Ejemplo n.º 1
0
void LandscapePropertyControl::OnBoolPropertyChanged(PropertyList *forList, const String &forKey, bool newValue)
{
    if("property.landscape.showgrid" == forKey)
    {
        LandscapeNode *landscape = dynamic_cast<LandscapeNode*> (currentSceneNode);
        
        if(newValue)
        {
            landscape->SetDebugFlags(landscape->GetDebugFlags() | SceneNode::DEBUG_DRAW_GRID);
        }
        else 
        {
            landscape->SetDebugFlags(landscape->GetDebugFlags() & ~SceneNode::DEBUG_DRAW_GRID);
        }
    }
    else if (String("property.material.fogenabled") == forKey)
    {
        LandscapeNode *landscape = dynamic_cast<LandscapeNode*> (currentSceneNode);
        landscape->SetFog(newValue);
    }

    NodesPropertyControl::OnBoolPropertyChanged(forList, forKey, newValue);
}
Ejemplo n.º 2
0
void LandscapePropertyControl::ReadFrom(SceneNode * sceneNode)
{
	NodesPropertyControl::ReadFrom(sceneNode);

    LandscapeNode *landscape = dynamic_cast<LandscapeNode*> (sceneNode);
	DVASSERT(landscape);

    propertyList->AddSection("property.landscape.landscape", GetHeaderState("property.landscape.landscape", true));
    
    propertyList->AddFloatProperty("property.landscape.size", PropertyList::PROPERTY_IS_EDITABLE);
    propertyList->AddFloatProperty("property.landscape.height", PropertyList::PROPERTY_IS_EDITABLE); 
    Vector3 size(445.0f, 445.0f, 50.f);
    AABBox3 bbox = landscape->GetBoundingBox();
    AABBox3 emptyBox;
    if((emptyBox.min != bbox.min) && (emptyBox.max != bbox.max))
    {
        AABBox3 transformedBox;
        bbox.GetTransformedBox(landscape->GetWorldTransform(), transformedBox);
        size = transformedBox.max - transformedBox.min;
    }
    propertyList->SetFloatPropertyValue("property.landscape.size", size.x);
    propertyList->SetFloatPropertyValue("property.landscape.height", size.z);

    propertyList->AddComboProperty("property.landscape.tilemode", tiledModes);
    propertyList->SetComboPropertyIndex("property.landscape.tilemode", landscape->GetTiledShaderMode());

    propertyList->AddFilepathProperty("property.landscape.heightmap", ".png;.heightmap", false, PropertyList::PROPERTY_IS_EDITABLE);
    propertyList->SetFilepathPropertyValue("property.landscape.heightmap", landscape->GetHeightmapPathname());
    
    
    propertyList->AddSubsection("property.landscape.subsection.textures");
    AddFilepathProperty(String("property.landscape.texture.color"), String(".png;.pvr"), LandscapeNode::TEXTURE_COLOR);
    AddFilepathProperty(String("property.landscape.texture.tile0"), String(".png;.pvr"), LandscapeNode::TEXTURE_TILE0);
    AddFilepathProperty(String("property.landscape.texture.tile1"), String(".png;.pvr"), LandscapeNode::TEXTURE_TILE1);
    AddFilepathProperty(String("property.landscape.texture.tile2"), String(".png;.pvr"), LandscapeNode::TEXTURE_TILE2);
    AddFilepathProperty(String("property.landscape.texture.tile3"), String(".png;.pvr"), LandscapeNode::TEXTURE_TILE3);
    AddFilepathProperty(String("property.landscape.texture.tilemask"), String(".png;.pvr"), LandscapeNode::TEXTURE_TILE_MASK);
    AddFilepathProperty(String("property.landscape.texture.tiledtexture"), String(".png;.pvr"), LandscapeNode::TEXTURE_TILE_FULL);
    propertyList->AddMessageProperty(String("property.landscape.generatefulltiled"), 
                                     Message(this, &LandscapePropertyControl::GenerateFullTiledTexture));

    propertyList->AddSubsection("property.landscape.subsection.build_mask");
    propertyList->AddFilepathProperty("property.landscape.lightmap", String(".png;.pvr"), true, PropertyList::PROPERTY_IS_EDITABLE);
    propertyList->AddFilepathProperty("property.landscape.alphamask", String(".png;.pvr"), true, PropertyList::PROPERTY_IS_EDITABLE);
    propertyList->SetFilepathPropertyValue("property.landscape.lightmap", String(""));
    propertyList->SetFilepathPropertyValue("property.landscape.alphamask", String(""));

    
    propertyList->AddBoolProperty("property.landscape.showgrid", PropertyList::PROPERTY_IS_EDITABLE);
    bool showGrid =  (0 != (landscape->GetDebugFlags() & SceneNode::DEBUG_DRAW_GRID));
    propertyList->SetBoolPropertyValue("property.landscape.showgrid", showGrid);
    

	propertyList->AddIntProperty("lightmap.size");
	propertyList->SetIntPropertyValue("lightmap.size", currentSceneNode->GetCustomProperties()->GetInt32("lightmap.size", 1024));

    propertyList->AddFloatProperty("property.landscape.texture0.tilex");
    propertyList->SetFloatPropertyValue("property.landscape.texture0.tilex", landscape->GetTextureTiling(LandscapeNode::TEXTURE_TILE0).x);
    propertyList->AddFloatProperty("property.landscape.texture0.tiley");
    propertyList->SetFloatPropertyValue("property.landscape.texture0.tiley", landscape->GetTextureTiling(LandscapeNode::TEXTURE_TILE0).y);
    
    propertyList->AddFloatProperty("property.landscape.texture1.tilex");
    propertyList->SetFloatPropertyValue("property.landscape.texture1.tilex", landscape->GetTextureTiling(LandscapeNode::TEXTURE_TILE1).x);
    propertyList->AddFloatProperty("property.landscape.texture1.tiley");
    propertyList->SetFloatPropertyValue("property.landscape.texture1.tiley", landscape->GetTextureTiling(LandscapeNode::TEXTURE_TILE1).y);

    propertyList->AddFloatProperty("property.landscape.texture2.tilex");
    propertyList->SetFloatPropertyValue("property.landscape.texture2.tilex", landscape->GetTextureTiling(LandscapeNode::TEXTURE_TILE2).x);
    propertyList->AddFloatProperty("property.landscape.texture2.tiley");
    propertyList->SetFloatPropertyValue("property.landscape.texture2.tiley", landscape->GetTextureTiling(LandscapeNode::TEXTURE_TILE2).y);
    
    propertyList->AddFloatProperty("property.landscape.texture3.tilex");
    propertyList->SetFloatPropertyValue("property.landscape.texture3.tilex", landscape->GetTextureTiling(LandscapeNode::TEXTURE_TILE3).x);
    propertyList->AddFloatProperty("property.landscape.texture3.tiley");
    propertyList->SetFloatPropertyValue("property.landscape.texture3.tiley", landscape->GetTextureTiling(LandscapeNode::TEXTURE_TILE3).y);
    
    ControlsFactory::AddFogSubsection(propertyList, landscape->IsFogEnabled(), landscape->GetFogDensity(), landscape->GetFogColor());
}