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nuclear@86
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1 #include <assert.h>
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2 #include "scenemodel.h"
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3
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4 SceneModel::SceneModel()
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5 {
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6 scn = 0;
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7 }
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8
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9 SceneModel::~SceneModel()
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10 {
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11 clear_scene();
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12 }
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13
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14 void SceneModel::set_scene(goat3d *scn)
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15 {
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16 clear_scene();
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17 this->scn = scn;
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18
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19 if(!scn) return;
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20
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21 // create the SceneNodeData for each node
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22 int num_nodes = goat3d_get_node_count(scn);
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23 for(int i=0; i<num_nodes; i++) {
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24 goat3d_node *node = goat3d_get_node(scn, i);
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25
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26 SceneNodeData data;
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27 data.visible = true;
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28
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29 node_data[node] = data;
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30 }
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31 }
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32
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33 void SceneModel::clear_scene()
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34 {
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35 node_data.clear();
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36 scn = 0;
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37 }
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38
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39 SceneNodeData *SceneModel::get_node_data(goat3d_node *node) const
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40 {
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41 auto it = node_data.find(node);
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42 if(it == node_data.end()) {
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43 return 0;
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44 }
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45 return (SceneNodeData*)&it->second;
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46 }
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47
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48 Qt::ItemFlags SceneModel::flags(const QModelIndex &index) const
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49 {
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50 if(!index.isValid()) {
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51 return 0;
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52 }
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53
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54 Qt::ItemFlags res = Qt::ItemIsEnabled | Qt::ItemIsSelectable;
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55 if(index.column() == 1) {
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56 res |= Qt::ItemIsUserCheckable | Qt::ItemIsEditable;
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57 }
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58 return res;
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59 }
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60
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61 QVariant SceneModel::data(const QModelIndex &index, int role) const
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62 {
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63 if(!index.isValid()) {
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64 return QVariant();
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65 }
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66
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67 goat3d_node *node = (goat3d_node*)index.internalPointer();
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68 SceneNodeData *data = get_node_data(node);
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69
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70 switch(index.column()) {
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71 case 0:
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72 if(role == Qt::DisplayRole) {
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73 return QString(goat3d_get_node_name(node));
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74 }
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75 break;
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76
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77 case 1:
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78 if(role == Qt::CheckStateRole && data) {
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79 return data->visible ? Qt::Checked : Qt::Unchecked;
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80 }
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81 break;
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82
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83 default:
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84 break;
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85 }
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86
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87 return QVariant();
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88 }
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89
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90 bool SceneModel::setData(const QModelIndex &index, const QVariant &value, int role)
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91 {
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92 if(!index.isValid()) {
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93 return false;
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94 }
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95
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96 goat3d_node *node = (goat3d_node*)index.internalPointer();
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97 SceneNodeData *data = get_node_data(node);
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98 assert(data);
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99
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100 switch(index.column()) {
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101 case 1:
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102 if(role == Qt::CheckStateRole) {
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103 data->visible = value.toBool();
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104 emit dataChanged(index, index);
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105 return true;
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106 }
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107 break;
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108
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109 default:
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110 break;
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111 }
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112 return false;
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113 }
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114
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115 QVariant SceneModel::headerData(int section, Qt::Orientation orient, int role) const
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116 {
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117 if(orient == Qt::Horizontal && role == Qt::DisplayRole) {
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118 switch(section) {
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119 case 0:
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120 return QString("name");
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121 case 1:
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122 return QString("vis");
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123 default:
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124 return QString("???");
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125 }
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126 }
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127 return QVariant();
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128 }
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129
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130 int SceneModel::rowCount(const QModelIndex &parent) const
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131 {
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132 if(!scn) return 0;
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133
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134 if(!parent.isValid()) {
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135 // return the number of root nodes
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136 int num_nodes = goat3d_get_node_count(scn);
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137 int num_root_nodes = 0;
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138 for(int i=0; i<num_nodes; i++) {
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139 goat3d_node *node = goat3d_get_node(scn, i);
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140 if(!goat3d_get_node_parent(node)) {
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141 ++num_root_nodes;
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142 }
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143 }
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144 return num_root_nodes;
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145 }
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146
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147 goat3d_node *pnode = (goat3d_node*)parent.internalPointer();
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148 return goat3d_get_node_child_count(pnode);
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149 }
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150
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151 int SceneModel::columnCount(const QModelIndex &parent) const
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152 {
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153 return 2;
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154 }
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155
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156 bool SceneModel::hasChildren(const QModelIndex &parent) const
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157 {
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158 if(!parent.isValid()) {
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159 return true;
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160 }
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161
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162 goat3d_node *pnode = (goat3d_node*)parent.internalPointer();
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163 return goat3d_get_node_child_count(pnode) > 0;
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164 }
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165
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166 QModelIndex SceneModel::index(int row, int column, const QModelIndex &parent) const
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167 {
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168 if(!scn) {
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169 return QModelIndex();
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170 }
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171
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172 goat3d_node *node = 0;
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173
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174 if(!parent.isValid()) {
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175 int num_nodes = goat3d_get_node_count(scn);
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176 int idx = 0;
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177 for(int i=0; i<num_nodes; i++) {
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178 goat3d_node *n = goat3d_get_node(scn, i);
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179 if(!goat3d_get_node_parent(n)) {
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180 if(idx == row) {
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181 node = n;
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182 break;
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183 }
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184 idx++;
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185 }
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186 }
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187
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188 if(idx != row) {
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189 return QModelIndex(); // failed
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190 }
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191 } else {
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192 goat3d_node *pnode = (goat3d_node*)parent.internalPointer();
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193 node = goat3d_get_node_child(pnode, row);
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194 }
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195
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196 if(!node) {
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197 return QModelIndex();
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198 }
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199 return createIndex(row, column, (void*)node);
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200 }
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201
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202 QModelIndex SceneModel::parent(const QModelIndex &index) const
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203 {
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204 if(!index.isValid()) {
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205 return QModelIndex(); // root node
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206 }
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207
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208 goat3d_node *node = (goat3d_node*)index.internalPointer();
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209 goat3d_node *parent = node ? goat3d_get_node_parent(node) : 0;
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210
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211 if(!parent) {
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212 return QModelIndex();
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213 }
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214
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215 // find out which child of its parent is our parent
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216 int pidx = -1;
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217
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218 goat3d_node *grandparent = goat3d_get_node_parent(parent);
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219 if(grandparent) {
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220 int num_children = goat3d_get_node_child_count(grandparent);
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221 for(int i=0; i<num_children; i++) {
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222 if(goat3d_get_node_child(grandparent, i) == parent) {
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223 pidx = i;
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224 break;
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225 }
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226 }
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227 } else {
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228 int idx = 0;
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229 int num_nodes = goat3d_get_node_count(scn);
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230 for(int i=0; i<num_nodes; i++) {
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231 goat3d_node *n = goat3d_get_node(scn, i);
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232 if(!goat3d_get_node_parent(n)) {
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233 if(n == parent) {
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234 pidx = idx;
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235 break;
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236 }
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237 idx++;
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238 }
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239 }
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240 }
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241
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242 if(pidx == -1) {
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243 fprintf(stderr, "%s: wtf?\n", __FUNCTION__);
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244 return QModelIndex(); // failed
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245 }
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246
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247 return createIndex(pidx, 0, (void*)parent);
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248 }
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