VertexList<Vertex>* Mesh::build(bool normalize) { if (normalize) normalizeSize(buildScale); VertexList<Vertex>* vertexList = (VertexList<Vertex>*) CreateVertexList<Vertex>(TRIANGLE_LIST, numberOfTriangles()); for (unsigned i=0; i<faces.size(); ++i) addFace(vertexList, faces[i]); vertexList->calcAABB(); cachedMesh = vertexList; return vertexList; }
void ResizeHandler::resize(QRectF newContents, QPointF newPos, bool needResizeParent) const { newContents.moveTo(0, 0); sortChildrenIfNeeded(); gripeIfMinimizesToChildrenContainer(newContents); if (!mTargetNode->isFolded()) { resizeAccordingToChildren(newContents, newPos); } normalizeSize(newContents); newContents.moveTo(newPos); mTargetNode->setGeometry(newContents); mTargetNode->storeGeometry(); mTargetNode->setPos(newPos); if (needResizeParent) { resizeParent(); } mTargetNode->updateLabels(); }