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#include "brushdraw.hpp"
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#include <limits>
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#include <osg/Group>
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#include <osg/Geometry>
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#include <osg/Array>
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#include <osg/BlendFunc>
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#include <osg/CullFace>
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#include <osg/Material>
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#include <osgUtil/LineSegmentIntersector>
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#include "../widget/brushshapes.hpp"
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#include "mask.hpp"
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CSVRender::BrushDraw::BrushDraw(osg::ref_ptr<osg::Group> parentNode, bool textureMode) :
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mParentNode(parentNode)
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{
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mBrushDrawNode = new osg::Group();
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mGeometry = new osg::Geometry();
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mBrushDrawNode->addChild(mGeometry);
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mParentNode->addChild(mBrushDrawNode);
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if (textureMode) mLandSizeFactor = ESM::Land::REAL_SIZE / ESM::Land::LAND_TEXTURE_SIZE / 2;
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else mLandSizeFactor = ESM::Land::REAL_SIZE / ESM::Land::LAND_SIZE / 2;
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}
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CSVRender::BrushDraw::~BrushDraw()
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{
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mBrushDrawNode->removeChild(mGeometry);
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mParentNode->removeChild(mBrushDrawNode);
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}
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float CSVRender::BrushDraw::getIntersectionHeight (const osg::Vec3d& point)
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{
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osg::Vec3d start = point;
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osg::Vec3d end = point;
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start.z() = std::numeric_limits<int>::max();
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end.z() = std::numeric_limits<int>::min();
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osg::Vec3d direction = end - start;
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// Get intersection
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osg::ref_ptr<osgUtil::LineSegmentIntersector> intersector (new osgUtil::LineSegmentIntersector(
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osgUtil::Intersector::MODEL, start, end) );
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intersector->setIntersectionLimit(osgUtil::LineSegmentIntersector::NO_LIMIT);
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osgUtil::IntersectionVisitor visitor(intersector);
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visitor.setTraversalMask(Mask_Terrain);
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mParentNode->accept(visitor);
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for (osgUtil::LineSegmentIntersector::Intersections::iterator it = intersector->getIntersections().begin();
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it != intersector->getIntersections().end(); ++it)
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{
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osgUtil::LineSegmentIntersector::Intersection intersection = *it;
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// reject back-facing polygons
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if (direction * intersection.getWorldIntersectNormal() > 0)
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{
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continue;
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}
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return intersection.getWorldIntersectPoint().z();
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}
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return 0.0f;
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}
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void CSVRender::BrushDraw::buildPointGeometry(const float& radius, const osg::Vec3d& point)
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{
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// Not implemented
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}
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void CSVRender::BrushDraw::buildSquareGeometry(const float& radius, const osg::Vec3d& point)
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{
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osg::ref_ptr<osg::Geometry> geom = new osg::Geometry();
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osg::ref_ptr<osg::Vec3Array> vertices (new osg::Vec3Array());
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osg::ref_ptr<osg::Vec4Array> colors (new osg::Vec4Array());
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std::vector<osg::Vec3d> corners;
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const float brushOutLineHeight (200.0f);
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corners.push_back(osg::Vec3d(point.x() - radius, point.y() - radius, point.z()));
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corners.push_back(osg::Vec3d(point.x() + radius, point.y() - radius, point.z()));
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corners.push_back(osg::Vec3d(point.x() + radius, point.y() + radius, point.z()));
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corners.push_back(osg::Vec3d(point.x() - radius, point.y() + radius, point.z()));
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corners.push_back(osg::Vec3d(point.x() - radius, point.y() - radius, point.z()));
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for (const auto& point : corners)
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{
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vertices->push_back(osg::Vec3d(
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point.x(),
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point.y(),
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getIntersectionHeight(osg::Vec3d(
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point.x(),
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point.y(),
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point.z()) )));
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colors->push_back(osg::Vec4f(
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50.0f,
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50.0f,
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50.0f,
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100.0f));
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vertices->push_back(osg::Vec3d(
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point.x(),
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point.y(),
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getIntersectionHeight(osg::Vec3d(
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point.x(),
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point.y(),
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point.z())) + brushOutLineHeight));
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colors->push_back(osg::Vec4f(
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50.0f,
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50.0f,
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50.0f,
