Beispiel #1
0
EditData& TFlyObjectEdit::createActor( char const* name , unsigned modelID )
{
	EditData data;
	data.flag |= EF_SAVE_XFORM | EF_CREATE;

	TCamera& cam = m_game->getCamControl();

	Vec3D pos = cam.getCameraPos() + 500 * cam.getViewDir();

	XForm trans;
	trans.setIdentity();

	TActor* entity = new TActor( modelID ,trans );
	data.type = EOT_TNPC;
	m_curLevel->addEntity( entity );
	data.flag |= EF_LOAD_MODEL;

	FnObject obj;
	obj.Object(  entity->getFlyActor().GetBaseObject() );

	obj.SetPosition( pos );
	obj.SetDirection( Vec3D(1,0,0) , Vec3D(0,0,1) );
	obj.SetName( (char*) name );
	entity->getFlyActor().SetName((char*) name);

	data.id     = obj.Object();
	data.entity = entity;

	g_editDataVec.push_back( data );

	return g_editDataVec.back();

}
Beispiel #2
0
	void load(EditData& data , TLevel* level )
	{
		FnScene& scene = level->getFlyScene();
		data.type  = type;
		data.flag  = flag;

		switch( data.type )
		{
		case EOT_TOBJECT:
			if  ( data.flag & EF_LOAD_MODEL )
			{
				TObject* tObj = new TObject( modelID );
				level->addEntity( tObj );
				data.id = tObj->getFlyObj().Object();
				data.entity = tObj;
			}
			break;
		case EOT_TNPC:
			{
				XForm trans; trans.setIdentity();
				TActor* actor = new TActor(  modelID , trans );
				level->addEntity( actor );
				data.id = actor->getFlyActor().GetBaseObject();
				data.entity = actor;
			}
			break;
		case EOT_TERRAIN:
		case EOT_FLY_OBJ:
		case EOT_OTHER:
			data.id = scene.GetObjectByName( (char*) name.c_str() );
			break;
		}

		FnObject obj; obj.Object( data.id );
		obj.SetName( (char*) name.c_str() );

		if ( data.flag & EF_SAVE_XFORM )
		{
			obj.SetWorldPosition( pos );
			obj.SetWorldDirection( front , up );
		}
	}