small refactoring
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@@ -52,53 +52,4 @@ Mesh * coneFrame(int segments, float radius = 1., float height = 1.);
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}
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/*
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class GLPrimitivePoint: public GLObjectBase
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{
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public:
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GLPrimitivePoint(double size = 1., QVector3D pos = QVector3D()) {sz = 8.;}
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virtual void draw(QOpenGLShaderProgram * prog, bool simplest = false);
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private:
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double sz;
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};
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class GLPrimitiveLine: public GLObjectBase
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{
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public:
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GLPrimitiveLine(QVector3D p0_ = QVector3D(), QVector3D p1_ = QVector3D()) {p0 = p0_; p1 = p1_;}
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virtual void draw(QOpenGLShaderProgram * prog, bool simplest = false);
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QVector3D point0() const {return p0;}
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QVector3D point1() const {return p1;}
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void setPoint0(const QVector3D & p) {p0 = p;}
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void setPoint1(const QVector3D & p) {p1 = p;}
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private:
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QVector3D p0, p1;
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};
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class GLPrimitiveEllipsoid: public GLObjectBase
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{
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public:
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GLPrimitiveEllipsoid(float width = 1., float length = 1., float height = 1., int seg_wl = 10, int seg_h = 10, QVector3D pos = QVector3D());
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virtual void init();
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private:
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void putTriangle(const QVector3D & v0, const QVector3D & v1, const QVector3D & v2);
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float w, l, h;
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int swl, sh;
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};
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class GLPrimitiveAxis: public GLObjectBase
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{
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public:
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GLPrimitiveAxis() {accept_fog = accept_light = cast_shadow = rec_shadow = select_ = false;}
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virtual void draw(QOpenGLShaderProgram * prog, bool simplest = false);
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};
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*/
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#endif // GLPRIMITIVE_CUBE_H
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