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");
}
Exemple #2
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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);
}
Exemple #4
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Entity::Entity( ColliderType type ) : collider( nullptr ), type(type), inside(false), id(0)
{
	id = ++global_id;
	InitializeCollider(type);
}