Beispiel #1
0
 void NoteCardManager::Update(f64 frametime)
 {
     if (!entity_create_pending_)
         return;
     // See if we have a potential entity to check
     if (new_entity_id_)
     {
         NoteCardModule::LogInfo("Checking new entity");
         Scene::ScenePtr scene = framework_->GetDefaultWorldScene();
         Scene::EntityPtr entity;
         if (scene)
             entity = scene->GetEntity(new_entity_id_);
         if (entity)
         {
             boost::shared_ptr<RexLogic::EC_NetworkPosition> netpos = entity->GetComponent<RexLogic::EC_NetworkPosition>();
             if (netpos)
             {
                 // See if error in position is small enough to be a match
                 // Note: for some reason we can't trust the sim to give the Z position even remotely the same
                 if ((fabs(netpos->position_.x - new_entity_pos_.x) < 0.001f) &&
                     (fabs(netpos->position_.y - new_entity_pos_.y) < 0.001f) &&
                     (fabs(netpos->position_.z - new_entity_pos_.z) < 1.0f))
                 {
                     // Yes, it has to be that entity!
                     entity_create_pending_ = false;
                     // Create a new notecard EC to the entity and set its initial title, will cause sync to network
                     entity->AddComponent(framework_->GetComponentManager()->CreateComponent(EC_NoteCard::TypeNameStatic()));
                     boost::shared_ptr<EC_NoteCard> notecard = entity->GetComponent<EC_NoteCard>();
                     if (notecard)
                         notecard->SetTitle(QApplication::translate("NoteCardManager", "New notecard").toStdString());
                     else
                         NoteCardModule::LogError("Could not create notecard component to entity");
                 }
                 else
                 {
                     NoteCardModule::LogInfo("Distance was too great");
                     std::cout << netpos->position_.x << " " << netpos->position_.y << " " << netpos->position_.z << std::endl;
                     std::cout << "VS: " << new_entity_pos_.x << " " << new_entity_pos_.y << " " << new_entity_pos_.z << std::endl;
                 }
             }
             else
                 NoteCardModule::LogInfo("No networkposition EC");
         }
         new_entity_id_ = 0;
     }
     // If didn't succeed yet, increment time and see if it's time to give up
     if (entity_create_pending_)
     {
         entity_wait_time_ += frametime;
         if (entity_wait_time_ >= entity_max_wait_time_)
         {
             entity_create_pending_ = false;
             NoteCardModule::LogWarning("Wait time expired, notecard entity was not created");
         }
     }
 }
Beispiel #2
0
void Water::CreateWaterGeometry(float height)
{
    // Here we assume that there is only one water in one scene (and it is ocean).

    if ( !GetActiveWater().expired())
        RemoveWaterGeometry();

    Scene::ScenePtr active_scene = owner_->GetFramework()->GetDefaultWorldScene();
    Scene::EntityPtr entity = active_scene->CreateEntity(active_scene->GetNextFreeId());
    entity->AddComponent(owner_->GetFramework()->GetComponentManager()->CreateComponent(EC_Water::NameStatic()));
    activeWaterComponent_ = entity->GetComponent<EC_Water>().get();
    activeWaterComponent_->SetWaterHeight(height);
    activeWaterEntity_ = entity;

    emit WaterCreated();
}
Beispiel #3
0
    void EnvironmentModule::CreateTerrain()
    {
        terrain_ = TerrainPtr(new Terrain(this));

        Scene::ScenePtr scene = GetFramework()->GetDefaultWorldScene();
        Scene::EntityPtr entity = scene->CreateEntity(GetFramework()->GetDefaultWorldScene()->GetNextFreeId());
        entity->AddComponent(GetFramework()->GetComponentManager()->CreateComponent("EC_Terrain"));
        scene->EmitEntityCreated(entity);
        terrain_->FindCurrentlyActiveTerrain();
        
        if ( environment_editor_ != 0 )
        {
            environment_editor_->InitTerrainTabWindow();
            environment_editor_->InitTerrainTextureTabWindow();
        }
        
    }