various: moved more to core lib
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@@ -173,7 +173,7 @@ void PolygonGenerator::UpdateGizmoPositions(const NodeValueRow &row, const NodeG
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res = globals.square_resolution();
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}
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QPointF half_res = res.toPointF()/2;
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Imath::V2d half_res(res.x()/2, res.y()/2);
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auto points = row[kPointsInput].toArray();
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@@ -205,20 +205,20 @@ void PolygonGenerator::UpdateGizmoPositions(const NodeValueRow &row, const NodeG
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for (int i=0; i<pts_sz; i++) {
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const Bezier &pt = points.at(i).toBezier();
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QPointF main = pt.ToPointF() + half_res;
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QPointF cp1 = main + pt.ControlPoint1ToPointF();
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QPointF cp2 = main + pt.ControlPoint2ToPointF();
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Imath::V2d main = pt.to_vec() + half_res;
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Imath::V2d cp1 = main + pt.control_point_1_to_vec();
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Imath::V2d cp2 = main + pt.control_point_2_to_vec();
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gizmo_position_handles_[i]->SetPoint(main);
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gizmo_position_handles_[i]->SetPoint(QPointF(main.x, main.y));
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gizmo_bezier_handles_[i*2]->SetPoint(cp1);
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gizmo_bezier_lines_[i*2]->SetLine(QLineF(main, cp1));
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gizmo_bezier_handles_[i*2+1]->SetPoint(cp2);
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gizmo_bezier_lines_[i*2+1]->SetLine(QLineF(main, cp2));
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gizmo_bezier_handles_[i*2]->SetPoint(QPointF(cp1.x, cp1.y));
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gizmo_bezier_lines_[i*2]->SetLine(QLineF(QPointF(main.x, main.y), QPointF(cp1.x, cp1.y)));
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gizmo_bezier_handles_[i*2+1]->SetPoint(QPointF(cp2.x, cp2.y));
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gizmo_bezier_lines_[i*2+1]->SetLine(QLineF(QPointF(main.x, main.y), QPointF(cp2.x, cp2.y)));
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}
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}
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poly_gizmo_->SetPath(GeneratePath(points, pts_sz).translated(half_res));
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poly_gizmo_->SetPath(GeneratePath(points, pts_sz).translated(QPointF(half_res.x, half_res.y)));
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}
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ShaderCode PolygonGenerator::GetShaderCode(const ShaderRequest &request) const
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@@ -246,9 +246,11 @@ void PolygonGenerator::GizmoDragMove(double x, double y, const Qt::KeyboardModif
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void PolygonGenerator::AddPointToPath(QPainterPath *path, const Bezier &before, const Bezier &after)
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{
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path->cubicTo(before.ToPointF() + before.ControlPoint2ToPointF(),
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after.ToPointF() + after.ControlPoint1ToPointF(),
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after.ToPointF());
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Imath::V2d a = before.to_vec() + before.control_point_2_to_vec();
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Imath::V2d b = after.to_vec() + after.control_point_1_to_vec();
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Imath::V2d c = after.to_vec();
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path->cubicTo(QPointF(a.x, a.y), QPointF(b.x, b.y), QPointF(c.x, c.y));
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}
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QPainterPath PolygonGenerator::GeneratePath(const NodeValueArray &points, int size)
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@@ -257,7 +259,8 @@ QPainterPath PolygonGenerator::GeneratePath(const NodeValueArray &points, int si
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if (!points.empty()) {
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const Bezier &first_pt = points.at(0).toBezier();
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path.moveTo(first_pt.ToPointF());
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Imath::V2d v = first_pt.to_vec();
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path.moveTo(QPointF(v.x, v.y));
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for (int i=1; i<size; i++) {
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AddPointToPath(&path, points.at(i-1).toBezier(), points.at(i).toBezier());
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