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202 lines
5.5 KiB
C++
202 lines
5.5 KiB
C++
#include "lc_global.h"
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#include "lc_modelaction.h"
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#include "lc_model.h"
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#include "piece.h"
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#include "camera.h"
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#include "light.h"
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#include "group.h"
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void lcModelActionSelection::SaveStartState(const lcModel* Model)
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{
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SaveState(mStartState, Model);
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}
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void lcModelActionSelection::SaveEndState(const lcModel* Model)
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{
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SaveState(mEndState, Model);
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}
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void lcModelActionSelection::LoadStartState(lcModel* Model) const
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{
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LoadState(mStartState, Model);
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}
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void lcModelActionSelection::LoadEndState(lcModel* Model) const
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{
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LoadState(mEndState, Model);
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}
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bool lcModelActionSelection::StateChanged() const
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{
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return mStartState != mEndState;
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}
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void lcModelActionSelection::SaveState(lcModelActionSelectionState& State, const lcModel* Model)
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{
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State = lcModelActionSelectionState();
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const std::vector<std::unique_ptr<lcPiece>>& Pieces = Model->GetPieces();
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State.PieceSelection.resize(Pieces.size(), false);
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for (size_t PieceIndex = 0; PieceIndex < Pieces.size(); PieceIndex++)
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{
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lcPiece* Piece = Pieces[PieceIndex].get();
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if (!Piece->IsSelected())
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continue;
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State.PieceSelection[PieceIndex] = true;
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if (Piece->IsFocused())
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{
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State.FocusIndex = PieceIndex;
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State.FocusSection = Piece->GetFocusSection();
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State.FocusObjectType = lcObjectType::Piece;
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}
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}
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const std::vector<std::unique_ptr<lcCamera>>& Cameras = Model->GetCameras();
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State.CameraSelection.resize(Cameras.size(), false);
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for (size_t CameraIndex = 0; CameraIndex < Cameras.size(); CameraIndex++)
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{
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lcCamera* Camera = Cameras[CameraIndex].get();
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if (!Camera->IsSelected())
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continue;
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State.CameraSelection[CameraIndex] = true;
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if (Camera->IsFocused())
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{
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State.FocusIndex = CameraIndex;
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State.FocusSection = Camera->GetFocusSection();
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State.FocusObjectType = lcObjectType::Camera;
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}
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}
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const std::vector<std::unique_ptr<lcLight>>& Lights = Model->GetLights();
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State.LightSelection.resize(Lights.size(), false);
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for (size_t LightIndex = 0; LightIndex < Lights.size(); LightIndex++)
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{
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lcLight* Light = Lights[LightIndex].get();
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if (!Light->IsSelected())
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continue;
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State.LightSelection[LightIndex] = true;
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if (Light->IsFocused())
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{
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State.FocusIndex = LightIndex;
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State.FocusSection = Light->GetFocusSection();
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State.FocusObjectType = lcObjectType::Light;
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}
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}
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}
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void lcModelActionSelection::LoadState(const lcModelActionSelectionState& State, lcModel* Model)
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{
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const std::vector<std::unique_ptr<lcPiece>>& Pieces = Model->GetPieces();
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const std::vector<std::unique_ptr<lcCamera>>& Cameras = Model->GetCameras();
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const std::vector<std::unique_ptr<lcLight>>& Lights = Model->GetLights();
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if (Pieces.size() != State.PieceSelection.size() || Cameras.size() != State.CameraSelection.size() || Lights.size() != State.LightSelection.size())
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return;
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for (size_t PieceIndex = 0; PieceIndex < Pieces.size(); PieceIndex++)
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{
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lcPiece* Piece = Pieces[PieceIndex].get();
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Piece->SetSelected(State.PieceSelection[PieceIndex]);
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if (State.FocusObjectType == lcObjectType::Piece && State.FocusIndex == PieceIndex)
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Piece->SetFocused(State.FocusSection, true);
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else
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Piece->SetFocused(State.FocusSection, false);
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}
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for (size_t CameraIndex = 0; CameraIndex < Cameras.size(); CameraIndex++)
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{
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lcCamera* Camera = Cameras[CameraIndex].get();
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Camera->SetSelected(State.CameraSelection[CameraIndex]);
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if (State.FocusObjectType == lcObjectType::Camera && State.FocusIndex == CameraIndex)
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Camera->SetFocused(State.FocusSection, true);
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else
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Camera->SetFocused(State.FocusSection, false);
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}
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for (size_t LightIndex = 0; LightIndex < Lights.size(); LightIndex++)
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{
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lcLight* Light = Lights[LightIndex].get();
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Light->SetSelected(State.LightSelection[LightIndex]);
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if (State.FocusObjectType == lcObjectType::Light && State.FocusIndex == LightIndex)
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Light->SetFocused(State.FocusSection, true);
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else
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Light->SetFocused(State.FocusSection, false);
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}
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}
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void lcModelActionObjectEdit::SaveState(lcModelHistoryState& State, const lcModel* Model)
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{
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const std::vector<std::unique_ptr<lcGroup>>& Groups = Model->GetGroups();
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for (const std::unique_ptr<lcGroup>& Group : Groups)
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State.Groups.emplace_back(Group->GetHistoryState(Model));
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const std::vector<std::unique_ptr<lcPiece>>& Pieces = Model->GetPieces();
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for (const std::unique_ptr<lcPiece>& Piece : Pieces)
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State.Pieces.emplace_back(Piece->GetHistoryState(Model));
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const std::vector<std::unique_ptr<lcCamera>>& Cameras = Model->GetCameras();
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for (const std::unique_ptr<lcCamera>& Camera : Cameras)
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State.Cameras.emplace_back(Camera->GetHistoryState(Model));
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const std::vector<std::unique_ptr<lcLight>>& Lights = Model->GetLights();
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for (const std::unique_ptr<lcLight>& Light : Lights)
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State.Lights.emplace_back(Light->GetHistoryState(Model));
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}
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void lcModelActionObjectEdit::LoadState(const lcModelHistoryState& State, lcModel* Model)
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{
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Model->LoadHistoryState(State);
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}
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void lcModelActionObjectEdit::SaveStartState(const lcModel* Model)
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{
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SaveState(mStartState, Model);
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}
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void lcModelActionObjectEdit::SaveEndState(const lcModel* Model)
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{
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SaveState(mEndState, Model);
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}
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void lcModelActionObjectEdit::LoadStartState(lcModel* Model) const
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{
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LoadState(mStartState, Model);
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}
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void lcModelActionObjectEdit::LoadEndState(lcModel* Model) const
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{
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LoadState(mEndState, Model);
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}
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bool lcModelActionObjectEdit::StateChanged() const
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{
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return mStartState != mEndState;
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}
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lcModelActionGroupPieces::lcModelActionGroupPieces(lcModelActionGroupPiecesMode Mode, const QString& GroupName)
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: mMode(Mode), mGroupName(GroupName)
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{
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}
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