Beispiel #1
0
	void CreateTreeTool::doPress(int x, int y, int flags, float pressure) {
		Vector3 from;

		if (!m_view->traceWorld(x, y, from, SelectPart::All)) {
			return;
		}

		m_actor = new SpeedTree();
		m_view->getContext()->setSelection(m_actor);

		m_actor->setProperty("tree", m_mapContext->getMapState()->treeFilename);

		if (m_mapContext->getMapState()->isSnapToGrid) {
			from = Internal::snap(from, m_mapContext->getMapState()->snapToGrid);
		}

		m_actor->bindToGame();

		GroupHis* grouphis = new GroupHis(m_context, "Create SpeedTree");

		ActorList actorlist;
		actorlist.push_back(m_actor);
		UndeleteHis* undelhis = new UndeleteHis(m_context, "Create SpeedTree", actorlist);

		History* selhis = m_view->getContext()->setSelectionHistoried(actorlist);

		grouphis->append(undelhis);
		grouphis->append(selhis);

		m_context->addHistory(grouphis);

		doDrag(x, y, flags, pressure);
	}
Beispiel #2
0
	void CreateEntityTool::doPress(int x, int y, int flags, float pressure) {
		Vector3 from;

		if (!m_view->traceWorld(x, y, from, SelectPart::All)) {
			return;
		}

		m_actor = new Entity(m_mapContext->getMapState()->entityClass);

		if (m_mapContext->getMapState()->isSnapToGrid) {
			from = Internal::snap(from, m_mapContext->getMapState()->snapToGrid);
		}

		m_actor->getGameEntity()->autoGenerateName();
		m_actor->setOrigin(from);

		m_actor->bindToGame();

		GroupHis* grouphis = new GroupHis(m_context, "Create Entity");

		ActorList actorlist;
		actorlist.push_back(m_actor);
		UndeleteHis* undelhis = new UndeleteHis(m_context, "Create Entity", actorlist);

		History* selhis = m_view->getContext()->setSelectionHistoried(actorlist);

		grouphis->append(undelhis);
		grouphis->append(selhis);

		m_context->addHistory(grouphis);
	}
Beispiel #3
0
// ----------------------------------------------------------------------------
//
bool ActorSelectField::setValue( LPCSTR value ) {
    CString key( value );
    ActorList actors;

    int curPos = 0;
    while ( true ) {
        CString resToken = key.Tokenize( _T(" ,"), curPos );
        if ( resToken.IsEmpty() )
            break;

        resToken.MakeUpper();

        ActorSelectField::EntryMap::iterator it = m_entries.find( resToken );
        if ( it == m_entries.end() )
            throw FieldException( "Invalid fixture number %s", (LPCSTR)resToken );

        actors.push_back( (*it).second.m_actor );
    }

    if ( actors.size() == 0 )
        throw FieldException( "Select at least one fixture" );

    if ( actors.size() > 1 && !m_allow_multiple )
        throw FieldException( "Select a single fixture" );

    m_selected_actors = actors;

    return InputField::setValue( value );
}
Beispiel #4
0
// ----------------------------------------------------------------------------
//
ActorSelectField::ActorSelectField( LPCSTR field_label, Venue* venue, bool include_groups ) :
        InputField( field_label, "" ),
        m_venue( venue ),
        m_allow_multiple( true )
{
    FixturePtrArray fixtures = venue->getFixtures();
    ActorList actors;

    for ( FixturePtrArray::iterator it=fixtures.begin(); it != fixtures.end(); ++it )
        actors.push_back( SceneActor( (*it) ) );

    if ( include_groups ) {
        FixtureGroupPtrArray fixture_groups = m_venue->getFixtureGroups();
        for ( FixtureGroupPtrArray:: iterator it=fixture_groups.begin(); it != fixture_groups.end(); ++it )
            actors.push_back( SceneActor( venue, (*it) ) );
    }

    ActorPtrArray actor_ptrs;

    for ( size_t i=0; i < actors.size(); i++)
        actor_ptrs.push_back( &actors[i] );

    init( actor_ptrs, UIDArray() );
}
/*
	boost::shared_ptr<PhysicsMesh> createConvexMesh(const char *filename, IStorm3D_Model_Object *object)
	{
		boost::shared_ptr<PhysicsMesh> mesh(new PhysicsMesh());

		MeshData data;
		data.mesh = mesh;
		data.object = object;
		data.filename = filename;

		meshList.push_back(data);
		return mesh;
	}
*/
	boost::shared_ptr<PhysicsActor> createActor(boost::shared_ptr<PhysicsMesh> &mesh, const VC3 &position, const QUAT &rotation, const VC3 &velocity, const VC3 &angularVelocity, float mass, int collisionGroup, int soundGroup)
	{
		boost::shared_ptr<PhysicsActor> actor(new PhysicsActor(position, rotation));
		physicsActorList.push_back(actor.get());

		ActorData data;
		data.actor = actor;
		data.mesh = mesh;
		data.velocity = velocity;
		data.angularVelocity = angularVelocity;
		data.mass = mass;
		data.collisionGroup = collisionGroup;
		data.soundGroup = soundGroup;

		actorList.push_back(data);
		return actor;
	}