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100.0f));
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}
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geom->setVertexArray(vertices);
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geom->setColorArray(colors, osg::Array::BIND_PER_VERTEX);
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geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLE_STRIP, 0, (10 + 2) - 2));
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mGeometry = geom;
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}
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void CSVRender::BrushDraw::buildCircleGeometry(const float& radius, const osg::Vec3d& point)
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{
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osg::ref_ptr<osg::Geometry> geom = new osg::Geometry();
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osg::ref_ptr<osg::Vec3Array> vertices (new osg::Vec3Array());
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osg::ref_ptr<osg::Vec4Array> colors (new osg::Vec4Array());
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const int amountOfPoints = (osg::PI * 2.0f) * radius / 20;
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const float step ((osg::PI * 2.0f) / static_cast<float>(amountOfPoints));
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const float brushOutLineHeight (200.0f);
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for (int i = 0; i < amountOfPoints + 2; i++)
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{
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float angle (static_cast<float>(i) * step);
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vertices->push_back(osg::Vec3d(
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point.x() + radius * cosf(angle),
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point.y() + radius * sinf(angle),
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getIntersectionHeight(osg::Vec3d(
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point.x() + radius * cosf(angle),
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point.y() + radius * sinf(angle),
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point.z()) )));
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colors->push_back(osg::Vec4f(
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50.0f,
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50.0f,
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50.0f,
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100.0f));
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angle = static_cast<float>(i + 1) * step;
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vertices->push_back(osg::Vec3d(
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point.x() + radius * cosf(angle),
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point.y() + radius * sinf(angle),
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getIntersectionHeight(osg::Vec3d(
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point.x() + radius * cosf(angle),
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point.y() + radius * sinf(angle),
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point.z()) ) + brushOutLineHeight));
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colors->push_back(osg::Vec4f(
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50.0f,
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50.0f,
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50.0f,
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100.0f));
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}
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geom->setVertexArray(vertices);
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geom->setColorArray(colors, osg::Array::BIND_PER_VERTEX);
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geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLE_STRIP, 0, (amountOfPoints + 2) * 2 - 2));
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mGeometry = geom;
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}
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void CSVRender::BrushDraw::buildCustomGeometry(const float& radius, const osg::Vec3d& point)
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{
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// Not implemented
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}
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void CSVRender::BrushDraw::update(osg::Vec3d point, int brushSize, CSVWidget::BrushShape toolShape)
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{
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if (mBrushDrawNode->containsNode(mGeometry)) mBrushDrawNode->removeChild(mGeometry);
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mBrushDrawNode->setNodeMask (Mask_EditModeCursor);
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float radius = static_cast<float>(brushSize * mLandSizeFactor);
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switch (toolShape)
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{
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case (CSVWidget::BrushShape_Point) :
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buildSquareGeometry(1, point);
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//buildPointGeometry(radius, point);
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break;
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case (CSVWidget::BrushShape_Square) :
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buildSquareGeometry(radius, point);
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break;
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case (CSVWidget::BrushShape_Circle) :
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buildCircleGeometry(radius, point);
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break;
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case (CSVWidget::BrushShape_Custom) :
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buildSquareGeometry(1, point);
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//buildCustomGeometry
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break;
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}
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osg::BlendFunc* blendFunc = new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA);
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mGeometry->getOrCreateStateSet()->setAttributeAndModes(blendFunc);
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mGeometry->getOrCreateStateSet()->setMode( GL_CULL_FACE, osg::StateAttribute::OFF );
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osg::ref_ptr<osg::Material> material = new osg::Material;
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material->setColorMode(osg::Material::AMBIENT);
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material->setAmbient (osg::Material::FRONT_AND_BACK, osg::Vec4(0.3, 0.3, 0.3, 1));
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material->setAlpha(osg::Material::FRONT_AND_BACK, 0.5);
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mGeometry->getOrCreateStateSet()->setAttributeAndModes(material.get(), osg::StateAttribute::ON);
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mGeometry->getOrCreateStateSet()->setMode(GL_BLEND, osg::StateAttribute::ON);
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mGeometry->getOrCreateStateSet()->setRenderingHint (osg::StateSet::TRANSPARENT_BIN);
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mBrushDrawNode->addChild(mGeometry);
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}
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void CSVRender::BrushDraw::hide()
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{
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if (mBrushDrawNode->containsNode(mGeometry)) mBrushDrawNode->removeChild(mGeometry);
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}
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