
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}
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ObjectBase * ObjectBase::child(const QString & name) {
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foreach (ObjectBase * i, children_)
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if (i->name_ == name) return i;
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return nullptr;
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}
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const ObjectBase * ObjectBase::child(int index) const {
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if (index < 0 || index >= children_.size()) return nullptr;
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return children_[index];
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}
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const ObjectBase * ObjectBase::child(const QString & name) const {
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foreach (ObjectBase * i, children_)
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if (i->name_ == name) return i;
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return nullptr;
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}
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QList<ObjectBase * > ObjectBase::children(bool all_) {
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if (!all_) return children_;
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QList<ObjectBase * > cl;
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addChildren(cl, this);
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return cl;
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}
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bool ObjectBase::isVisible(bool check_parents) const {
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if (!check_parents) return visible_;
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if (!visible_) return false;
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ObjectBase * p = parent_;
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while (p) {
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if (!p->visible_) return false;
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p = p->parent_;
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}
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return true;
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}
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void ObjectBase::setVisible(bool v) {
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visible_ = v;
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setSceneTreeChanged();
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}
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void ObjectBase::rotateZ(GLfloat a) {
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raw_matrix = false;
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trans.setRotationZ(trans.rotationZ() + a);
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//angles_.setZ(angles_.z() + a);
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//while (angles_.z() < -360.f) angles_.setZ(angles_.z() + 360.f);
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//while (angles_.z() > 360.f) angles_.setZ(angles_.z() - 360.f);
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buildTransform();
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}
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void ObjectBase::setRotationZ(GLfloat a) {
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raw_matrix = false;
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trans.setRotationZ(a);
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//angles_.setZ(a);
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//while (angles_.z() < -360.f) angles_.setZ(angles_.z() + 360.f);
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//while (angles_.z() > 360.f) angles_.setZ(angles_.z() - 360.f);
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buildTransform();
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}
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void ObjectBase::setTransform(const Transform & t) {
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trans = t;
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buildTransform();
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}
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void ObjectBase::addChildren(QList<ObjectBase * > & list, ObjectBase * where) {
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foreach (ObjectBase * i, where->children_) {
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list << i;
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addChildren(list, i);
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}
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}
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void ObjectBase::loadTextures(bool with_children) {
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if (with_children)
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foreach (ObjectBase * i, children_) i->loadTextures();
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is_tex_loaded = true;
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checkPass();
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}
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void ObjectBase::calculateBoundingBox() {
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bound = Box3D();
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if (mesh_) {
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bound = mesh_->boundingBox();
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QVector<QVector3D> c = bound.corners(), tc;
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foreach (QVector3D p, c)
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tc << (itransform_ * QVector4D(p, 1)).toVector3D();
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bound = Box3D(tc);
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}
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foreach (ObjectBase * i, children_) {
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i->calculateBoundingBox();
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bound |= i->boundingBox();
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}
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}
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void ObjectBase::setProperty(const QString & pn, const QVariant & v) {
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meta[pn] = v;
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}
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QVariant ObjectBase::property(const QString & pn, bool * exists) const {
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if (exists) *exists = meta.contains(pn);
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return meta.value(pn);
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}
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bool ObjectBase::hasProperty(const QString & pn) const {
