void SpritePackerHelper::ReloadParticleSprites(SceneData* sceneData)
{
	List<Entity*> particleEffects;
	sceneData->GetAllParticleEffects(particleEffects);

	for (auto it = particleEffects.begin(); it != particleEffects.end(); ++it)
	{
		Entity* curNode = (*it);
	    ParticleEffectComponent * effectComponent = cast_if_equal<ParticleEffectComponent*>(curNode->GetComponent(Component::PARTICLE_EFFECT_COMPONENT));
		
		if (!effectComponent)
		{
			continue;
		}

		effectComponent->Stop();

		// All the children of this Scene Node must have Emitter components.
		int32 emittersCount = curNode->GetChildrenCount();
		for (int32 i = 0; i < emittersCount; i ++)
		{
			Entity* childNode = curNode->GetChild(i);
			ParticleEmitter * emitter = GetEmitter(childNode);

			if (!emitter)
			{
				continue;
			}
			
			emitter->ReloadLayerSprites();
		}

		effectComponent->Start();
	}
}
Beispiel #2
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void CommandRemoveParticleEmitterForce::Execute()
{
    // Need to know selected Layer Node to add the Force to.
    BaseParticleEditorNode* selectedNode = ParticlesEditorController::Instance()->GetSelectedNode();
    ForceParticleEditorNode* forceNode = dynamic_cast<ForceParticleEditorNode*>(selectedNode);
    if (!forceNode || !forceNode->GetRootNode())
    {
        return;
    }

    // Mark the "parent" Layer Node to selection.
    forceNode->GetLayerEditorNode()->SetMarkedToSelection(true);

	
	ParticleEffectComponent * effectComponent = forceNode->GetParticleEffectComponent();
	if (effectComponent)
	{
		effectComponent->Stop();
	}

    ParticlesEditorController::Instance()->RemoveParticleForceNode(forceNode);

	if (effectComponent)
	{
		effectComponent->Restart();
	}

    // Update the scene graph.
    QtMainWindowHandler::Instance()->RefreshSceneGraph();
}
Beispiel #3
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void CommandAddParticleEmitterLayer::Execute()
{
    // Need to know selected Particle Emitter Layers Root.
    BaseParticleEditorNode* selectedNode = ParticlesEditorController::Instance()->GetSelectedNode();
    EmitterParticleEditorNode* emitterNode = dynamic_cast<EmitterParticleEditorNode*>(selectedNode);
    if (!emitterNode)
    {
        return;
    }

	ParticleEffectComponent * effectComponent = emitterNode->GetParticleEffectComponent();
	DVASSERT(effectComponent);
    effectComponent->Stop();
	
    // Lets select this node when the tree will be rebuilt.
    LayerParticleEditorNode* layerNode = ParticlesEditorController::Instance()->AddParticleLayerToNode(emitterNode);
    if (layerNode)
    {
        layerNode->SetMarkedToSelection(true);
    }

	effectComponent->Restart();

    // Update the scene graph.
    QtMainWindowHandler::Instance()->RefreshSceneGraph();
}
Beispiel #4
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void CommandStartStopParticleEffect::Execute()
{
    BaseParticleEditorNode* selectedNode = ParticlesEditorController::Instance()->GetSelectedNode();
    EffectParticleEditorNode* effectNode = dynamic_cast<EffectParticleEditorNode*>(selectedNode);
    if (!effectNode || !effectNode->GetRootNode())
    {
        return;
    }
    ParticleEffectComponent* effectComponent = effectNode->GetParticleEffectComponent();
    if (this->isStart)
    {
        effectComponent->Start();
    }
    else
    {
        effectComponent->Stop();
    }
}
Beispiel #5
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void SpritePackerHelper::EnumerateSpritesForReloading(SceneData* sceneData, Map<String, Sprite *> &sprites)
{
    List<Entity*> particleEffects;
	sceneData->GetAllParticleEffects(particleEffects);
    
	for (auto it = particleEffects.begin(); it != particleEffects.end(); ++it)
	{
		Entity* curNode = (*it);
	    ParticleEffectComponent * effectComponent = cast_if_equal<ParticleEffectComponent*>(curNode->GetComponent(Component::PARTICLE_EFFECT_COMPONENT));
		
		if (!effectComponent)
		{
			continue;
		}
        
		effectComponent->Stop();
        
		// All the children of this Scene Node must have Emitter components.
		int32 emittersCount = curNode->GetChildrenCount();
		for (int32 i = 0; i < emittersCount; i ++)
		{
			Entity* childNode = curNode->GetChild(i);
			ParticleEmitter * emitter = GetEmitter(childNode);
            
			if (!emitter)
			{
				continue;
			}
			
            Vector<ParticleLayer*> & layers = emitter->GetLayers();
            int32 layersCount = layers.size();
            for (int il = 0; il < layersCount; ++il)
            {
                Sprite *sprite = layers[il]->GetSprite();
                sprites[sprite->GetRelativePathname()] = sprite;
            }
		}
        
		effectComponent->Start();
	}
}
Beispiel #6
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void CommandAddParticleEmitterForce::Execute()
{
    // Need to know selected Layer Node to add the Force to.
    BaseParticleEditorNode* selectedNode = ParticlesEditorController::Instance()->GetSelectedNode();
    LayerParticleEditorNode* layerNode = dynamic_cast<LayerParticleEditorNode*>(selectedNode);
    if (!layerNode || !layerNode->GetRootNode())
    {
        return;
    }

	ParticleEffectComponent * effectComponent = layerNode->GetParticleEffectComponent();
	DVASSERT(effectComponent);
	effectComponent->Stop();
    ForceParticleEditorNode* forceNode = ParticlesEditorController::Instance()->AddParticleForceToNode(layerNode);
    if (forceNode)
    {
        forceNode->SetMarkedToSelection(true);
    }
	effectComponent->Restart();
	
    // Update the scene graph.
    QtMainWindowHandler::Instance()->RefreshSceneGraph();
}
Beispiel #7
0
void SpritePackerHelper::EnumerateSpritesForReloading(SceneData* sceneData, Map<String, Sprite *> &sprites)
{
    List<Entity*> particleEffects;
	sceneData->GetAllParticleEffects(particleEffects);
    
	for (auto it = particleEffects.begin(); it != particleEffects.end(); ++it)
	{
		Entity* curNode = (*it);
	    ParticleEffectComponent * effectComponent = cast_if_equal<ParticleEffectComponent*>(curNode->GetComponent(Component::PARTICLE_EFFECT_COMPONENT));
		
		if (!effectComponent)
		{
			continue;
		}
        
		bool isStopped = effectComponent->IsStopped();
		if (!isStopped)
		{
			effectComponent->Stop();
		}
        
		// All the children of this Scene Node must have Emitter components.
		int32 emittersCount = curNode->GetChildrenCount();
		for (int32 i = 0; i < emittersCount; i ++)
		{
			Entity* childNode = curNode->GetChild(i);
			ParticleEmitter * emitter = GetEmitter(childNode);
			
			EnumerateSpritesForParticleEmitter(emitter, sprites);
		}
        
		if (!isStopped)
		{
			effectComponent->Start();
		}
	}
}