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#include "arrow.hpp"
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const float Arrow::QUAD_HEIGHT = 0.7f;
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const float Arrow::QUAD_WIDTH = 0.1f;
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const float Arrow::ARROW_TOP = 0.8f;
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const float Arrow::ROOF_WIDTH = 0.2f;
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Arrow::Arrow(bool important): Element(important ? Element::ARROW : Element::ARROW_SPECIAL)
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{
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// Body pro kvadr tvorici zaklad sipky.
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float halfQuadWidth = QUAD_WIDTH / 2.0f;
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QVector3D quadF0 = QVector3D(-1.0f * halfQuadWidth, 0.0f, halfQuadWidth);
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QVector3D quadF1 = QVector3D(-1.0f * halfQuadWidth, QUAD_HEIGHT, halfQuadWidth);
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QVector3D quadF2 = QVector3D(halfQuadWidth, QUAD_HEIGHT, halfQuadWidth);
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QVector3D quadF3 = QVector3D(halfQuadWidth, 0.0f, halfQuadWidth);
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QVector3D quadB0 = QVector3D(-1.0f * halfQuadWidth, 0.0f, -1.0f * halfQuadWidth);
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QVector3D quadB1 = QVector3D(-1.0f * halfQuadWidth, QUAD_HEIGHT, -1.0f * halfQuadWidth);
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QVector3D quadB2 = QVector3D(halfQuadWidth, QUAD_HEIGHT, -1.0f * halfQuadWidth);
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QVector3D quadB3 = QVector3D(halfQuadWidth, 0.0f, -1.0f * halfQuadWidth);
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// Body pro "strechu" sipky.
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float halfRoofWidth = ROOF_WIDTH / 2.0f;
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QVector3D roofF0 = QVector3D(-1.0f * halfRoofWidth, QUAD_HEIGHT, halfRoofWidth);
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QVector3D roofB0 = QVector3D(-1.0f * halfRoofWidth, QUAD_HEIGHT, -1.0f * halfRoofWidth);
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QVector3D roofB1 = QVector3D(halfRoofWidth, QUAD_HEIGHT, -1.0f * halfRoofWidth);
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QVector3D roofF1 = QVector3D(halfRoofWidth, QUAD_HEIGHT, halfRoofWidth);
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QVector3D roofTop = QVector3D(0.0f, ARROW_TOP, 0.0f);
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// Vytvoreni kvadru.
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addTetragon(quadB0, quadF0, quadF3, quadB3); // Spodni krytka.
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addTetragon(quadF0, quadF1, quadF2, quadF3); // Obdelnik vpredu.
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addTetragon(quadB0, quadB1, quadF1, quadF0); // Obdelnik zleva.
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addTetragon(quadB3, quadB2, quadB1, quadB0); // Obdelnik vzadu.
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addTetragon(quadF3, quadF2, quadB2, quadB3); // Obdelnik zprava.
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// Vytvoreni strisky.
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addTetragon(roofB0, roofF0, roofF1, roofB1); // Zaklad strechy (horni krytka kvadru).
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addTriangle(roofF1, roofTop, roofF0); // Trojuhelnik vpredu.
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addTriangle(roofF0, roofTop, roofB0); // Trojuhelnik zleva.
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addTriangle(roofB0, roofTop, roofB1); // Trojuhelnik vzadu.
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addTriangle(roofB1, roofTop, roofF1); // Trojuhelnik zprava.
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}
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