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return meta.contains(pn);
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}
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void ObjectBase::removeProperty(const QString & pn) {
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meta.remove(pn);
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}
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void ObjectBase::setMatrix(const QMatrix4x4 & t) {
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//raw_matrix = true;
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//mat_ = t;
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//pos_ = mat_.column(3).toVector3D();
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//mat_.setColumn(3, QVector4D(0., 0., 0., 1.));
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raw_matrix = false;
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trans.setMatrix(t);
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buildTransform();
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}
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QMatrix4x4 ObjectBase::matrix() const {
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return trans.matrix();
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}
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QVector3D ObjectBase::inParentSpace(const QVector3D & v) const {
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if (!parent_) return v;
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return (parent_->matrix() * QVector4D(v, 1)).toVector3D();
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}
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bool ObjectBase::isSelected(bool check_parents) const {
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if (!check_parents) return selected_;
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if (selected_) return true;
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ObjectBase * p = parent_;
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while (p) {
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if (p->selected_) return true;
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p = p->parent_;
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}
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return false;
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}
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void ObjectBase::setSelected(bool yes) {
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//qDebug() << "select" << name() << view_;
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if (select_)
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selected_ = yes;
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if (!selected_)
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selected_aim = false;
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}
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ObjectBase * ObjectBase::selectedParent() const {
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ObjectBase * p = parent_;
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while (p) {
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if (p->selected_) return p;
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p = p->parent_;
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}
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return 0;
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}
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void ObjectBase::setMaterial(Material * m, bool with_children) {
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material_ = m;
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if (with_children)
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foreach (ObjectBase * i, children_) i->setMaterial(m, true);
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checkPass();
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is_tex_loaded = false;
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setMeshChanged();
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if (scene_) scene_->mat_changed = true;
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}
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void ObjectBase::setColor(QColor c, bool with_children) {
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color_ = c;
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if (with_children)
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foreach (ObjectBase * i, children_) i->setColor(c, true);
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setMeshChanged();
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}
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void ObjectBase::setMesh(Mesh * v) {
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mesh_ = v;
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setSceneTreeChanged();
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setMeshChanged();
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}
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void ObjectBase::buildTransform() {
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itransform_.setToIdentity();
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ObjectBase * p = parent_;
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if (p)
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itransform_ = p->itransform_;
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//if (raw_matrix) {
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// itransform_.translate(pos_);
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// itransform_ *= mat_;
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// //qDebug() << "raw_matrix" << itransform_;
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//} else
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localTransform(itransform_);
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//qDebug() << name_ << itransform_;
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foreach (ObjectBase * i, children_)
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i->buildTransform();
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setMeshChanged();
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}
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void ObjectBase::initInternal() {
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init();
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foreach (ObjectBase * i, children_) i->initInternal();
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}
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void ObjectBase::localTransform(QMatrix4x4 & m) {
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m *= trans.matrix();
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}
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void ObjectBase::checkPass() {
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pass_ = Solid;
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if (material_) {
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if (material_->hasTransparency())
