Beispiel #1
0
void SceneParticleEmitter::applyClone(Entity *clone, bool deepClone, bool ignoreEditorOnly) const {
    
    SceneMesh::applyClone(clone, deepClone, ignoreEditorOnly);
    
    SceneParticleEmitter *cloneEmitter = (SceneParticleEmitter*) clone;
    
    cloneEmitter->setParticleCount(particleCount);
    cloneEmitter->setParticleSpeed(particleSpeed);
    cloneEmitter->setParticleLifetime(lifetime);
    cloneEmitter->setParticleDirection(directionVector);
    cloneEmitter->setDirectionDeviation(directionDeviation);
    cloneEmitter->setEmitterSize(emitterSize);
    cloneEmitter->setGravity(gravity);
    cloneEmitter->setUseFloorPlane(useFloorPlane);
    cloneEmitter->setParticlesInWorldSpace(particlesInWorldSpace);
    cloneEmitter->setPerlinEnabled(perlinEnabled);
    cloneEmitter->setPerlinValue(perlinValue);
    cloneEmitter->setParticleSize(particleSize);
    cloneEmitter->setFloorPlaneOffset(floorPlaneOffset);
    cloneEmitter->setFloorDamping(floorDamping);
    cloneEmitter->setLoopParticles(loopParticles);
    cloneEmitter->setParticleType(particleType);
    
    cloneEmitter->scaleCurve = scaleCurve;
    cloneEmitter->useScaleCurve = useScaleCurve;

    cloneEmitter->colorCurveR = colorCurveR;
    cloneEmitter->colorCurveG = colorCurveG;
    cloneEmitter->colorCurveB = colorCurveB;
    cloneEmitter->colorCurveA = colorCurveA;
    cloneEmitter->useColorCurves = useColorCurves;
    
    cloneEmitter->getMesh()->useVertexColors = true;
}
Entity *SceneEntityInstance::loadObjectEntryIntoEntity(ObjectEntry *entry, Entity *targetEntity, int entityFileVersion) {

	Entity *entity = NULL;

	ObjectEntry *entityType = (*entry)["type"];
	if(entityType) {
        if(entityType->stringVal == "SceneEntityInstance") {
            ObjectEntry *instanceEntry = (*entry)["SceneEntityInstance"];
            String filePath = (*instanceEntry)["filePath"]->stringVal;
            SceneEntityInstance *instance = new SceneEntityInstance(parentScene, filePath);
            entity = instance;
         } else if(entityType->stringVal == "SceneCurve") {
			ObjectEntry *curveEntry = (*entry)["SceneCurve"];
             
             SceneCurve *curve = new SceneCurve();
             
            if(curveEntry) {
                curve->renderCurve = (*curveEntry)["render"]->boolVal;
                curve->curveResolution = (*curveEntry)["resolution"]->intVal;                
                parseObjectIntoCurve((*curveEntry)["curve"], curve->getCurve());
            }
             
             entity = curve;
             
         } else if(entityType->stringVal == "SceneSprite") {

			ObjectEntry *spriteEntry = (*entry)["SceneSprite"];
			String spriteSetName = (*spriteEntry)["sprite_set"]->stringVal;

             SpriteSet *spriteSet = (SpriteSet*)CoreServices::getInstance()->getResourceManager()->getResourcePoolByName(spriteSetName);
             
             if(spriteSet) {
                 SceneSprite *sprite = new SceneSprite(spriteSet);
                 
                 String spriteName = (*spriteEntry)["sprite"]->stringVal;
                 sprite->setSpriteByName(spriteName);

                 
                 String stateName = (*spriteEntry)["state"]->stringVal;
                 
                 if(sprite->getCurrentSprite()) {
                     SpriteState *state = sprite->getCurrentSprite()->getStateByName(stateName);
                     if(state) {
                         sprite->setSpriteState(state, 0, false);
                     }
                     
                     ObjectEntry *randomFrameEntry = (*spriteEntry)["random_frame"];
                     if(randomFrameEntry) {
                        sprite->setStartOnRandomFrame(randomFrameEntry->boolVal);
                     }
                     
