Esempio n. 1
0
public func Initialize()
{
  // Erst alle Komponenten löschen
  var i, id;
  while(id = GetComponent(0, i++, 0, GetID()) )
    SetComponent(id, 0, this() );
  SetComponent(ILOA, 3, this() );
}
Esempio n. 2
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    void SetUp() override
    {
        dem = vtkSmartPointer<vtkImageData>::New();
        dem->SetExtent(extent.data());
        dem->AllocateScalars(VTK_FLOAT, 1);
        dem->GetIncrements(incs.GetData());
        auto elevations = dem->GetPointData()->GetScalars();
        elevations->SetName("Elevations");
        for (vtkIdType i = 0; i < elevations->GetNumberOfTuples(); ++i)
        {
            elevations->SetComponent(i, 0, 0.f);
        }

        dem->SetScalarComponentFromFloat(2, 3, 0, 0, 1.0);
        dem->SetScalarComponentFromFloat(2, 4, 0, 0, 1.0);
        dem->SetScalarComponentFromFloat(2, 5, 0, 0, 2.0);
    }
Esempio n. 3
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// Callback by the engine when the completion of an object changes.
global func OnCompletionChange(int old_con, int new_con)
{
	if (!this || GetType(this) != C4V_C4Object)
		return _inherited(old_con, new_con, ...);
	
	// Determine whether the object allows Oversize.
	var oversize = GetDefCoreVal("Oversize", "DefCore");

	// Loop over all components and set their new count.
	var index = 0, comp;
	while (comp = GetID()->GetComponent(nil, index))
	{
		var def_cnt = GetID()->GetComponent(comp);
		var new_cnt = Max(def_cnt * new_con / 100000, 0);
		// If the object has no Oversize then constrain the maximum number of components.
		if (!oversize)
			new_cnt = Min(new_cnt, def_cnt);
		SetComponent(comp, new_cnt);
		index++;
	}
	return _inherited(old_con, new_con, ...);
}
Esempio n. 4
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void GameObject::SetCComponent(void* ptr)
{
    SetComponent(ptr, 2);
}
Esempio n. 5
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void GameObject::SetMeshInstanceComponent(void* ptr)
{
    SetComponent(ptr, 1);
}
Esempio n. 6
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void GameObject::SetRigidBodyComponent(void* ptr)
{
    SetComponent(ptr, 0);
}