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pass_ = Transparent;
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}
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}
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void ObjectBase::setSceneTreeChanged() {
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if (scene_) {
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scene_->setTreeChanged();
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scene_->setTreeStructChanged();
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}
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setMeshChanged();
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}
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void ObjectBase::setMeshChanged() {
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if (mesh_) mesh_->objects_changed = true;
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}
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QMatrix4x4 ObjectBase::worldMatrix(QMatrix4x4 parent) const {
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QMatrix4x4 mat;
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//mat.translate(pos_);
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//if (raw_matrix) {
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// mat *= mat_;
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//} else {
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// if (angles_.z() != 0.f) mat.rotate(angles_.z(), 0., 0., 1.);
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// if (angles_.y() != 0.f) mat.rotate(angles_.y(), 0., 1., 0.);
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// if (angles_.x() != 0.f) mat.rotate(angles_.x(), 1., 0., 0.);
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// mat.scale(scale_);
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//}
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mat = trans.matrix();
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return parent * mat;
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}
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AimedObject::AimedObject() {
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aim_dist = 1.;
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}
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QVector3D AimedObject::worldAim() const {
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QVector3D ret = worldPos() + worldDirection() * aim_dist;
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return ret;
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}
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void AimedObject::setAim(const QVector3D & p) {
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QVector3D dir = p - pos();
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trans.setRotation(Transform::fromDirection(dir, trans.rotationY()));
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aim_dist = dir.length();
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buildTransform();
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//if (!p.isNull())
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//qDebug() << "setAim" << p << aim() << worldAim();
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}
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QVector3D AimedObject::direction() const {
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return trans.direction();
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}
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void AimedObject::setDirection(const QVector3D & d) {
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//double len = qMax(aim_.length(), 0.001f);
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//aim_ = d.normalized() * len;
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buildTransform();
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}
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void AimedObject::flyCloser(double s) {
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double tl = 1. / (1. + s);
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move(direction() * aim_dist * (1. - tl));
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aim_dist *= tl;
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}
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void AimedObject::flyFarer(double s) {
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double tl = 1. * (1. + s);
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move(direction() * aim_dist * (1. - tl));
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aim_dist *= tl;
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}
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void AimedObject::flyToDistance(double d) {
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move(direction() * (aim_dist - d));
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aim_dist = d;
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//qDebug() << d << (aim() - pos()).length() << aim();
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}
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void AimedObject::moveForward(const float & x, bool withZ) {
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QVector3D dv = itransform_.mapVector(QVector3D(0, 0, -x));
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if (!withZ) dv[2] = 0.;
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move(dv);
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}
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void AimedObject::moveLeft(const float & x, bool withZ) {
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QVector3D dv = itransform_.mapVector(QVector3D(-x, 0, 0));
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if (!withZ) dv[2] = 0.;
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move(dv);
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}
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void AimedObject::moveUp(const float & x, bool onlyZ) {
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QVector3D dv = itransform_.mapVector(QVector3D(0, x, 0));
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if (onlyZ) dv[0] = dv[1] = 0.;
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move(dv);
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}
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void AimedObject::orbitZ(const float & a) {
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QVector3D pa = aim();
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rotateZ(-a);
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move(pa - aim());
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}
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void AimedObject::orbitXY(const float & a) {
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QVector3D pa = aim();
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rotateX(-a);
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move(pa - aim());
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}
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void AimedObject::transformChanged() {
