Ejemplo n.º 1
0
void ParticlesEditorController::AddParticleEmitterNodeToScene(Entity* emitterSceneNode)
{
    // We are adding new Emitter to the Particle Effect node just selected.
    Entity* effectNode = NULL;
    BaseParticleEditorNode* selectedNode = GetSelectedNode();
    if (selectedNode)
    {
        effectNode = selectedNode->GetRootNode();
    }
    
    EffectParticleEditorNode* effectEditorNode = GetRootForParticleEffectNode(effectNode);
    if (effectNode && effectEditorNode)
    {
        EmitterParticleEditorNode* emitterEditorNode = new EmitterParticleEditorNode(effectNode, emitterSceneNode,
                                                                                     QString::fromStdString(emitterSceneNode->GetName()));
		
		ParticleEmitter * emitter = GetEmitter(emitterSceneNode);
		if (!emitter)
		{
		    return;
		}
		emitter->SetLifeTime(LIFETIME_FOR_NEW_PARTICLE_EMITTER);

        effectNode->AddNode(emitterSceneNode);
        effectEditorNode->AddChildNode(emitterEditorNode);
    }
}
Ejemplo n.º 2
0
void CommandRestartParticleEffect::Execute()
{
    BaseParticleEditorNode* selectedNode = ParticlesEditorController::Instance()->GetSelectedNode();
    EffectParticleEditorNode* effectNode = dynamic_cast<EffectParticleEditorNode*>(selectedNode);
    if (!effectNode || !effectNode->GetRootNode() || !effectNode->GetRootNode())
    {
        return;
    }
    
	ParticleEffectComponent * effectComponent = effectNode->GetParticleEffectComponent();
	DVASSERT(effectComponent);
    effectComponent->Restart();
}
Ejemplo n.º 3
0
void ParticlesEditorController::RemoveParticleEmitterNode(Entity* emitterSceneNode)
{
    // Lookup for such node.
    EffectParticleEditorNode* effectEditorNode = NULL;
    EmitterParticleEditorNode* emitterEditorNode = NULL;

    FindEmitterEditorNode(emitterSceneNode, &effectEditorNode, &emitterEditorNode);

    if (effectEditorNode && emitterEditorNode)
    {
		CleanupSelectedNodeIfDeleting(emitterEditorNode);
        effectEditorNode->RemoveChildNode(emitterEditorNode);
    }
}
Ejemplo n.º 4
0
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();
    }
}
Ejemplo n.º 5
0
void ParticlesEditorController::EmitSelectedNodeChanged(bool forceRefresh)
{
    if (this->selectedNode == NULL)
    {
        emit EmitterSelected(NULL, this->selectedNode);
        return;
    }

    // Determine the exact node type and emit the event needed.
	EffectParticleEditorNode* effectEditorNode = dynamic_cast<EffectParticleEditorNode*>(this->selectedNode);
    if (effectEditorNode)
    {
		emit EmitterSelected(NULL, this->selectedNode);
		emit EffectSelected(effectEditorNode->GetRootNode());
        return;
    }
	
    EmitterParticleEditorNode* emitterEditorNode = dynamic_cast<EmitterParticleEditorNode*>(this->selectedNode);
    if (emitterEditorNode)
    {
        emit EmitterSelected(emitterEditorNode->GetEmitterNode(), this->selectedNode);
        return;
    }
    
    LayerParticleEditorNode* layerEditorNode = dynamic_cast<LayerParticleEditorNode*>(this->selectedNode);
    if (layerEditorNode)
    {
        emit LayerSelected(layerEditorNode->GetEmitterNode(), layerEditorNode->GetLayer(), this->selectedNode, forceRefresh);
        return;
    }
    
    ForceParticleEditorNode* forceEditorNode = dynamic_cast<ForceParticleEditorNode*>(this->selectedNode);
    if (forceEditorNode)
    {
        emit ForceSelected(forceEditorNode->GetEmitterNode(), forceEditorNode->GetLayer(),
                           forceEditorNode->GetForceIndex(), this->selectedNode);
        return;
    }

    // Cleanip the selection in case we don't know what to do.
    Logger::Warning("ParticlesEditorController::EmitSelectedNodeChanged() - unknown selected node type!");
    EmitterSelected(NULL, this->selectedNode);
}
Entity* ParticlesEditorSceneModelHelper::PreprocessSceneNode(Entity* rawNode)
{
    // There is one and only preprocessing case - if the "raw" node is "orphaned" Particles Emitter
    // (without the ParticlesEffectNode parent), we'll create the new Particles Effect node and
    // move the raw Emitter node to it.
	ParticleEmitter * emitter = GetEmitter(rawNode);
    if (!emitter)
    {
        return rawNode;
    }

	//ParticleEmitterNode* emitterNode = static_cast<ParticleEmitterNode*>(rawNode);
	//emitterNode->SetEmitter(emitterComponent->GetParticleEmitter());
    Entity* curParentNode = rawNode->GetParent();
    ParticleEffectComponent * effectComponent = cast_if_equal<ParticleEffectComponent*>(curParentNode->GetComponent(Component::PARTICLE_EFFECT_COMPONENT));
    // If the Emitter Node has parent, but its parent is not ParticleEffectNode, we need to
    // "adopt" this node by creating ParticleEffect node and attaching.
    if (curParentNode && (effectComponent == NULL))
    {
		Entity* newParentNodeParticleEffect = CreateParticleEffectNode();
		curParentNode->AddNode(newParentNodeParticleEffect);

        // Add the emitter node to the new Effect (this will also remove it from the scene).
        newParentNodeParticleEffect->AddNode(rawNode);

        // Register the Particle Editor structure for the new node.
        EffectParticleEditorNode* effectEditorNode =
        ParticlesEditorController::Instance()->RegisterParticleEffectNode(newParentNodeParticleEffect);
        EmitterParticleEditorNode* emitterEditorNode = new EmitterParticleEditorNode(newParentNodeParticleEffect,
            rawNode, QString::fromStdString(rawNode->GetName()));
        effectEditorNode->AddNode(emitterEditorNode);

        return newParentNodeParticleEffect;
    }
    
    // No preprocessing needed.
    return rawNode;
}