                 }
                 
                 entity = sprite;
                 applySceneMesh((*entry)["SceneMesh"], sprite);
             }

        } else 	if(entityType->stringVal == "SceneLabel") {
			ObjectEntry *labelEntry = (*entry)["SceneLabel"];
			
			String text = (*labelEntry)["text"]->stringVal;
			String font = (*labelEntry)["font"]->stringVal;
			int size = (*labelEntry)["size"]->intVal;
            Number actualHeight = (*labelEntry)["actualHeight"]->intVal;
			int aaMode = (*labelEntry)["aaMode"]->intVal;
            
			SceneLabel *label = new SceneLabel(text, size, font, aaMode, actualHeight);
            label->setAnchorPoint(0.0, 0.0, 0.0);
            label->snapToPixels = false;
            label->positionAtBaseline = false;
            applySceneMesh((*entry)["SceneMesh"], label);
            
            // RENDERER_TODO
            /*
            if(label->getLocalShaderOptions()) {
                label->getLocalShaderOptions()->clearTexture("diffuse");
                label->getLocalShaderOptions()->addTexture("diffuse", label->getTexture());
            }
            */
            
			entity = label;
        } else if(entityType->stringVal == "SceneParticleEmitter") {
            
			ObjectEntry *emitterEntry = (*entry)["SceneParticleEmitter"];
            SceneParticleEmitter *emitter = new SceneParticleEmitter(1, 1, 1);

            emitter->setParticleType((*emitterEntry)["type"]->intVal);
            emitter->setParticleSpeed((*emitterEntry)["speed"]->NumberVal);
            emitter->setParticleCount((*emitterEntry)["count"]->intVal);
            emitter->setParticleLifetime((*emitterEntry)["lifetime"]->NumberVal);
            emitter->setParticleSize((*emitterEntry)["size"]->NumberVal);
            emitter->setParticlesInWorldSpace((*emitterEntry)["world"]->boolVal);
            emitter->setLoopParticles((*emitterEntry)["loop"]->boolVal);
            
            emitter->setParticleRotationSpeed(Vector3((*emitterEntry)["rX"]->NumberVal, (*emitterEntry)["rY"]->NumberVal, (*emitterEntry)["rZ"]->NumberVal));
            emitter->setGravity(Vector3((*emitterEntry)["gX"]->NumberVal, (*emitterEntry)["gY"]->NumberVal, (*emitterEntry)["gZ"]->NumberVal));
            emitter->setParticleDirection(Vector3((*emitterEntry)["dirX"]->NumberVal, (*emitterEntry)["dirY"]->NumberVal, (*emitterEntry)["dirZ"]->NumberVal));
            emitter->setEmitterSize(Vector3((*emitterEntry)["eX"]->NumberVal, (*emitterEntry)["eY"]->NumberVal, (*emitterEntry)["eZ"]->NumberVal));
            emitter->setDirectionDeviation(Vector3((*emitterEntry)["devX"]->NumberVal, (*emitterEntry)["devY"]->NumberVal, (*emitterEntry)["devZ"]->NumberVal));
            
            emitter->setPerlinEnabled((*emitterEntry)["perlin"]->boolVal);
            if(emitter->getPerlinEnabled()) {
                emitter->setPerlinValue(Vector3((*emitterEntry)["pX"]->NumberVal, (*emitterEntry)["pY"]->NumberVal, (*emitterEntry)["pZ"]->NumberVal));
            }
            
            emitter->useColorCurves = (*emitterEntry)["useColorCurves"]->boolVal;
            emitter->useScaleCurve = (*emitterEntry)["useScaleCurve"]->boolVal;
            
            parseObjectIntoCurve((*emitterEntry)["colorCurveR"], &emitter->colorCurveR);
            parseObjectIntoCurve((*emitterEntry)["colorCurveG"], &emitter->colorCurveG);
            parseObjectIntoCurve((*emitterEntry)["colorCurveB"], &emitter->colorCurveB);
            parseObjectIntoCurve((*emitterEntry)["colorCurveA"], &emitter->colorCurveA);
            parseObjectIntoCurve((*emitterEntry)["scaleCurve"], &emitter->scaleCurve);
            
            applySceneMesh((*entry)["SceneMesh"], emitter);
			entity = emitter;
            