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}
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Light::Light(): AimedObject(), shadow_map(0, true, GL_R16F) {
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type_ = glLight;
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light_type = Omni;
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intensity = 1.;
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angle_start = angle_end = 180.;
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decay_linear = decay_quadratic = decay_start = 0.;
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decay_const = decay_end = 1.;
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setDirection(0, 0, -1.);
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}
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Light::Light(const QVector3D & p, const QColor & c, float i): AimedObject(), shadow_map(0, true, GL_R16F) {
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type_ = glLight;
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light_type = Omni;
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intensity = i;
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color_ = c;
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angle_start = angle_end = 180.;
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decay_linear = decay_quadratic = decay_start = 0.;
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decay_const = decay_end = 1.;
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setPos(p);
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setDirection(0, 0, -1.);
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}
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ObjectBase * Light::clone(bool withChildren) {
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Light * o = new Light(*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->scene_ = 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->color_ = color_;
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o->light_type = light_type;
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o->trans = trans;
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o->aim_dist = aim_dist;
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o->angle_start = angle_start;
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o->angle_end = angle_end;
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o->intensity = intensity;
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o->decay_const = decay_const;
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o->decay_linear = decay_linear;
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o->decay_quadratic = decay_quadratic;
|
|
o->meta = meta;
|
|
return o;
|
|
}
|
|
|
|
|
|
void Light::apply() {
|
|
if (scene_) scene_->setLightsChanged();
|
|
}
|
|
|
|
|
|
QDataStream & operator <<(QDataStream & s, const ObjectBase * p) {
|
|
ChunkStream cs;
|
|
//qDebug() << "place" << p->name() << "...";
|
|
cs.add(1, int(p->type_)).add(2, p->accept_light).add(3, p->accept_fog).add(4, p->visible_)
|
|
.add(5, p->cast_shadow).add(6, p->rec_shadow).add(7, p->raw_matrix).add(8, p->line_width)
|
|
.add(9, int(p->render_mode)).add(14, p->mat_).add(16, p->children_.size())
|
|
.add(17, p->name_).add(18, p->meta).add(19, p->color_).add(20, p->trans);
|
|
//qDebug() << "place self done";
|
|
if (p->type_ == ObjectBase::glLight) {
|
|
//qDebug() << "place light ...";
|
|
const Light * l = (const Light*)p;
|
|
cs.add(101, l->angle_start).add(102, l->angle_end).add(103, l->intensity)
|
|
.add(104, l->decay_const).add(105, l->decay_linear).add(106, l->decay_quadratic)
|
|
.add(107, l->decay_start).add(108, l->decay_end).add(109, int(l->light_type))
|
|
.add(111, l->distance());
|
|
}
|
|
if (p->type_ == ObjectBase::glCamera) {
|
|
//qDebug() << "place camera ...";
|
|
const Camera * c = (const Camera*)p;
|
|
cs.add(200, c->aim()).add(201, c->fov_).add(202, c->depth_start)
|
|
.add(206, c->mirror_x).add(207, c->mirror_y).add(208, c->distance());
|
|
}
|
|
//qDebug() << "place" << p->name() << cs.data().size() << s.device()->size();
|
|
s << cs.data();
|
|
foreach (const ObjectBase * c, p->children_)
|
|
s << c;
|
|
return s;
|
|
}
|
|
QDataStream & operator >>(QDataStream & s, ObjectBase *& p) {
|
|
ChunkStream cs(s);
|
|
p = nullptr;
|
|
int ccnt = 0;
|
|
Light * l = nullptr;
|
|
Camera * c = nullptr;
|
|
//qDebug() << "read obj ...";
|
|
while (!cs.atEnd()) {
|
|
switch (cs.read()) {
|
|
case 1: {
|
|
ObjectBase::Type type = (ObjectBase::Type)cs.getData<int>();
|
|
switch (type) {
|
|
case ObjectBase::glMesh: p = new ObjectBase(); break;
|
|
case ObjectBase::glLight: p = new Light(); l = (Light*)p; break;
|
|
case ObjectBase::glCamera: p = new Camera(); c = (Camera*)p; break;
|
|
default : break;
|
|
}
|
|
if (p) p->type_ = type;
|
|
} break;
|
|
case 2: if (p) p->accept_light = cs.getData<bool>(); break;
|
|
case 3: if (p) p->accept_fog = cs.getData<bool>(); break;
|
|
case 4: if (p) p->visible_ = cs.getData<bool>(); break;
|
|
case 5: if (p) p->cast_shadow = cs.getData<bool>(); break;
|
|
case 6: if (p) p->rec_shadow = cs.getData<bool>(); break;
|
|
case 7: if (p) p->raw_matrix = cs.getData<bool>(); break;
|
|
case 8: if (p) p->line_width = cs.getData<float>(); break;
|
|
case 9: if (p) p->render_mode = (ObjectBase::RenderMode)cs.getData<int>(); break;
|
|
case 14: if (p) p->mat_ = cs.getData<QMatrix4x4>(); break;
|
|
case 16: if (p) ccnt = cs.getData<int>(); break;
|
|
case 17: if (p) p->name_ = cs.getData<QString>(); break;
|
|
case 18: if (p) p->meta = cs.getData<QVariantMap>(); break;
|
|
case 19: if (p) p->color_ = cs.getData<QColor>(); break;
|
|
case 20: if (p) p->trans = cs.getData<Transform>(); break;
|
|
case 100: if (l) l->setAim(cs.getData<QVector3D>()); break;
|
|
case 101: if (l) l->angle_start = cs.getData<GLfloat>(); break;
|
|
case 102: if (l) l->angle_end = cs.getData<GLfloat>(); break;
|
|
case 103: if (l) l->intensity = cs.getData<GLfloat>(); break;
|
|
case 104: if (l) l->decay_const = cs.getData<GLfloat>(); break;
|
|
case 105: if (l) l->decay_linear = cs.getData<GLfloat>(); break;
|
|
case 106: if (l) l->decay_quadratic = cs.getData<GLfloat>(); break;
|
|
case 107: if (l) l->decay_start = cs.getData<GLfloat>(); break;
|
|
case 108: if (l) l->decay_end = cs.getData<GLfloat>(); break;
|
|
case 109: if (l) l->light_type = (Light::Type)cs.getData<int>(); break;
|
|
case 111: if (l) l->setDistance(cs.getData<double>()); break;
|
|
case 200: if (c) c->setAim(cs.getData<QVector3D>()); break;
|
|
case 201: if (c) c->setFOV(cs.getData<GLfloat>()); break;
|
|
case 202: if (c) c->setDepthStart(cs.getData<GLfloat>()); break;
|
|
case 206: if (c) c->mirror_x = cs.getData<bool>(); break;
|
|
case 207: if (c) c->mirror_y = cs.getData<bool>(); break;
|
|
case 208: if (c) c->setDistance(cs.getData<double>()); break;
|
|
}
|
|
}
|
|
//qDebug() << p->name() << ccnt;
|
|
for (int i = 0; i < ccnt; ++i) {
|
|
ObjectBase * c = nullptr;
|
|
s >> c;
|
|
if (!c) continue;
|
|
c->parent_ = p;
|
|
p->children_ << c;
|
|
}
|
|
p->buildTransform();
|
|
return s;
|
|
}
|