void GameObjectManager::insert(int index, GameObject* object) { if (contains(object)) return; if (index < 0) index = 0; else if (index > mGameObjects.size()) index = mGameObjects.size(); prepareObject(object); mGameObjects.insert(index, object); emit objectInserted(index, object); }
bool SimpleDataAccessObject<T>::insert(T * const object) { resetLastError(); QVariant key = m_metaObject.primaryKeyProperty().read(object); if(m_objects.contains(key)) { setLastError(QDataSuite::Error("An object with this key already exists.", QDataSuite::Error::StorageError)); return false; } m_objects.insert(key, object); emit objectInserted(object); return true; }
void Scene::setActiveObject(QSegMesh* newMesh) { // Delete the original object if (activeMesh) emit( objectDiscarded( activeMesh->objectName() ) ); // Setup the new object activeMesh = newMesh; // Controller if (!activeMesh->ptr.contains("controller")) activeMesh->ptr["controller"] = new Controller(activeMesh); // Change title of scene setWindowTitle(activeMesh->objectName()); // Set camera resetView(); // Update the object updateActiveObject(); emit(gotFocus(this)); emit(objectInserted()); this->selectMode = CONTROLLER; // Check if normalizedf double thresh = 1e-6; if (abs(newMesh->scaleFactor - 1.0) > thresh || newMesh->translation.norm() > thresh) { QString message = "WARNING: EXPORT THE (! normalized !) MESH AND RELOAD AGAIN!!!!"; for(int i = 0; i < 5;i++) print(message); displayMessage(message, 5000); updateGL(); } }