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@@ -16,9 +16,9 @@ namespace Framework
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Vec3<float> pos; //! Position of the object
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Vec3<float> pos; //! Position of the object
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Vec3<float> angle; //! Rotation angles for x, y and z
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Vec3<float> angle; //! Rotation angles for x, y and z
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Mat4<float> welt; //! World translation matrix
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Mat4<float> welt; //! World translation matrix
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- float radius; //! The radius of a sphere that encloses the entire object
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- bool alpha; //! Stores whether the object contains partially or fully
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- //! transparent areas
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+ float radius; //! The radius of a sphere that encloses the entire object
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+ bool alpha; //! Stores whether the object contains partially or fully
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+ //! transparent areas
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bool rend;
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bool rend;
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float size;
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float size;
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@@ -65,6 +65,8 @@ namespace Framework
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DLLEXPORT void setAlpha(bool a);
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DLLEXPORT void setAlpha(bool a);
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//! Sets the scaling
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//! Sets the scaling
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DLLEXPORT void setSize(float size);
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DLLEXPORT void setSize(float size);
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+ //! Returns the scaling
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+ DLLEXPORT float getSize() const;
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//! Calculates the matrices of all bones in the drawing's skeleton
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//! Calculates the matrices of all bones in the drawing's skeleton
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//! \param viewProj The multiplied camera matrices
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//! \param viewProj The multiplied camera matrices
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//! \param matBuffer An array of matrices to fill
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//! \param matBuffer An array of matrices to fill
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@@ -81,11 +83,13 @@ namespace Framework
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//! \param tickval The time in seconds since the last call of this
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//! \param tickval The time in seconds since the last call of this
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//! function \return true if the object changed, false otherwise.
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//! function \return true if the object changed, false otherwise.
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DLLEXPORT virtual bool tick(double tickval);
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DLLEXPORT virtual bool tick(double tickval);
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- //! Returns whether the object contains partially or fully transparent areas
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+ //! Returns whether the object contains partially or fully transparent
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+ //! areas
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DLLEXPORT bool hasAlpha() const;
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DLLEXPORT bool hasAlpha() const;
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//! Returns the radius of a sphere that encloses the entire model
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//! Returns the radius of a sphere that encloses the entire model
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DLLEXPORT inline float getRadius() const;
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DLLEXPORT inline float getRadius() const;
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- //! Returns a point representing the position of the drawing in the world
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+ //! Returns a point representing the position of the drawing in the
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+ //! world
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DLLEXPORT const Vec3<float>& getPos() const;
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DLLEXPORT const Vec3<float>& getPos() const;
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//! Returns the X position of the drawing in the world
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//! Returns the X position of the drawing in the world
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DLLEXPORT float getX() const;
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DLLEXPORT float getX() const;
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@@ -93,8 +97,8 @@ namespace Framework
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DLLEXPORT float getY() const;
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DLLEXPORT float getY() const;
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//! Returns the Z position of the drawing in the world
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//! Returns the Z position of the drawing in the world
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DLLEXPORT float getZ() const;
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DLLEXPORT float getZ() const;
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- //! Returns a vector representing the rotation of the drawing in the world.
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- //! x is the rotation around the X axis in radians, etc.
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+ //! Returns a vector representing the rotation of the drawing in the
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+ //! world. x is the rotation around the X axis in radians, etc.
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DLLEXPORT const Vec3<float>& getRotation() const;
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DLLEXPORT const Vec3<float>& getRotation() const;
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//! Returns the rotation around the X axis in radians
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//! Returns the rotation around the X axis in radians
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DLLEXPORT float getXRotation() const;
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DLLEXPORT float getXRotation() const;
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@@ -104,8 +108,8 @@ namespace Framework
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DLLEXPORT float getZRotation() const;
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DLLEXPORT float getZRotation() const;
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//! Returns the matrix that translates the drawing into world space
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//! Returns the matrix that translates the drawing into world space
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DLLEXPORT const Mat4<float>& getMatrix() const;
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DLLEXPORT const Mat4<float>& getMatrix() const;
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- //! Calculates a point in world coordinates from a point in local drawing
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- //! coordinates by applying rotation, scaling and translation
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+ //! Calculates a point in world coordinates from a point in local
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+ //! drawing coordinates by applying rotation, scaling and translation
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DLLEXPORT Vec3<float> applyWorldTransformation(
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DLLEXPORT Vec3<float> applyWorldTransformation(
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const Vec3<float>& modelPos) const;
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const Vec3<float>& modelPos) const;
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};
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};
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