//----------------------------------------------------------------------------- // Used to replace a particle effect with a different one; attaches the control point updating to the new one //----------------------------------------------------------------------------- void CParticleProperty::ReplaceParticleEffect( CNewParticleEffect *pOldEffect, CNewParticleEffect *pNewEffect ) { int nCount = m_ParticleEffects.Count(); for ( int i = 0; i < nCount; ++i ) { if ( pOldEffect != m_ParticleEffects[i].pParticleEffect.GetObject() ) continue; m_ParticleEffects[i].pParticleEffect = pNewEffect; UpdateParticleEffect( &m_ParticleEffects[i], true ); } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CParticleProperty::AddControlPoint( int iEffectIndex, int iPoint, C_BaseEntity *pEntity, ParticleAttachment_t iAttachType, int iAttachmentPoint, Vector vecOriginOffset ) { Assert( iEffectIndex >= 0 && iEffectIndex < m_ParticleEffects.Count() ); ParticleEffectList_t *pEffect = &m_ParticleEffects[iEffectIndex]; Assert( pEffect->pControlPoints.Count() < MAX_PARTICLE_CONTROL_POINTS ); int iIndex = pEffect->pControlPoints.AddToTail(); ParticleControlPoint_t *pNewPoint = &pEffect->pControlPoints[iIndex]; pNewPoint->iControlPoint = iPoint; pNewPoint->hEntity = pEntity; pNewPoint->iAttachType = iAttachType; pNewPoint->iAttachmentPoint = iAttachmentPoint; pNewPoint->vecOriginOffset = vecOriginOffset; UpdateParticleEffect( pEffect, true, iIndex ); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CParticleProperty::OnParticleSystemUpdated( CNewParticleEffect *pEffect, float flTimeDelta ) { int iIndex = FindEffect( pEffect ); Assert( iIndex != -1 ); if ( iIndex == -1 ) return; UpdateParticleEffect( &m_ParticleEffects[iIndex] ); /* // Display the bounding box of the particle effect Vector vecMins, vecMaxs; pEffect->GetRenderBounds( vecMins, vecMaxs ); debugoverlay->AddBoxOverlay( pEffect->GetRenderOrigin(), vecMins, vecMaxs, QAngle( 0, 0, 0 ), 0, 255, 255, 0, 0 ); */ }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CParticleProperty::OnParticleSystemUpdated( CNewParticleEffect *pEffect, float flTimeDelta ) { int iIndex = FindEffect( pEffect ); Assert( iIndex != -1 ); if ( iIndex == -1 ) return; // Enable FP exceptions here when FP_EXCEPTIONS_ENABLED is defined, // to help track down bad math. FPExceptionEnabler enableExceptions; UpdateParticleEffect( &m_ParticleEffects[iIndex] ); /* // Display the bounding box of the particle effect Vector vecMins, vecMaxs; pEffect->GetRenderBounds( vecMins, vecMaxs ); debugoverlay->AddBoxOverlay( pEffect->GetRenderOrigin(), vecMins, vecMaxs, QAngle( 0, 0, 0 ), 0, 255, 255, 0, 0 ); */ }
WorldObjectWidget::WorldObjectWidget(QWidget *parent) : QWidget(parent), ui(new Ui::WorldObjectWidget) { ui->setupUi(this); selection.object = 0; selection_type = 0; UnsetSelection(); ui->actionsButton->setMenu(&action_menu); connect(ui->objectName, SIGNAL(textChanged(QString)), this, SLOT(UpdateName(QString))); // Geometry