Esempio n. 1
0
void LevelInfo::inspectPostApply()
{
   _updateSceneGraph();
   setMaskBits( 0xFFFFFFFF );
   
   Parent::inspectPostApply();
}
Esempio n. 2
0
bool LevelInfo::onAdd()
{
   if ( !Parent::onAdd() )
      return false;
      
   // If no sound ambience has been set, default to
   // 'AudioAmbienceDefault'.
      
   if( !mSoundAmbience )
      Sim::findObject( "AudioAmbienceDefault", mSoundAmbience );
      
   // Set up sound on client.
   
   if( isClientObject() )
   {
      SFX->setDistanceModel( mSoundDistanceModel );
      
      // Set up the global ambient soundscape.
      
      mSoundscape = SFX->getSoundscapeManager()->getGlobalSoundscape();
      if( mSoundAmbience )
         mSoundscape->setAmbience( mSoundAmbience );
   }

   _updateSceneGraph();

   return true;
}
Esempio n. 3
0
void LevelInfo::unpackUpdate(NetConnection *conn, BitStream *stream)
{
   Parent::unpackUpdate(conn, stream);

   stream->read( &mNearClip );
   stream->read( &mVisibleDistance );
   stream->read( &mDecalBias );

   stream->read( &mFogData.density );
   stream->read( &mFogData.densityOffset );
   stream->read( &mFogData.atmosphereHeight );
   stream->read( &mFogData.color );

   stream->read( &mCanvasClearColor );
   stream->read( &mWorldSize );

   mAdvancedLightmapSupport = stream->readFlag();
   stream->read( &mAmbientLightBlendPhase );
   mathRead( *stream, &mAmbientLightBlendCurve );

   String errorStr;
   if( !sfxReadAndResolve( stream, &mSoundAmbience, errorStr ) )
      Con::errorf( "%s", errorStr.c_str() );
   mSoundDistanceModel = ( SFXDistanceModel ) stream->readInt( 1 );
   
   if( isProperlyAdded() )
   {
      _updateSceneGraph();
      
      if( mSoundscape )
      {
         if( mSoundAmbience )
            mSoundscape->setAmbience( mSoundAmbience );
         else
            mSoundscape->setAmbience( &sDefaultAmbience );
      }

      SFX->setDistanceModel( mSoundDistanceModel );
   }
   stream->read(&mAccuTextureName);
   setLevelAccuTexture(mAccuTextureName);
}