make sure the unique id is set correctly
Change-Id: I1b846e79c2fdd718b7c67f39cb67ca2916520cb3
This commit is contained in:
committed by
Markus Mohrhard
parent
2e1177a1b6
commit
ceec6e1ac9
@@ -38,6 +38,7 @@ void Bar3DChart::create3DShapes()
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maShapes.clear();
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maShapes.push_back(new opengl3D::Camera());
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sal_Int32 nSeriesIndex = 0;
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sal_uInt32 nId = 1;
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for(std::vector<VDataSeries*>::const_iterator itr = maDataSeries.begin(),
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itrEnd = maDataSeries.end(); itr != itrEnd; ++itr)
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{
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@@ -53,7 +54,7 @@ void Bar3DChart::create3DShapes()
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glm::scale(aBarPosition, nBarSizeX, nBarSizeY, nVal);
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glm::translate(aBarPosition, nXPos, nYPos, nVal/2);
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maShapes.push_back(new opengl3D::Bar(aBarPosition));
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maShapes.push_back(new opengl3D::Bar(aBarPosition, nId++));
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}
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++nSeriesIndex;
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@@ -21,16 +21,20 @@ namespace opengl3D {
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class Renderable3DObject
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{
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public:
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Renderable3DObject(sal_uInt32 nId);
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virtual ~Renderable3DObject() {};
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virtual void render() {}
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virtual void render();
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protected:
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sal_uInt32 mnUniqueId;
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};
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class Bar : public Renderable3DObject
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{
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public:
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Bar( const glm::mat4& rPosition );
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Bar( const glm::mat4& rPosition, sal_uInt32 nId );
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private:
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glm::mat4 maPos;
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Color maColor; // RGBA fill color
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@@ -38,6 +42,9 @@ private:
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class Line : public Renderable3DObject
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{
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public:
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Line( sal_uInt32 nId );
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private:
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glm::vec3 maPosBegin;
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glm::vec3 maPosEnd;
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@@ -46,6 +53,8 @@ private:
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class Text : public Renderable3DObject
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{
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public:
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Text( sal_uInt32 nId );
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private:
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BitmapEx maText;
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glm::vec3 maTopLeft;
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@@ -55,6 +64,8 @@ private:
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class Rectangle : public Renderable3DObject
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{
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public:
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Rectangle( sal_uInt32 nId );
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private:
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glm::vec3 maTopLeft;
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glm::vec3 maTopRight;
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@@ -13,12 +13,39 @@ namespace chart {
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namespace opengl3D {
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Bar::Bar(const glm::mat4& rPosition):
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Renderable3DObject::Renderable3DObject(sal_uInt32 nId):
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mnUniqueId(nId)
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{
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}
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void Renderable3DObject::render()
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{
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(void) mnUniqueId;
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}
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Bar::Bar(const glm::mat4& rPosition, sal_uInt32 nId):
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Renderable3DObject(nId),
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maPos(rPosition)
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{
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}
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Line::Line(sal_uInt32 nId):
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Renderable3DObject(nId)
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{
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}
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Text::Text(sal_uInt32 nId):
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Renderable3DObject(nId)
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{
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}
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Rectangle::Rectangle(sal_uInt32 nId):
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Renderable3DObject(nId)
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{
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}
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Camera::Camera():
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Renderable3DObject(0),
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maPos(10,10,-10),
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maDirection(glm::vec3(0,0,0)-maPos)
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{
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