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			232 lines
		
	
	
	
		
			6.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			232 lines
		
	
	
	
		
			6.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "cellarrow.hpp"
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#include <osg/Array>
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#include <osg/GL>
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#include <osg/Geometry>
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#include <osg/Group>
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#include <osg/Math>
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#include <osg/PositionAttitudeTransform>
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#include <osg/PrimitiveSet>
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#include <osg/Quat>
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#include <osg/StateAttribute>
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#include <osg/StateSet>
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#include <osg/Vec3f>
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#include <osg/Vec4f>
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#include "../../model/prefs/state.hpp"
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#include <apps/opencs/model/prefs/shortcutmanager.hpp>
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#include <apps/opencs/model/world/cellcoordinates.hpp>
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#include <apps/opencs/view/render/tagbase.hpp>
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#include <components/misc/constants.hpp>
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#include "mask.hpp"
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namespace CSVRender
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{
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    struct WorldspaceHitResult;
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}
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CSVRender::CellArrowTag::CellArrowTag(CellArrow* arrow)
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    : TagBase(Mask_CellArrow)
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    , mArrow(arrow)
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{
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}
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CSVRender::CellArrow* CSVRender::CellArrowTag::getCellArrow() const
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{
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    return mArrow;
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}
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QString CSVRender::CellArrowTag::getToolTip(bool hideBasics, const WorldspaceHitResult& /*hit*/) const
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{
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    QString text("Direction: ");
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    switch (mArrow->getDirection())
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    {
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        case CellArrow::Direction_North:
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            text += "North";
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            break;
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        case CellArrow::Direction_West:
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            text += "West";
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            break;
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        case CellArrow::Direction_South:
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            text += "South";
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            break;
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        case CellArrow::Direction_East:
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            text += "East";
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            break;
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    }
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    if (!hideBasics)
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    {
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        text +=
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            "<p>"
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            "Modify which cells are shown"
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            "<ul><li>{scene-edit-primary}: Add cell in given direction</li>"
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            "<li>{scene-edit-secondary}: Add cell and remove old cell</li>"
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            "<li>{scene-select-primary}: Add cells in given direction</li>"
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            "<li>{scene-select-secondary}: Add cells and remove old cells</li>"
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            "<li>{scene-load-cam-cell}: Load cell where camera is located</li>"
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            "<li>{scene-load-cam-eastcell}: Load cell to east</li>"
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            "<li>{scene-load-cam-northcell}: Load cell to north</li>"
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            "<li>{scene-load-cam-westcell}: Load cell to west</li>"
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            "<li>{scene-load-cam-southcell}: Load cell to south</li>"
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            "</ul>";
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    }
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    return CSMPrefs::State::get().getShortcutManager().processToolTip(text);
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}
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void CSVRender::CellArrow::adjustTransform()
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{
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    // position
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    const int cellSize = Constants::CellSizeInUnits;
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    const int offset = cellSize / 2 + 600;
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    int x = mCoordinates.getX() * cellSize + cellSize / 2;
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    int y = mCoordinates.getY() * cellSize + cellSize / 2;
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    float xr = 0;
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    float yr = 0;
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    float zr = 0;
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    float angle = osg::DegreesToRadians(90.0f);
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    switch (mDirection)
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    {
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        case Direction_North:
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            y += offset;
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            xr = -angle;
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            zr = angle;
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            break;
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        case Direction_West:
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            x -= offset;
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            yr = -angle;
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            break;
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        case Direction_South:
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            y -= offset;
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            xr = angle;
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            zr = angle;
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            break;
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        case Direction_East:
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            x += offset;
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            yr = angle;
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            break;
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    };
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    mBaseNode->setPosition(osg::Vec3f(x, y, 0));
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    // orientation
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    osg::Quat xr2(xr, osg::Vec3f(1, 0, 0));
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    osg::Quat yr2(yr, osg::Vec3f(0, 1, 0));
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    osg::Quat zr2(zr, osg::Vec3f(0, 0, 1));
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    mBaseNode->setAttitude(zr2 * yr2 * xr2);
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}
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void CSVRender::CellArrow::buildShape()
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{
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    osg::ref_ptr<osg::Geometry> geometry(new osg::Geometry);
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    const int arrowWidth = 2700;
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    const int arrowLength = 1350;
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    const int arrowHeight = 300;
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    osg::Vec3Array* vertices = new osg::Vec3Array;
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    for (int i2 = 0; i2 < 2; ++i2)
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        for (int i = 0; i < 2; ++i)
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        {
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            float height = i ? -arrowHeight / 2 : arrowHeight / 2;
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            vertices->push_back(osg::Vec3f(height, -arrowWidth / 2, 0));
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            vertices->push_back(osg::Vec3f(height, arrowWidth / 2, 0));
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            vertices->push_back(osg::Vec3f(height, 0, arrowLength));
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        }
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    geometry->setVertexArray(vertices);
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    osg::DrawElementsUShort* primitives = new osg::DrawElementsUShort(osg::PrimitiveSet::TRIANGLES, 0);
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    // top
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    primitives->push_back(0);
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    primitives->push_back(1);
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    primitives->push_back(2);
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    // bottom
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    primitives->push_back(5);
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    primitives->push_back(4);
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    primitives->push_back(3);
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    // back
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    primitives->push_back(3 + 6);
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    primitives->push_back(4 + 6);
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    primitives->push_back(1 + 6);
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    primitives->push_back(3 + 6);
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    primitives->push_back(1 + 6);
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    primitives->push_back(0 + 6);
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    // sides
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    primitives->push_back(0 + 6);
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    primitives->push_back(2 + 6);
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    primitives->push_back(5 + 6);
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    primitives->push_back(0 + 6);
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    primitives->push_back(5 + 6);
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    primitives->push_back(3 + 6);
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    primitives->push_back(4 + 6);
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    primitives->push_back(5 + 6);
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    primitives->push_back(2 + 6);
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    primitives->push_back(4 + 6);
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    primitives->push_back(2 + 6);
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    primitives->push_back(1 + 6);
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    geometry->addPrimitiveSet(primitives);
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    osg::Vec4Array* colours = new osg::Vec4Array;
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    for (int i = 0; i < 6; ++i)
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        colours->push_back(osg::Vec4f(0.11f, 0.6f, 0.95f, 1.0f));
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    for (int i = 0; i < 6; ++i)
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        colours->push_back(osg::Vec4f(0.08f, 0.44f, 0.7f, 1.0f));
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    geometry->setColorArray(colours, osg::Array::BIND_PER_VERTEX);
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    geometry->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
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    mBaseNode->addChild(geometry);
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}
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CSVRender::CellArrow::CellArrow(osg::Group* cellNode, Direction direction, const CSMWorld::CellCoordinates& coordinates)
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    : mDirection(direction)
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    , mParentNode(cellNode)
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    , mCoordinates(coordinates)
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{
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    mBaseNode = new osg::PositionAttitudeTransform;
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    mBaseNode->setUserData(new CellArrowTag(this));
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    mParentNode->addChild(mBaseNode);
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    mBaseNode->setNodeMask(Mask_CellArrow);
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    adjustTransform();
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    buildShape();
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}
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CSVRender::CellArrow::~CellArrow()
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{
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    mParentNode->removeChild(mBaseNode);
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}
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CSMWorld::CellCoordinates CSVRender::CellArrow::getCoordinates() const
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{
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    return mCoordinates;
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}
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CSVRender::CellArrow::Direction CSVRender::CellArrow::getDirection() const
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{
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    return mDirection;
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}
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