dust3d/application/sources/document_node.cc

103 lines
1.8 KiB
C++
Raw Normal View History

#include "document.h"
#include "mesh_generator.h"
Document::Node::Node(const dust3d::Uuid& withId)
{
id = withId.isNull() ? dust3d::Uuid::createUuid() : withId;
}
void Document::Node::setRadius(float toRadius)
{
if (toRadius < MeshGenerator::m_minimalRadius)
toRadius = MeshGenerator::m_minimalRadius;
else if (toRadius > 1)
toRadius = 1;
radius = toRadius;
}
void Document::Node::setCutRotation(float toRotation)
{
if (toRotation < -1)
toRotation = -1;
else if (toRotation > 1)
toRotation = 1;
cutRotation = toRotation;
hasCutFaceSettings = true;
}
void Document::Node::setCutFace(dust3d::CutFace face)
{
cutFace = face;
cutFaceLinkedId = dust3d::Uuid();
hasCutFaceSettings = true;
}
void Document::Node::setCutFaceLinkedId(const dust3d::Uuid& linkedId)
{
if (linkedId.isNull()) {
clearCutFaceSettings();
return;
}
cutFace = dust3d::CutFace::UserDefined;
cutFaceLinkedId = linkedId;
hasCutFaceSettings = true;
}
void Document::Node::clearCutFaceSettings()
{
cutFace = dust3d::CutFace::Quad;
cutFaceLinkedId = dust3d::Uuid();
cutRotation = 0;
hasCutFaceSettings = false;
}
float Document::Node::getX(bool rotated) const
{
if (rotated)
return m_y;
return m_x;
}
float Document::Node::getY(bool rotated) const
{
if (rotated)
return m_x;
return m_y;
}
float Document::Node::getZ(bool rotated) const
{
(void)rotated;
return m_z;
}
void Document::Node::setX(float x)
{
m_x = x;
}
void Document::Node::setY(float y)
{
m_y = y;
}
void Document::Node::setZ(float z)
{
m_z = z;
}
void Document::Node::addX(float x)
{
m_x += x;
}
void Document::Node::addY(float y)
{
m_y += y;
}
void Document::Node::addZ(float z)
{
m_z += z;
}