		} else if(entityType->stringVal == "SceneLight") {
            
			ObjectEntry *lightEntry = (*entry)["SceneLight"];
            if(lightEntry) {
                int lightType = (*lightEntry)["type"]->intVal;
                SceneLight *newLight  = new SceneLight(lightType, parentScene, 0);
                
                newLight->setIntensity((*lightEntry)["intensity"]->NumberVal);
                
                ObjectEntry *importanceEntry = (*lightEntry)["importance"];
                if(importanceEntry) {
                    newLight->setLightImportance(importanceEntry->intVal);
                }
                
                newLight->setDiffuseLightColor((*lightEntry)["cR"]->NumberVal, (*lightEntry)["cG"]->NumberVal, (*lightEntry)["cB"]->NumberVal, (*lightEntry)["cA"]->NumberVal);
                newLight->setSpecularLightColor((*lightEntry)["scR"]->NumberVal, (*lightEntry)["scG"]->NumberVal, (*lightEntry)["scB"]->NumberVal, (*lightEntry)["scA"]->NumberVal);

                newLight->setAttenuation((*lightEntry)["cAtt"]->NumberVal, (*lightEntry)["lAtt"]->NumberVal, (*lightEntry)["qAtt"]->NumberVal);
                
                if(newLight->getType() == SceneLight::SPOT_LIGHT) {
                    newLight->setSpotlightProperties((*lightEntry)["spotCutoff"]->NumberVal, (*lightEntry)["spotExponent"]->NumberVal);
                    
                    if((*lightEntry)["shadows"]->boolVal) {
                        newLight->enableShadows(true, (*lightEntry)["shadowmapRes"]->intVal);
                        newLight->setShadowMapFOV((*lightEntry)["shadowmapFOV"]->NumberVal);
                    }
                }
                
                parentScene->addLight(newLight);
                entity = newLight;
            }
 
        } else if(entityType->stringVal == "ScenePrimitive") {
			ObjectEntry *scenePrimitiveEntry = (*entry)["ScenePrimitive"];
			int pType = (*scenePrimitiveEntry)["type"]->intVal;
			Number p1 = (*scenePrimitiveEntry)["p1"]->NumberVal;
			Number p2 = (*scenePrimitiveEntry)["p2"]->NumberVal;
			Number p3 = (*scenePrimitiveEntry)["p3"]->NumberVal;
			Number p4 = (*scenePrimitiveEntry)["p4"]->NumberVal;
			Number p5 = (*scenePrimitiveEntry)["p5"]->NumberVal;
            
			ScenePrimitive *primitive = new ScenePrimitive(pType, p1, p2, p3, p4, p5);
			entity = primitive;
            applySceneMesh((*entry)["SceneMesh"], primitive);
		} else if(entityType->stringVal == "SceneMesh") {
			ObjectEntry *meshEntry = (*entry)["SceneMesh"];
            if(meshEntry) {
                ObjectEntry *fileName = (*meshEntry)["file"];
                if(fileName) {
                    SceneMesh *newMesh = new SceneMesh(fileName->stringVal);
                    applySceneMesh(meshEntry, newMesh);
                    // RENDERER_TODO
                    //newMesh->cacheToVertexBuffer(true);
                    entity = newMesh;
                }
            }
        } else if(entityType->stringVal == "SceneSound") {
			ObjectEntry *soundEntry = (*entry)["SceneSound"];
			
			String filePath = (*soundEntry)["filePath"]->stringVal;
			Number refDistance = (*soundEntry)["refDistance"]->NumberVal;
			Number maxDistance = (*soundEntry)["maxDistance"]->NumberVal;
			Number volume = (*soundEntry)["volume"]->NumberVal;
			Number pitch = (*soundEntry)["pitch"]->NumberVal;
            