connect(ui->objectPosX, SIGNAL(valueChanged(double)), this, SLOT(UpdateGeometry())); connect(ui->objectPosY, SIGNAL(valueChanged(double)), this, SLOT(UpdateGeometry())); connect(ui->objectPosZ, SIGNAL(valueChanged(double)), this, SLOT(UpdateGeometry())); connect(ui->objectRotationX, SIGNAL(valueChanged(double)), this, SLOT(UpdateGeometry())); connect(ui->objectRotationY, SIGNAL(valueChanged(double)), this, SLOT(UpdateGeometry())); connect(ui->objectRotationZ, SIGNAL(valueChanged(double)), this, SLOT(UpdateGeometry())); connect(ui->objectScaleX, SIGNAL(valueChanged(double)), this, SLOT(UpdateGeometry())); connect(ui->objectScaleY, SIGNAL(valueChanged(double)), this, SLOT(UpdateGeometry())); connect(ui->objectScaleZ, SIGNAL(valueChanged(double)), this, SLOT(UpdateGeometry())); connect(ui->objectFloor, SIGNAL(valueChanged(int)), this, SLOT(UpdateFloor())); connect(ui->inheritsFloor, SIGNAL(toggled(bool)), this, SLOT(UpdateFloor())); // Collider connect(ui->displayColliders, SIGNAL(toggled(bool)), this, SLOT(UpdateColliderDisplay())); connect(ui->collider_type, SIGNAL(currentIndexChanged(int)), this, SLOT(UpdateColliderType())); connect(ui->collider_pos_x, SIGNAL(valueChanged(double)), this, SLOT(UpdateColliderGeometry())); connect(ui->collider_pos_y, SIGNAL(valueChanged(double)), this, SLOT(UpdateColliderGeometry())); connect(ui->collider_pos_z, SIGNAL(valueChanged(double)), this, SLOT(UpdateColliderGeometry())); connect(ui->collider_hpr_x, SIGNAL(valueChanged(double)), this, SLOT(UpdateColliderGeometry())); connect(ui->collider_hpr_y, SIGNAL(valueChanged(double)), this, SLOT(UpdateColliderGeometry())); connect(ui->collider_hpr_z, SIGNAL(valueChanged(double)), this, SLOT(UpdateColliderGeometry())); connect(ui->collider_scale_x, SIGNAL(valueChanged(double)), this, SLOT(UpdateColliderGeometry())); connect(ui->collider_scale_y, SIGNAL(valueChanged(double)), this, SLOT(UpdateColliderGeometry())); connect(ui->collider_scale_z, SIGNAL(valueChanged(double)), this, SLOT(UpdateColliderGeometry())); // Light connect(ui->lightSetEnabled, SIGNAL(toggled(bool)), this, SLOT(LightSetEnabled(bool))); connect(ui->lightSetDisabled, SIGNAL(toggled(bool)), this, SLOT(LightSetDisabled(bool))); connect(ui->lightColorR, SIGNAL(valueChanged(double)), this, SLOT(UpdateLightColor())); connect(ui->lightColorG, SIGNAL(valueChanged(double)), this, SLOT(UpdateLightColor())); connect(ui->lightColorB, SIGNAL(valueChanged(double)), this, SLOT(UpdateLightColor())); connect(ui->lightAttenuationA, SIGNAL(valueChanged(double)), this, SLOT(UpdateLightAttenuation())); connect(ui->lightAttenuationB, SIGNAL(valueChanged(double)), this, SLOT(UpdateLightAttenuation())); connect(ui->lightAttenuationC, SIGNAL(valueChanged(double)), this, SLOT(UpdateLightAttenuation())); connect(ui->lightTypesList, SIGNAL(currentIndexChanged(int)), this, SLOT(UpdateLightType())); connect(ui->lightCompile, SIGNAL(clicked()), this, SLOT(LightCompile())); connect(ui->lightPriority, SIGNAL(valueChanged(int)), this, SLOT(UpdateLightPriority())); connect(ui->addLightTarget, SIGNAL(clicked()), this, SLOT(AddEnlightenedObject())); connect(ui->deleteLightTarget, SIGNAL(clicked()), this, SLOT(DeleteEnlightenedObject())); connect(ui->showFrustum, SIGNAL(toggled(bool)), this, SLOT(LightShowFrustum(bool))); connect(ui->lightTargets, SIGNAL(updatedPriority()), this, SLOT(UpdateEnlightenedObject())); connect(ui->lightTargets, SIGNAL(updatedPropagation()), this, SLOT(UpdateEnlightenedObject())); // Light -> Shadow caster connect(ui->shadowFilmSize, SIGNAL(valueChanged(int)), this, SLOT(UpdateShadowCaster())); connect(ui->shadowNear, SIGNAL(valueChanged(int)), this, SLOT(UpdateShadowCaster())); connect(ui->shadowFar, SIGNAL(valueChanged(int)), this, SLOT(UpdateShadowCaster())); connect(ui->shadowBufferSizeX, SIGNAL(valueChanged(int)), this, SLOT(UpdateShadowCaster())); connect(ui->shadowBufferSizeY, SIGNAL(valueChanged(int)), this, SLOT(UpdateShadowCaster())); // Render