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#include "element.hpp"
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const int Element::DATA_COUNT_FOR_VERTEX = 7;
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const int Element::TRAJECTORY = 0;
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const int Element::SPHERE = 1;
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const int Element::SPHERE_FIXED = 2;
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const int Element::ARROW = 3;
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const int Element::ARROW_SPECIAL = 4;
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const int Element::WALL = 5;
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Element::Element(const int category)
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{
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this->category = category;
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}
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const float *Element::getData() const
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{
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return data.data();
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}
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int Element::dataCount() const
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{
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return data.size();
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}
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int Element::vertexCount() const
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{
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return dataCount() / DATA_COUNT_FOR_VERTEX;
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}
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void Element::addVertex(const QVector3D &v, const QVector3D &n)
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{
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data.insert(data.end(), {v.x(), v.y(), v.z(), n.x(), n.y(), n.z(), (float) category});
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}
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void Element::addTetragon(const QVector3D &a, const QVector3D &b, const QVector3D &c, const QVector3D &d)
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{
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QVector3D n = normal(a, d, b);
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addTriangleWithNormal(a, d, b, n);
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addTriangleWithNormal(c, b, d, n);
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}
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void Element::addTriangle(const QVector3D &a, const QVector3D &b, const QVector3D &c)
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{
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addTriangleWithNormal(a, b, c, normal(a, b, c));
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}
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QVector3D Element::normal(const QVector3D &a, const QVector3D &b, const QVector3D &c)
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{
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return QVector3D::normal(b - a, c - a);
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}
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void Element::clear()
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{
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data.clear();
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}
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void Element::addTriangleWithNormal(const QVector3D &a, const QVector3D &b, const QVector3D &c, const QVector3D &n)
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{
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addVertex(a, n);
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addVertex(b, n);
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addVertex(c, n);
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}
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