source-tree refactoring
This commit is contained in:
453
src/core/scene/globject.h
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453
src/core/scene/globject.h
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/*
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QGL ObjectBase & Light
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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 GLOBJECT_H
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#define GLOBJECT_H
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#include "glframebuffer.h"
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#include "glmaterial.h"
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#include "gltransform.h"
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#include "gltypes.h"
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class QGLENGINE_CORE_EXPORT ObjectBase {
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friend class Scene;
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friend class RendererSelection;
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friend QGLENGINE_CORE_EXPORT QDataStream & operator<<(QDataStream & s, const ObjectBase * p);
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friend QGLENGINE_CORE_EXPORT QDataStream & operator>>(QDataStream & s, ObjectBase *& p);
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friend QGLENGINE_CORE_EXPORT QDataStream & operator>>(QDataStream & s, Scene *& p);
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public:
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enum Type {
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glMesh,
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glLight,
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glCamera,
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glParticlesSystem
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};
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enum RenderMode {
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View = 0,
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Point = GL_POINT,
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Line = GL_LINE,
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Fill = GL_FILL
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};
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explicit ObjectBase(Mesh * geom = 0, Material * mat = 0);
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virtual ~ObjectBase();
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virtual ObjectBase * clone(bool withChildren = true);
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void destroy();
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QString name() const { return name_; }
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void setName(const QString & name) { name_ = name; }
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virtual void init();
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virtual void update() {}
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bool isInit() const { return is_init; }
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Type type() const { return type_; }
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RenderPass pass() const;
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uint id() const { return id_; }
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RenderMode renderMode() const { return render_mode; }
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void setRenderMode(RenderMode mode) { render_mode = mode; }
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float lineWidth() const { return line_width; }
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void setLineWidth(const float & width) { line_width = width; }
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ObjectBase * parent() { return parent_; }
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void setParent(ObjectBase * o) { parent_ = o; }
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bool hasParent() const { return parent_ != nullptr; }
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bool hasChildren() const { return !children_.isEmpty(); }
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void setScene(Scene * v);
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void addChild(ObjectBase * o);
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void removeChild(ObjectBase * o);
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void removeChild(int index);
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void clearChildren(bool deleteAll = false);
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int childCount() const { return children_.size(); }
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ObjectBase * child(int index);
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ObjectBase * child(const QString & name);
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const ObjectBase * child(int index) const;
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const ObjectBase * child(const QString & name) const;
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ObjectBaseList children(bool all_ = false);
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bool isVisible(bool check_parents = false) const;
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bool isHidden(bool check_parents = false) const { return !isVisible(check_parents); }
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void setVisible(bool v);
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void setHidden(bool v) { setVisible(!v); }
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void show() { setVisible(true); }
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void hide() { setVisible(false); }
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bool isReceiveShadows() const { return rec_shadow; }
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bool isCastShadows() const { return cast_shadow; }
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void setReceiveShadows(bool on) { rec_shadow = on; }
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void setCastShadows(bool on) { cast_shadow = on; }
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void move(const QVector3D & dv) {
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trans.setTranslation(pos() + dv);
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buildTransform();
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}
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void moveTo(const QVector3D & dv) {
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trans.setTranslation(dv);
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buildTransform();
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}
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void move(GLfloat dx, GLfloat dy, GLfloat dz = 0.) {
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move(QVector3D(dx, dy, dz));
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buildTransform();
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}
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void moveTo(GLfloat dx, GLfloat dy, GLfloat dz = 0.) {
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moveTo(QVector3D(dx, dy, dz));
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buildTransform();
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}
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void moveX(GLfloat o) {
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trans.setTranslationX(posX() + o);
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buildTransform();
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}
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void moveY(GLfloat o) {
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trans.setTranslationY(posY() + o);
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buildTransform();
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}
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void moveZ(GLfloat o) {
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trans.setTranslationZ(posZ() + o);
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buildTransform();
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}
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void setPosX(GLfloat o) {
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trans.setTranslationX(o);
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buildTransform();
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}
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void setPosY(GLfloat o) {
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trans.setTranslationY(o);
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buildTransform();
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}
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void setPosZ(GLfloat o) {
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trans.setTranslationZ(o);
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buildTransform();
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}
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void setPos(GLfloat x, GLfloat y, GLfloat z) {
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trans.setTranslation(QVector3D(x, y, z));
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buildTransform();
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}
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void setPos(const QVector3D & p) {
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trans.setTranslation(p);
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buildTransform();
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}
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void resetPos() {
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trans.setTranslation(QVector3D());
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buildTransform();
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}
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QVector3D pos() const { return trans.translation(); }
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float posX() const { return trans.translation().x(); }
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float posY() const { return trans.translation().y(); }
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float posZ() const { return trans.translation().z(); }
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QVector3D worldPos() const { return (itransform_ * QVector4D(0, 0, 0, 1.)).toVector3D(); }
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QMatrix4x4 worldTransform() const { return itransform_; }