connect(ui->selectModel, SIGNAL(clicked()), this, SLOT(PickModel())); connect(ui->selectTexture, SIGNAL(clicked()), this, SLOT(PickTexture())); connect(ui->objectModel, SIGNAL(textChanged(QString)), this, SLOT(UpdateRender())); connect(ui->objectTexture, SIGNAL(textChanged(QString)), this, SLOT(UpdateRender())); connect(ui->objectFocus, SIGNAL(clicked()), this, SLOT(FocusCurrentObject())); connect(ui->useTexture, SIGNAL(toggled(bool)), this, SLOT(UpdateRender())); connect(ui->useColor, SIGNAL(toggled(bool)), this, SLOT(UpdateRender())); connect(ui->useOpacity, SIGNAL(toggled(bool)), this, SLOT(UpdateRender())); connect(ui->colorRed, SIGNAL(valueChanged(double)), SLOT(UpdateRender())); connect(ui->colorGreen, SIGNAL(valueChanged(double)), SLOT(UpdateRender())); connect(ui->colorBlue, SIGNAL(valueChanged(double)), SLOT(UpdateRender())); connect(ui->opacity, SIGNAL(valueChanged(double)), SLOT(UpdateRender())); connect(ui->objectToggleVisibility, SIGNAL(clicked()), this, SLOT(ToogleCurrentObject())); // Waypoint connect(ui->setCurrentWaypoint, SIGNAL(clicked()), this, SLOT(SetCurrentWaypoint())); connect(ui->selectCurrentWaypoint, SIGNAL(clicked()), this, SLOT(SelectCurrentWaypoint())); // Behaviour connect(ui->objectTypeList, SIGNAL(currentIndexChanged(int)), this, SLOT(UpdateBehaviour())); connect(ui->character, SIGNAL(textChanged(QString)), this, SLOT(UpdateBehaviour())); connect(ui->dialog, SIGNAL(textChanged(QString)), this, SLOT(UpdateBehaviour())); connect(ui->script, SIGNAL(textChanged(QString)), this, SLOT(UpdateBehaviour())); connect(ui->doorLocked, SIGNAL(toggled(bool)), this, SLOT(UpdateBehaviour())); connect(ui->key, SIGNAL(textChanged(QString)), this, SLOT(UpdateBehaviour())); connect(ui->interactionUse, SIGNAL(toggled(bool)), this, SLOT(UpdateBehaviour())); connect(ui->interactionUseSkill, SIGNAL(toggled(bool)), this, SLOT(UpdateBehaviour())); connect(ui->interactionUseSpell, SIGNAL(toggled(bool)), this, SLOT(UpdateBehaviour())); connect(ui->interactionUseObject, SIGNAL(toggled(bool)), this, SLOT(UpdateBehaviour())); connect(ui->interactionLookAt, SIGNAL(toggled(bool)), this, SLOT(UpdateBehaviour())); connect(ui->interactionTalkTo, SIGNAL(toggled(bool)), this, SLOT(UpdateBehaviour())); connect(ui->selectCharacter, SIGNAL(clicked()), this, SLOT(SelectCharacter())); connect(ui->selectItem, SIGNAL(clicked()), this, SLOT(SelectItem())); connect(ui->selectKey, SIGNAL(clicked()), this, SLOT(SelectKey())); connect(ui->selectScript, SIGNAL(clicked()), this, SLOT(SelectScript())); connect(ui->selectDialog, SIGNAL(clicked()), this, SLOT(SelectDialog())); // Render Particles connect(ui->particleEffectName, SIGNAL(textChanged(QString)), this, SLOT(UpdateParticleEffect())); connect(ui->showParticleEffect, SIGNAL(clicked()), this, SLOT(RestartParticleEffect())); connect(ui->selectParticleEffect, SIGNAL(clicked()), this, SLOT(SelectParticleEffect())); ui->actionsButton->setMenu(&action_menu); action_menu.addAction("Copy", this, SIGNAL(CopyRequested()), QKeySequence::Copy); action_menu.addAction("Paste", this, SIGNAL(PasteRequested()), QKeySequence::Paste); }
void WorldObjectWidget::RestartParticleEffect() { UpdateParticleEffect(); }