Exemple #1
0
void CommandCopyPasteHeightmap::UpdateLandscapeTilemap(DAVA::Image *image)
{
	Texture* texture = Texture::CreateFromData(image->GetPixelFormat(), image->GetData(), image->GetWidth(), image->GetHeight(), false);
	texture->relativePathname = tilemapSavedPathname;
	texture->GenerateMipmaps();
	texture->SetWrapMode(Texture::WRAP_REPEAT, Texture::WRAP_REPEAT);

	LandscapeEditorBase* editor = GetActiveEditor();
	if (editor)
	{
		editor->UpdateLandscapeTilemap(texture);
	}
	else
	{
		SceneEditorScreenMain *screen = dynamic_cast<SceneEditorScreenMain *>(UIScreenManager::Instance()->GetScreen());
		EditorScene* scene = screen->FindCurrentBody()->bodyControl->GetScene();
		Landscape* landscape = scene->GetLandscape(scene);

		landscape->SetTexture(Landscape::TEXTURE_TILE_MASK, texture);
		landscape->UpdateFullTiledTexture();
		ImageLoader::Save(image, tilemapSavedPathname);
	}

	SafeRelease(texture);
}
void LandscapesController::SetScene(DAVA::Scene *scene)
{
    ReleaseScene();

    this->scene = SafeRetain(scene);
    
    if(scene)
    {
        EditorScene *editorScene = dynamic_cast<EditorScene *>(scene);
        if(editorScene)
        {
           Landscape *landscape = editorScene->GetLandscape(editorScene);
            if(landscape)
            {
                SaveLandscape(landscape);
            }
        }
    }
}
void MaterialEditor::SetupFog(bool enabled, float32 dencity, const DAVA::Color &newColor)
{
    for(int32 i = 0; i < (int32)materials.size(); ++i)
    {
        materials[i]->SetFog(enabled);
        materials[i]->SetFogDensity(dencity);
        materials[i]->SetFogColor(newColor);
    }
    
    if(workingScene)
    {
        EditorScene *editorScene = dynamic_cast<EditorScene *>(workingScene);
        if(editorScene)
        {
            LandscapeNode *landscape = editorScene->GetLandscape(editorScene);
            if (landscape)
            {
                landscape->SetFog(enabled);
                landscape->SetFogDensity(dencity);
                landscape->SetFogColor(newColor);
            }
        }
    }
}