Ejemplo n.º 1
0
void LayerForceWidget::Init(SceneEditor2* scene, ParticleLayer* layer, uint32 forceIndex, bool updateMinimized)
{	
	if (!layer || layer->forces.size() <= forceIndex)
	{
		return;
	}
		
	this->layer = layer;
	this->forceIndex = forceIndex;
	SetActiveScene(scene);
	
	blockSignals = true;
	
	float32 lifeTime = layer->endTime;
	ParticleForce* curForce = layer->forces[forceIndex];

	Vector<QColor> colors;
	colors.push_back(Qt::red); colors.push_back(Qt::darkGreen); colors.push_back(Qt::blue);
	Vector<QString> legends;
	legends.push_back("force x"); legends.push_back("force y"); legends.push_back("force z");
	forceTimeLine->Init(layer->startTime, lifeTime, updateMinimized, true, false);
	forceTimeLine->AddLines(PropLineWrapper<Vector3>(PropertyLineHelper::GetValueLine(curForce->force)).GetProps(), colors, legends);
	forceTimeLine->EnableLock(true);

	legends.clear();
	legends.push_back("force variable x"); legends.push_back("force variable y"); legends.push_back("force variable z");	

	forceOverLifeTimeLine->Init(0, 1, updateMinimized, true, false);
	forceOverLifeTimeLine->AddLine(0, PropLineWrapper<float32>(PropertyLineHelper::GetValueLine(curForce->forceOverLife)).GetProps(), Qt::blue, "forces over life");

	blockSignals = false;
}
Ejemplo n.º 2
0
void CModelViewRender::OnActivateView(BOOL bActivate, CView* pActivateView, CView* pDeactiveView)
{
    CView::OnActivateView(bActivate, pActivateView, pDeactiveView);

    CGuiMDIFrame *mainWnd = DYNAMIC_DOWNCAST(CGuiMDIFrame, AfxGetMainWnd());
    if (bActivate)
    {
        if (!m_bActivated)
        {
            SetActiveScene();
            ActivateView();
            mainWnd->LoadDocumentBars(_T("ModelView"));
            m_bActivated = true;
        }
    }
    else if (m_bActivated)
    {
        DeactivateView();
        mainWnd->SaveDocumentBars(_T("ModelView"));
        m_bActivated = false;
    }
}
Ejemplo n.º 3
0
void CModelViewRender::InitRenderScene()
{
    // set active scene to model view scene so objects created here will be placed in the correct scene
    SetActiveScene();

    //Create Cal3DRenderObject from loaded file
    CreateScene();

    // create a new Memory Archive
    IArchive *pArchive = CreateMemoryArchive();
    if (pArchive == NULL)
    {
        return;
    }

    StdString szEntityType(_T("EditorObject"));
    //Vec3 v3Zero(0.0f, 0.0f, 0.0f);
    Vec3 v3EntityLightPosition(0.0f, 200.0f, 200.0f);
    EulerAngle eaZero;
    Vec3 v3Scale(1.0f, 1.0f, 1.0f);
    pArchive->Write(szEntityType, _T("EntityType"));
    pArchive->Write(v3EntityLightPosition, _T("Position"));
    pArchive->Write(eaZero, _T("Rotation"));
    pArchive->Write(v3Scale, _T("Scale"));
    pArchive->SetIsWriting(false);

    CFileVersionSetter setter;
    // Create the CEntity LightObject Parent /////////////////////////////////////////////////////////
    static CHashString hszCEntity(_T("CEntity"));
    if (CreateEEObject(&m_hszSceneName, &hszCEntity, m_hszLightEntityName, pArchive))
    {
        pArchive->SetIsWriting(true);
        pArchive->SeekTo(0);
        int iVersionNumber = 1000;
        Vec3 v3LightPosition( 0.0, 0.0f, 0.0f );
        Vec3 v3LightDirection( 0.0f, 0.0f, 0.0f );
        float fAttenuation = 99999.0f;
        float fColor[] = { 0.75f, 0.75f, 0.75f, 1.0f };
        StdString szLightType(_T("OMNI_POINT_LIGHT"));
        bool bCastShadows = false;
        UINT numKeys = 0;
        pArchive->Write(iVersionNumber, _T("Version"));
        pArchive->Write(v3LightPosition, _T("Position"));
        pArchive->Write(v3LightDirection, _T("Direction"));
        pArchive->Write(fAttenuation, _T("Attenuation"));
        pArchive->Write(fColor[0], _T("ColorRed") );
        pArchive->Write(fColor[1], _T("ColorGreen") );
        pArchive->Write(fColor[2], _T("ColorBlue") );
        pArchive->Write(fColor[3], _T("ColorAlpha") );
        pArchive->Write(szLightType, _T("LightType") );
        pArchive->Write(bCastShadows, _T("CastShadows") );
        pArchive->Write(numKeys, _T("NumKeyframes") );
        pArchive->SetIsWriting(false);

        // Create the Light Object ////////////////////////////////////////////////////////////////
        static CHashString hszCLightObject(_T("CLightObject"));
        CreateEEObject(&m_hszLightEntityName, &hszCLightObject, m_hszLightObjectName, pArchive);
    }

    pArchive->Close();
}