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QVector3D rotation() const { return trans.rotation(); }
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float rotationX() const { return rotation().x(); }
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float rotationY() const { return rotation().y(); }
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float rotationZ() const { return rotation().z(); }
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void rotateX(GLfloat a) {
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raw_matrix = false;
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trans.setRotationX(trans.rotationX() + a);
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buildTransform();
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}
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void rotateY(GLfloat a) {
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raw_matrix = false;
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trans.setRotationY(trans.rotationY() + a);
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buildTransform();
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}
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void rotateZ(GLfloat a);
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void setRotationX(GLfloat a) {
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raw_matrix = false;
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trans.setRotationX(a);
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buildTransform();
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}
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void setRotationY(GLfloat a) {
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raw_matrix = false;
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trans.setRotationY(a);
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buildTransform();
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}
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void setRotationZ(GLfloat a);
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void setRotation(const QVector3D & a) {
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raw_matrix = false;
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trans.setRotation(a);
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buildTransform();
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}
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void resetRotation() {
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raw_matrix = false;
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trans.setRotation(QVector3D());
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buildTransform();
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}
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QVector3D scale() { return trans.scale3D(); }
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float scaleX() { return trans.scale3D().x(); }
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float scaleY() { return trans.scale3D().y(); }
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float scaleZ() { return trans.scale3D().z(); }
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void scale(const QVector3D & sv) {
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raw_matrix = false;
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trans.setScale(trans.scale3D() * sv);
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buildTransform();
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}
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void scale(GLfloat sx, GLfloat sy, GLfloat sz) {
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raw_matrix = false;
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scale(QVector3D(sx, sy, sz));
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buildTransform();
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}
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void scale(GLfloat sx, GLfloat sy) {
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raw_matrix = false;
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scale(QVector3D(sx, sy, sy));
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buildTransform();
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}
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void scale(GLfloat sx) {
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raw_matrix = false;
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scale(QVector3D(sx, sx, sx));
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buildTransform();
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}
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void scaleX(GLfloat a) {
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raw_matrix = false;
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trans.setScaleX(trans.scale3D().x() + a);
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buildTransform();
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}
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void scaleY(GLfloat a) {
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raw_matrix = false;
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trans.setScaleY(trans.scale3D().y() + a);
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buildTransform();
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}
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void scaleZ(GLfloat a) {
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raw_matrix = false;
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trans.setScaleZ(trans.scale3D().z() + a);
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buildTransform();
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}
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void setScale(const QVector3D & a) {
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raw_matrix = false;
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trans.setScale(a);
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buildTransform();
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}
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void setScale(GLfloat a) {
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raw_matrix = false;
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trans.setScale(a);
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buildTransform();
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}
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void setScaleX(GLfloat a) {
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raw_matrix = false;
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trans.setScaleX(a);
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buildTransform();
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}
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void setScaleY(GLfloat a) {
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raw_matrix = false;
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trans.setScaleY(a);
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buildTransform();
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}
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void setScaleZ(GLfloat a) {
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raw_matrix = false;
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trans.setScaleZ(a);
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buildTransform();
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}
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void resetScale() {
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raw_matrix = false;
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trans.setScale(1.f);
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buildTransform();
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}
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Transform transform() { return trans; }
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void setTransform(const Transform & t);
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void setMatrix(const QMatrix4x4 & t);
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QMatrix4x4 matrix() const;
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bool isRawMatrix() { return raw_matrix; }
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QVector3D inParentSpace(const QVector3D & v) const;
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void transferTransformToChildren(bool only_scale = false);
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void cleanTree();
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bool isAcceptLight() const { return accept_light; }
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void setAcceptLight(bool yes) { accept_light = yes; }
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bool isAcceptFog() const { return accept_fog; }
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void setAcceptFog(bool yes) { accept_fog = yes; }
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bool isSelected(bool check_parents = false) const;
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void setSelected(bool yes);
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void select() { setSelected(true); }
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void deselect() { setSelected(false); }
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ObjectBase * selectedParent() const;
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void setAimSelected(bool yes) { selected_aim = yes; }
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bool isAimSelected() const { return selected_aim; }
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bool isSelectable() const { return select_; }
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void setSelectable(bool yes) { select_ = yes; }
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GLenum srcAlpha() const { return blend_src; }
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GLenum destAlpha() const { return blend_dest; }
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void setSrcAlpha(GLenum mode) { blend_src = mode; }
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void setDestAlpha(GLenum mode) { blend_dest = mode; }
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void setMaterial(Material * m, bool with_children = false);
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Material * material() { return material_; }
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void setColor(QColor c, bool with_children = false);
