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119
core/gltransform.h
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119
core/gltransform.h
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/*
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QGL Transform
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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 Lesser 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 Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser 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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#ifndef GLTRANSFORM_H
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#define GLTRANSFORM_H
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#include <QMatrix4x4>
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#include <QQuaternion>
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#include <QVector3D>
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#include <chunkstream.h>
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class Transform {
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friend QDataStream & operator >>(QDataStream & s, Transform & v);
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public:
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Transform();
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Transform & operator =(const Transform & t);
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float scale() const;
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QVector3D scale3D() const;
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QVector3D rotation() const;
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QVector3D translation() const;
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QMatrix4x4 matrix() const;
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QMatrix4x4 matrixRotate() const;
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QMatrix4x4 matrixScale() const;
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QMatrix4x4 matrixRotateScale() const;
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QVector3D direction() const;
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float rotationX() const;
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float rotationY() const;
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float rotationZ() const;
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void setScale(float s) {setScale(QVector3D(s, s, s));}
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void setScale(const QVector3D & s);
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void setScaleX(float s);
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void setScaleY(float s);
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void setScaleZ(float s);
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void setRotation(const QVector3D & r);
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void setRotationX(float r);
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void setRotationY(float r);
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void setRotationZ(float r);
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void setTranslation(const QVector3D & t);
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void setTranslationX(float t);
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void setTranslationY(float t);
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void setTranslationZ(float t);
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void setMatrix(const QMatrix4x4 & matrix);
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void setDirty(bool yes = true) {m_matrixDirty = yes;}
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static QQuaternion fromAxisAndAngle(const QVector3D & axis, float angle);
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static QQuaternion fromAxisAndAngle(float x, float y, float z, float angle);
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static QQuaternion fromAxesAndAngles(const QVector3D & axis1, float angle1,
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const QVector3D & axis2, float angle2);
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static QQuaternion fromAxesAndAngles(const QVector3D & axis1, float angle1,
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const QVector3D & axis2, float angle2,
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const QVector3D & axis3, float angle3);
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static QQuaternion fromAxes(const QVector3D & xAxis, const QVector3D & yAxis, const QVector3D & zAxis);
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static QVector3D fromDirection(QVector3D d, float pitch = 0.f);
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static QVector3D fromRotationMatrix(const QMatrix3x3 & m);
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static QMatrix3x3 toRotationMatrix(const QVector3D & r);
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static QMatrix4x4 rotateAround(const QVector3D & point, float angle, const QVector3D & axis);
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static QMatrix4x4 rotateFromAxes(const QVector3D & xAxis, const QVector3D & yAxis, const QVector3D & zAxis);
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protected:
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void buildMatrix() const;
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QVector3D m_scale;
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QVector3D m_translation;
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QVector3D m_eulerRotationAngles;
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mutable QMatrix4x4 m_matrix, m_matrixWT, m_matrixR, m_matrixS;
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mutable bool m_matrixDirty;
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};
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inline QDataStream & operator <<(QDataStream & s, const Transform & v) {
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//ChunkStream cs;
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//cs.add(1, v.matrix());
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//s << cs.data(); return s;
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s << v.matrix(); return s;
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}
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inline QDataStream & operator >>(QDataStream & s, Transform & v) {
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//ChunkStream cs(s);
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//while (!cs.atEnd()) {
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// switch (cs.read()) {
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// case 1: v.setMatrix(cs.getData<QMatrix4x4>()); break;
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// }
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//}
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//return s;
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QMatrix4x4 m;
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s >> m;
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v.setMatrix(m);
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v.m_matrixDirty = true;
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return s;
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}
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#endif // QT3DCORE_QTRANSFORM_H
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