+ unify DLL export defines to namespace names
git-svn-id: https://free-cad.svn.sourceforge.net/svnroot/free-cad/trunk@5000 e8eeb9e2-ec13-0410-a4a9-efa5cf37419d
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251
src/Mod/Sandbox/Gui/Workbench.cpp
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251
src/Mod/Sandbox/Gui/Workbench.cpp
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/***************************************************************************
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* Copyright (c) 2009 Werner Mayer <wmayer@users.sourceforge.net> *
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* *
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* This file is part of the FreeCAD CAx development system. *
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* *
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* This library is free software; you can redistribute it and/or *
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* modify it under the terms of the GNU Library General Public *
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* License as published by the Free Software Foundation; either *
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* version 2 of the License, or (at your option) any later version. *
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* *
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* This library is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU Library General Public License for more details. *
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* *
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* You should have received a copy of the GNU Library General Public *
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* License along with this library; see the file COPYING.LIB. If not, *
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* write to the Free Software Foundation, Inc., 59 Temple Place, *
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* Suite 330, Boston, MA 02111-1307, USA *
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* *
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***************************************************************************/
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#include "PreCompiled.h"
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#ifndef _PreComp_
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# include <QGLWidget>
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# include <Inventor/actions/SoAction.h>
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# include <Inventor/elements/SoModelMatrixElement.h>
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# include <Inventor/elements/SoViewVolumeElement.h>
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# include <Inventor/elements/SoViewportRegionElement.h>
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# include <Inventor/SoPrimitiveVertex.h>
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# include <Inventor/SbLinear.h>
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#endif
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#include "Workbench.h"
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#include <Gui/MenuManager.h>
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#include <Gui/ToolBarManager.h>
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using namespace SandboxGui;
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/// @namespace SandboxGui @class Workbench
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TYPESYSTEM_SOURCE(SandboxGui::Workbench, Gui::StdWorkbench)
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Workbench::Workbench()
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{
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}
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Workbench::~Workbench()
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{
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}
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Gui::MenuItem* Workbench::setupMenuBar() const
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{
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Gui::MenuItem* root = StdWorkbench::setupMenuBar();
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Gui::MenuItem* item = root->findItem("&Windows");
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Gui::MenuItem* test = new Gui::MenuItem;
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root->insertItem(item, test);
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Gui::MenuItem* threads = new Gui::MenuItem;
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threads->setCommand("Python Threads");
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*threads << "Sandbox_PythonLockThread" << "Sandbox_NolockPython"
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<< "Sandbox_PyQtThread" << "Sandbox_PythonThread" << "Sandbox_PythonMainThread";
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test->setCommand("Threads");
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*test << "Sandbox_Thread" << "Sandbox_TestThread" << "Sandbox_WorkerThread" << "Sandbox_SeqThread"
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<< "Sandbox_BlockThread" << "Sandbox_NoThread" << threads << "Separator"
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<< "Sandbox_Dialog" << "Sandbox_FileDialog";
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Gui::MenuItem* misc = new Gui::MenuItem;
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root->insertItem(item, misc);
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misc->setCommand("Misc");
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*misc << "Sandbox_EventLoop" << "Sandbox_MeshLoad"
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<< "Sandbox_MeshLoaderBoost"
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<< "Sandbox_MeshLoaderFuture"
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<< "Sandbox_MeshTestJob"
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<< "Sandbox_MeshTestRef"
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<< "Sandbox_CryptographicHash";
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Gui::MenuItem* widg = new Gui::MenuItem;
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root->insertItem(item, widg);
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widg->setCommand("Widgets");
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*widg << "Std_GrabWidget"
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<< "Std_ImageNode"
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<< "Sandbox_WidgetShape"
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<< "Sandbox_GDIWidget"
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<< "Sandbox_RedirectPaint";
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Gui::MenuItem* viewer = new Gui::MenuItem;
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root->insertItem(item, viewer);
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viewer->setCommand("Viewer");
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*viewer << "Sandbox_PlaneViewer"
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<< "Sandbox_ExaminerViewer"
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<< "Sandbox_FlyViewer";
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return root;
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}
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Gui::ToolBarItem* Workbench::setupToolBars() const
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{
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Gui::ToolBarItem* root = StdWorkbench::setupToolBars();
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Gui::ToolBarItem* test = new Gui::ToolBarItem(root);
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test->setCommand( "Sandbox Tools" );
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*test << "Sandbox_Thread" << "Sandbox_WorkerThread" << "Sandbox_SeqThread"
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<< "Sandbox_BlockThread" << "Sandbox_NoThread"
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<< "Sandbox_Dialog" << "Sandbox_FileDialog";
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return root;
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}
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Gui::ToolBarItem* Workbench::setupCommandBars() const
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{
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return 0;
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}
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// ----------------------------------------------------
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SO_NODE_SOURCE(SoWidgetShape);
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void SoWidgetShape::initClass()
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{
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SO_NODE_INIT_CLASS(SoWidgetShape, SoShape, "Shape");
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}
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SoWidgetShape::SoWidgetShape()
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{
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SO_NODE_CONSTRUCTOR(SoWidgetShape);
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}
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void SoWidgetShape::GLRender(SoGLRenderAction *action)
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{
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#if 1
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this->image = QPixmap::grabWidget(w, w->rect()).toImage();
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this->image = QGLWidget::convertToGLFormat(this->image);
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#endif
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glRasterPos2d(10,10);
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glDrawPixels(this->image.width(),this->image.height(),GL_RGBA,GL_UNSIGNED_BYTE,this->image.bits());
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}
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void SoWidgetShape::computeBBox(SoAction *action, SbBox3f &box, SbVec3f ¢er)
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{
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// ignore if node is empty
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if (this->image.isNull()) return;
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SbVec3f v0, v1, v2, v3;
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// this will cause a cache dependency on the view volume,
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// model matrix and viewport.