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QColor color() { return color_; }
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const Box3D & boundingBox() const { return bound; }
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void setMesh(Mesh * v);
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Mesh * mesh() { return mesh_; }
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void calculateBoundingBox();
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void updateTransform();
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void setProperty(const QString & pn, const QVariant & v);
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QVariant property(const QString & pn, bool * exists = 0) const;
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bool hasProperty(const QString & pn) const;
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void removeProperty(const QString & pn);
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QVector3D pos_h;
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protected:
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virtual void transformChanged() {}
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void addChildren(ObjectBaseList & list, ObjectBase * where);
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void buildTransform(bool force = false);
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void initInternal();
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void setSceneTreeChanged();
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void setObjectsChanged();
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void localTransform(QMatrix4x4 & m);
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QMatrix4x4 worldMatrix(QMatrix4x4 parent) const;
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int prev_pass; // Pass
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bool is_init, accept_light, accept_fog, visible_, cast_shadow, rec_shadow, select_, selected_, raw_matrix;
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bool is_root, selected_aim;
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float line_width;
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QColor color_;
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uint id_;
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Type type_;
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RenderMode render_mode;
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Box3D bound;
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Transform trans;
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ObjectBaseList children_;
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QMatrix4x4 itransform_, mat_;
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QString name_;
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GLenum blend_src, blend_dest;
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ObjectBase * parent_;
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Scene * scene_;
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Material * material_;
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Mesh * mesh_;
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QVariantMap meta;
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};
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inline bool operator<(const ObjectBase & f, const ObjectBase & s) {
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return f.pos_h.z() < s.pos_h.z();
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}
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class QGLENGINE_CORE_EXPORT AimedObject: public ObjectBase {
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friend class QGLView;
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friend class GLRendererBase;
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friend class Light;
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friend class Camera;
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public:
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AimedObject();
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~AimedObject() {}
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QVector3D aim() const { return pos() + (direction() * aim_dist); }
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QVector3D worldAim() const;
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void setAim(const QVector3D & p);
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QVector3D direction() const;
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QVector3D worldDirection() const { return (itransform_ * QVector4D(QVector3D(0, 0, -1), 0.)).toVector3D().normalized(); }
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void setDirection(const QVector3D & d);
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void setDirection(double x, double y, double z) { setDirection(QVector3D(x, y, z)); }
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double distance() const { return aim_dist; }
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void setDistance(double d) { aim_dist = d; }
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void flyCloser(double s);
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void flyFarer(double s);
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void flyToDistance(double d);
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void moveForward(const float & x, bool withZ = true);
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void moveBackward(const float & x, bool withZ = true) { moveForward(-x, withZ); }
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void moveLeft(const float & x, bool withZ = true);
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void moveRight(const float & x, bool withZ = true) { moveLeft(-x, withZ); }
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void moveUp(const float & x, bool onlyZ = false);
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void moveDown(const float & x, bool onlyZ = false) { moveUp(-x, onlyZ); }
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void rotateRoll(const float & a) { rotateY(a); }
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void orbitZ(const float & a);
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void orbitXY(const float & a);
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protected:
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void transformChanged() override;
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double aim_dist;
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};
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class QGLENGINE_CORE_EXPORT Light: public AimedObject {
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friend class QGLView;
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friend class RendererBase;
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public:
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enum Type {
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Omni,
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Cone,
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Directional
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};
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Light();
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Light(const QVector3D & p, const QColor & c = Qt::white, float i = 1.);
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virtual ObjectBase * clone(bool withChildren = true);
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virtual void init() {
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shadow_map.resize(512, 512);
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is_init = true;
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}
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void apply();
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float angle_start;
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float angle_end;
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float intensity;
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float decay_const;
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float decay_linear;
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float decay_quadratic;
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float decay_start;
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float decay_end;
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Type light_type;
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Framebuffer shadow_map;
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QMatrix4x4 shadow_matrix;
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};
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template<class T>
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inline T globject_cast(ObjectBase * object) {
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return reinterpret_cast<T>(object);
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}
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template<class T>
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inline T globject_cast(const ObjectBase * object) {
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return reinterpret_cast<T>(object);
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}
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QGLENGINE_CORE_EXPORT QDataStream & operator<<(QDataStream & s, const ObjectBase * p);
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QGLENGINE_CORE_EXPORT QDataStream & operator>>(QDataStream & s, ObjectBase *& p);
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inline ObjectBaseList lights2objectList(const QList<Light *> & v) {
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ObjectBaseList ret;
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foreach(Light * i, v)
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ret << (ObjectBase *)i;
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return ret;
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}
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inline ObjectBaseList cameras2objectList(const QList<Camera *> & v) {
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ObjectBaseList ret;
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foreach(Camera * i, v)
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ret << (ObjectBase *)i;
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return ret;
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}
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#endif // GLOBJECT_H
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