Ported GroupInstance
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@@ -0,0 +1,17 @@
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#pragma once
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#include "PartInstance.h"
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namespace B3D{
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class GroupInstance : public PVInstance
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{
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public:
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GroupInstance(void);
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~GroupInstance(void);
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GroupInstance(const GroupInstance &oinst);
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std::vector<Instance *> unGroup();
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PartInstance * primaryPart;
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//This is used to render the controllerflag, we may want to move it elsewhere?
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void render(RenderDevice * r);
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protected:
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GroupInstance(std::string className);
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};
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}
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@@ -1,3 +1,63 @@
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#include "DataModelV3/GroupInstance.h"
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using namespace B3D;
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GroupInstance::GroupInstance(std::string className)
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{
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PVInstance::PVInstance(className);
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name = "Model";
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primaryPart = NULL;
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}
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GroupInstance::GroupInstance(void)
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{
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GroupInstance::GroupInstance("Model");
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}
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GroupInstance::~GroupInstance(void)
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{
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}
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std::vector<Instance *> GroupInstance::unGroup()
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{
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while(children.size() > 0)
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{
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children[0]->setParent(parent);
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}
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return std::vector<Instance *>();
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}
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void GroupInstance::render(RenderDevice * rd)
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{
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Instance::render(rd);
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//Controllerflag!
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if(primaryPart != NULL && controllerFlagShown.getValue() && getControllerColor(controller.getValue()) != Color3::gray())
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{
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rd->disableLighting();
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Vector3 vec = Vector3(0,0,0);
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Vector3 up = Vector3(0,8,0);
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rd->setColor(getControllerColor(controller.getValue()));
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rd->setObjectToWorldMatrix(primaryPart->getCFrame());
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rd->beforePrimitive();
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glBegin(GL_LINES);
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glVertex3f(vec.x, vec.y, vec.z);
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glVertex3f(up.x, up.y, up.z);
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glEnd();
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glBegin( GL_TRIANGLES );
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glVertex3f(up.x, up.y-2, up.z);
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glVertex3f(up.x, up.y-1, up.z-2);
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glVertex3f(up.x, up.y, up.z);
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glVertex3f(up.x, up.y, up.z);
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glVertex3f(up.x, up.y-1, up.z-2);
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glVertex3f(up.x, up.y-2, up.z);
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glEnd();
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rd->afterPrimitive();
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rd->setColor(Color3::white());
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rd->enableLighting();
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}
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}
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