			SceneSound *sound = new SceneSound(filePath, refDistance, maxDistance);
			sound->getSound()->setVolume(volume);
			sound->getSound()->setPitch(pitch);
			
            if((*soundEntry)["loopOnLoad"]) {
                bool loopOnLoad = (*soundEntry)["loopOnLoad"]->boolVal;
                sound->setLoopOnLoad(loopOnLoad);
                if(loopOnLoad) {
                    sound->getSound()->Play(true);
                }
            }
            
            
			entity = sound;
        } else if(entityType->stringVal == "Camera") {
			ObjectEntry *cameraEntry = (*entry)["Camera"];
            
			Camera *camera = new Camera(parentScene);
            
            camera->setExposureLevel((*cameraEntry)["exposure"]->NumberVal);
            camera->setClippingPlanes((*cameraEntry)["nearClip"]->NumberVal, (*cameraEntry)["farClip"]->NumberVal);
            camera->setOrthoMode((*cameraEntry)["ortho"]->boolVal);
            
            if(camera->getOrthoMode()) {
				camera->setOrthoSizeMode((*cameraEntry)["sizeMode"]->intVal);
                camera->setOrthoSize((*cameraEntry)["orthoWidth"]->NumberVal, (*cameraEntry)["orthoHeight"]->NumberVal);
            } else {
                camera->setFOV((*cameraEntry)["fov"]->NumberVal);
            }
            
			entity = camera;
		}

        
	}

	if(!entity) {
		if(targetEntity) {
			entity = targetEntity;
		} else {
			entity = new Entity();
		}
	}
	
	entity->ownsChildren = true;

    Vector3 bBox;
	entry->readNumber("bbX", &bBox.x);
	entry->readNumber("bbY", &bBox.y);
	entry->readNumber("bbZ", &bBox.z);
    entity->setLocalBoundingBox(bBox);
    
	entity->color.r = (*entry)["cR"]->NumberVal;
	entity->color.g = (*entry)["cG"]->NumberVal;
	entity->color.b = (*entry)["cB"]->NumberVal;
	entity->color.a = (*entry)["cA"]->NumberVal;


	if(!targetEntity) {	
		entity->setBlendingMode((*entry)["blendMode"]->intVal);

        entity->setScale((*entry)["sX"]->NumberVal, (*entry)["sY"]->NumberVal, (*entry)["sZ"]->NumberVal);
        entity->setPosition((*entry)["pX"]->NumberVal, (*entry)["pY"]->NumberVal, (*entry)["pZ"]->NumberVal);
        
        if(entityFileVersion > 1) {
            entity->setRotationQuat((*entry)["rW"]->NumberVal, (*entry)["rX"]->NumberVal, (*entry)["rY"]->NumberVal, (*entry)["rZ"]->NumberVal);
        } else {
            entity->setRotationEuler(Vector3((*entry)["rX"]->NumberVal, (*entry)["rY"]->NumberVal, (*entry)["rZ"]->NumberVal));
        }
	}
	
	if((*entry)["id"]->stringVal != "") {
		entity->id = (*entry)["id"]->stringVal;
	}
    
    if((*entry)["layerID"]) {
        entity->layerID = (unsigned int)((*entry)["layerID"]->intVal);
    }
	
	String tagString = (*entry)["tags"]->stringVal; 
	
	if(tagString != "") {
		std::vector<String> tags = tagString.split(",");
		for(int i=0; i < tags.size(); i++) {
			entity->addTag(tags[i]);
		}
	}
	
	ObjectEntry *props = (*entry)["props"];
	if(props) {
		for(int i=0; i < props->length; i++) {		
			ObjectEntry *prop = ((*props))[i];		
			if(prop) {
				entity->setEntityProp((*prop)["name"]->stringVal, (*prop)["value"]->stringVal);
			}
		}
	}
														
	ObjectEntry *children = (*entry)["children"];
	
	if(children) {
		for(int i=0; i < children->length; i++) {
			ObjectEntry *childEntry = ((*children))[i];
			ScreenEntity *childEntity = loadObjectEntryIntoEntity(childEntry, NULL, entityFileVersion);
			entity->addChild(childEntity);				
		}
	}

	return entity;
}