void WorldObjectWidget::SetSelection(WorldLight* light) { UnsetSelection(); InitializeGeometry(light->nodePath); InitializeCollider(light->collider); { LColor color = light->GetColor(); ui->lightColorR->setValue(color.get_x()); ui->lightColorG->setValue(color.get_y()); ui->lightColorB->setValue(color.get_z()); } ui->lightTargets->clear(); std::for_each(light->enlightened_index.begin(), light->enlightened_index.end(), [this](const WorldLight::EnlightenedObjectSettings& settings) { ui->lightTargets->AddEnlightenedObject(settings.name.c_str(), settings.priority, settings.inherited_property); }); ui->lightTypesList->setCurrentIndex((int)light->type); InitializeShadowCaster(light); InitializeLightAttenuation(light); ui->lightPriority->setValue(light->priority); ui->objectName->setEnabled(true); ui->objectName->setText(QString::fromStdString(light->name)); ui->lightSetEnabled->setChecked(light->enabled); ui->lightSetDisabled->setChecked(!light->enabled); selection.light = light; selection_type = 3; ui->tabWidget->addTab(ui->lightTab, "Light"); ui->tabWidget->addTab(ui->lightTargetsTab, "Light Targets"); }
void Entity::SetColliderType( ColliderType type ) { if ( this->type != type) { delete collider; InitializeCollider(type); this->type = type; } }
void WorldObjectWidget::InitializeMapObject(MapObject* object) { ui->objectName->setEnabled(true); ui->objectName->setText(QString::fromStdString(object->name)); ui->inheritsFloor->setChecked(object->inherits_floor); InitializeGeometry(object->nodePath); InitializeCollider(object->collider); InitializeRender(object); ui->objectFloor->setValue(object->floor); }
Entity::Entity( ColliderType type ) : collider( nullptr ), type(type), inside(false), id(0) { id = ++global_id; InitializeCollider(type); }