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#include "sphere.hpp"
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const float Sphere::RADIUS = 300.0f;
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const float Sphere::MAX_SCALING = 1.3f;
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const float Sphere::MIN_SCALING = 0.8f;
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const int Sphere::SMOOTHING = 5;
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const QVector3D Sphere::middlePoint(const QVector3D &a, const QVector3D &b)
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{
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return QVector3D((a + b) / 2.0f);
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}
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float Sphere::getMaxRadius()
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{
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return RADIUS * MAX_SCALING;
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}
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Sphere::Sphere(bool moving): Element(moving ? Element::SPHERE : Element::SPHERE_FIXED)
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{
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// Predni polokoule.
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QVector3D v1(0.0f, RADIUS, 0.0f);
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QVector3D v2(0.0f, 0.0f, RADIUS);
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QVector3D v3(RADIUS, 0.0f, 0.0f);
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subdivide(v1, v2, v3, SMOOTHING);
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QVector3D v4(0.0f, RADIUS, 0.0f);
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QVector3D v5(-1.0f * RADIUS, 0.0f, 0.0f);
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QVector3D v6(0.0f, 0.0f, RADIUS);
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subdivide(v4, v5, v6, SMOOTHING);
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QVector3D v13(0.0f, -1.0f * RADIUS, 0.0f);
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QVector3D v14(RADIUS, 0.0f, 0.0f);
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QVector3D v15(0.0f, 0.0f, RADIUS);
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subdivide(v13, v14, v15, SMOOTHING);
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QVector3D v16(0.0f, -1.0f * RADIUS, 0.0f);
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QVector3D v17(0.0f, 0.0f, RADIUS);
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QVector3D v18(-1.0f * RADIUS, 0.0f, 0.0f);
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subdivide(v16, v17, v18, SMOOTHING);
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// Zadni polokoule.
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QVector3D v7(0.0f, RADIUS, 0.0f);
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QVector3D v8(RADIUS, 0.0f, 0.0f);
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QVector3D v9(0.0f, 0.0f, -1.0f * RADIUS);
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subdivide(v7, v8, v9, SMOOTHING);
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QVector3D v10(0.0f, RADIUS, 0.0f);
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QVector3D v11(0.0f, 0.0f, -1.0f * RADIUS);
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QVector3D v12(-1.0f * RADIUS, 0.0f, 0.0f);
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subdivide(v10, v11, v12, SMOOTHING);
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QVector3D v19(0.0f, -1.0f * RADIUS, 0.0f);
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QVector3D v20(0.0f, 0.0f, -1.0f * RADIUS);
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QVector3D v21(RADIUS, 0.0f, 0.0f);
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subdivide(v19, v20, v21, SMOOTHING);
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QVector3D v22(0.0f, -1.0f * RADIUS, 0.0f);
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QVector3D v23(-1.0f * RADIUS, 0.0f, 0.0f);
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QVector3D v24(0.0f, 0.0f, -1.0f * RADIUS);
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subdivide(v22, v23, v24, SMOOTHING);
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set = false;
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}
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void Sphere::setRangeZ(const float minimumZ, const float maximumZ)
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{
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this->minimumZ = minimumZ;
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this->maximumZ = maximumZ;
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set = false;
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}
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float Sphere::getCurrentScaling()
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{
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return MIN_SCALING + (position.z() - minimumZ) / (maximumZ - minimumZ) * (MAX_SCALING - MIN_SCALING);
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}
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void Sphere::setPosition(const QVector3D &position)
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{
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this->position = position;
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set = true;
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}
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const QVector3D Sphere::getPosition()
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{
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return position;
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}
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bool Sphere::isSet()
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{
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return set;
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}
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void Sphere::subdivide(const QVector3D &a, const QVector3D &b, const QVector3D &c, const int level)
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{
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if (level < 1) {
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// Jedna se o konec rekurzivniho volani, pouze vytvoreni trojuhelnika.
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addTriangle(a, b, c);
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} else {
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// Stredni body.
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QVector3D mAB = middlePoint(a, b);
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QVector3D mBC = middlePoint(b, c);
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QVector3D mCA = middlePoint(c, a);
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// Nastaveni velikosti vektoru (velikost polomeru koule).
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mAB *= RADIUS / mAB.length();
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mBC *= RADIUS / mBC.length();
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mCA *= RADIUS / mCA.length();
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// Rozdeleni trojuhelnika na dalsi ctyri.
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subdivide(a, mAB, mCA, level - 1);
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subdivide(b, mBC, mAB, level - 1);
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subdivide(c, mCA, mBC, level - 1);
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subdivide(mAB, mBC, mCA, level - 1); // Trojuhelnik ve stredu.
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}
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}
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