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this->getQuad(action->getState(), v0, v1, v2, v3);
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box.makeEmpty();
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box.extendBy(v0);
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box.extendBy(v1);
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box.extendBy(v2);
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box.extendBy(v3);
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center = box.getCenter();
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}
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// Calculates the quad in 3D.
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void
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SoWidgetShape::getQuad(SoState * state, SbVec3f & v0, SbVec3f & v1,
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SbVec3f & v2, SbVec3f & v3)
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{
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SbVec3f nilpoint(0.0f, 0.0f, 0.0f);
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const SbMatrix & mat = SoModelMatrixElement::get(state);
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mat.multVecMatrix(nilpoint, nilpoint);
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const SbViewVolume &vv = SoViewVolumeElement::get(state);
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SbVec3f screenpoint;
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vv.projectToScreen(nilpoint, screenpoint);
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const SbViewportRegion & vp = SoViewportRegionElement::get(state);
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SbVec2s vpsize = vp.getViewportSizePixels();
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// find normalized width and height of image
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float nw = (float)this->image.width();
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nw /= (float)vpsize[0];
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float nh = (float)this->image.height();
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nh /= (float)vpsize[1];
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// need only half the width
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nw *= 0.5f;
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nh *= 0.5f;
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SbVec2f n0, n1, n2, n3;
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n0 = SbVec2f(screenpoint[0]-nw, screenpoint[1]-nh);
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n1 = SbVec2f(screenpoint[0]+nw, screenpoint[1]-nh);
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n2 = SbVec2f(screenpoint[0]+nw, screenpoint[1]+nh);
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n3 = SbVec2f(screenpoint[0]-nw, screenpoint[1]+nh);
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// get distance from nilpoint to camera plane
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float dist = -vv.getPlane(0.0f).getDistance(nilpoint);
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// find the four image points in the plane
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v0 = vv.getPlanePoint(dist, n0);
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v1 = vv.getPlanePoint(dist, n1);
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v2 = vv.getPlanePoint(dist, n2);
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v3 = vv.getPlanePoint(dist, n3);
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// transform back to object space
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SbMatrix inv = mat.inverse();
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inv.multVecMatrix(v0, v0);
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inv.multVecMatrix(v1, v1);
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inv.multVecMatrix(v2, v2);
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inv.multVecMatrix(v3, v3);
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}
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void SoWidgetShape::generatePrimitives(SoAction *action)
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{
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if (this->image.isNull()) return;
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SoState *state = action->getState();
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state->push();
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SbVec2s size;
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SbVec3f v0, v1, v2, v3;
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this->getQuad(action->getState(), v0, v1, v2, v3);
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SbVec3f n = (v1-v0).cross(v2-v0);
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n.normalize();
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this->beginShape(action, SoShape::QUADS);
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SoPrimitiveVertex vertex;
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vertex.setNormal(n);
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vertex.setTextureCoords(SbVec2f(0,0));
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vertex.setPoint(v0);
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this->shapeVertex(&vertex);
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vertex.setTextureCoords(SbVec2f(1,0));
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vertex.setPoint(v1);
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this->shapeVertex(&vertex);
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vertex.setTextureCoords(SbVec2f(1,1));
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vertex.setPoint(v2);
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this->shapeVertex(&vertex);
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vertex.setTextureCoords(SbVec2f(0,1));
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vertex.setPoint(v3);
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this->shapeVertex(&vertex);
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this->endShape();
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state->pop();
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}
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void SoWidgetShape::setWidget(QWidget* w)
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{
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this->w = w;
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this->w->show();
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QPainter::setRedirected(this->w, &this->image);
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this->image = QPixmap::grabWidget(w, w->rect()).toImage();
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this->image = QGLWidget::convertToGLFormat(this->image);
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}
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