コード例 #1
0
void NodesPropertyControl::ReadFrom(Entity *sceneNode)
{
	SafeRelease(currentSceneNode);
    currentSceneNode = SafeRetain(sceneNode);
    currentDataNode = NULL;
    ReleaseChildLodData();
    
    propertyList->ReleaseProperties();
    
    if(!createNodeProperties)
    {
        propertyList->AddSection("property.scenenode.generalc++", GetHeaderState("property.scenenode.generalc++", true));
        propertyList->AddIntProperty("property.scenenode.retaincount", PropertyList::PROPERTY_IS_READ_ONLY);
        propertyList->AddStringProperty("property.scenenode.classname", PropertyList::PROPERTY_IS_READ_ONLY);
        propertyList->AddStringProperty("property.scenenode.c++classname", PropertyList::PROPERTY_IS_READ_ONLY);
        propertyList->AddStringProperty("property.scenenode.ptr", PropertyList::PROPERTY_IS_READ_ONLY);
        
//        for (uint32 k = 0; k < Component::COMPONENT_COUNT; ++k)
//        {
//            propertyList->AddStringProperty(Format("Component:%s", sceneNode->components sa M.  zz))
//        }
        
        
        
        propertyList->SetIntPropertyValue("property.scenenode.retaincount", sceneNode->GetRetainCount());
        propertyList->SetStringPropertyValue("property.scenenode.classname", sceneNode->GetClassName());
        propertyList->SetStringPropertyValue("property.scenenode.c++classname", typeid(*sceneNode).name());
        propertyList->SetStringPropertyValue("property.scenenode.ptr", Format("%p", sceneNode));
        
        AABBox3 unitBox = sceneNode->GetWTMaximumBoundingBoxSlow();
        if((-AABBOX_INFINITY != unitBox.max.x) && (AABBOX_INFINITY != unitBox.min.x))
        {
            propertyList->AddSubsection(String("Unit size"));

            Vector3 size = unitBox.max - unitBox.min;
            
            propertyList->AddFloatProperty(String("X-Size"), PropertyList::PROPERTY_IS_READ_ONLY);
            propertyList->SetFloatPropertyValue(String("X-Size"), size.x);
            
            propertyList->AddFloatProperty(String("Y-Size"), PropertyList::PROPERTY_IS_READ_ONLY);
            propertyList->SetFloatPropertyValue(String("Y-Size"), size.y);

            propertyList->AddFloatProperty(String("Z-Size"), PropertyList::PROPERTY_IS_READ_ONLY);
            propertyList->SetFloatPropertyValue(String("Z-Size"), size.z);
            
        }
    }

    propertyList->AddSection("property.scenenode.scenenode", GetHeaderState("property.scenenode.scenenode", true));
    propertyList->AddStringProperty(SCENE_NODE_NAME_PROPERTY_NAME, PropertyList::PROPERTY_IS_EDITABLE);
    propertyList->SetStringPropertyValue(SCENE_NODE_NAME_PROPERTY_NAME, sceneNode->GetName());

    if(!createNodeProperties)
    {
        propertyList->AddBoolProperty(SCENE_NODE_IS_VISIBLE_PROPERTY_NAME, PropertyList::PROPERTY_IS_EDITABLE);
		propertyList->SetBoolPropertyValue(SCENE_NODE_IS_VISIBLE_PROPERTY_NAME, sceneNode->GetVisible());
		
        propertyList->AddSection("property.scenenode.matrixes", GetHeaderState("property.scenenode.matrixes", false));
        propertyList->AddMatrix4Property("property.scenenode.localmatrix", PropertyList::PROPERTY_IS_EDITABLE);
        propertyList->AddMatrix4Property("property.scenenode.worldmatrix", PropertyList::PROPERTY_IS_READ_ONLY);

        propertyList->SetMatrix4PropertyValue("property.scenenode.localmatrix", sceneNode->GetLocalTransform());
        propertyList->SetMatrix4PropertyValue("property.scenenode.worldmatrix", sceneNode->GetWorldTransform());
    }

    
	{ //static light
		 propertyList->AddSection("Used in static lighting", GetHeaderState("Used in static lighting", true));

		 propertyList->AddBoolProperty(SCENE_NODE_USED_IN_STATIC_LIGHTING_PROPERTY_NAME);
		 propertyList->SetBoolPropertyValue(SCENE_NODE_USED_IN_STATIC_LIGHTING_PROPERTY_NAME, sceneNode->GetCustomProperties()->GetBool("editor.staticlight.used", true));

		 propertyList->AddBoolProperty(SCENE_NODE_CAST_SHADOWS_PROPERTY_NAME);
		 propertyList->SetBoolPropertyValue(SCENE_NODE_CAST_SHADOWS_PROPERTY_NAME, sceneNode->GetCustomProperties()->GetBool("editor.staticlight.castshadows", true));

		 propertyList->AddBoolProperty(SCENE_NODE_RECEIVE_SHADOWS_PROPERTY_NAME);
		 propertyList->SetBoolPropertyValue(SCENE_NODE_RECEIVE_SHADOWS_PROPERTY_NAME, sceneNode->GetCustomProperties()->GetBool("editor.staticlight.receiveshadows", true));
	}
    
    
    { // LodNodes at Hierarchy
        LodComponent *lodComponent = GetLodComponent(currentSceneNode);
        if(!lodComponent)
        {
            AddChildLodSection();
        }        
    }
    
    
    //must be last
    if(!createNodeProperties)
    {
        propertyList->AddSection("property.scenenode.customproperties", GetHeaderState("property.scenenode.customproperties", true));
        
        KeyedArchive *customProperties = sceneNode->GetCustomProperties();
        Map<String, VariantType*> propsData = customProperties->GetArchieveData();
        for (Map<String, VariantType*>::iterator it = propsData.begin(); it != propsData.end(); ++it)
        {
            String name = it->first;
            VariantType * key = it->second;

			if(EditorConfig::Instance()->HasProperty(name))
			{
				EditorConfig::Instance()->AddPropertyEditor(propertyList, name, key);
			}
			else
			{
				switch (key->type) 
				{
					case VariantType::TYPE_BOOLEAN:
						propertyList->AddBoolProperty(name, PropertyList::PROPERTY_IS_EDITABLE);
						propertyList->SetBoolPropertyValue(name, key->AsBool());
						break;
                    
					case VariantType::TYPE_STRING:
						propertyList->AddStringProperty(name, PropertyList::PROPERTY_IS_EDITABLE);
						propertyList->SetStringPropertyValue(name, key->AsString());
						break;

					case VariantType::TYPE_INT32:
						propertyList->AddIntProperty(name, PropertyList::PROPERTY_IS_EDITABLE);
						propertyList->SetIntPropertyValue(name, key->AsInt32());
						break;

					case VariantType::TYPE_FLOAT:
						propertyList->AddFloatProperty(name, PropertyList::PROPERTY_IS_EDITABLE);
						propertyList->SetFloatPropertyValue(name, key->AsFloat());
						break;
                    
					default:
						break;
				}
			}
        }
    }
    else
    {
        KeyedArchive *customProperties = sceneNode->GetCustomProperties();
        if(customProperties && customProperties->IsKeyExists("editor.isLocked"))
        {
            propertyList->AddSection("property.scenenode.customproperties", GetHeaderState("property.scenenode.customproperties", true));
            propertyList->AddBoolProperty("editor.isLocked", PropertyList::PROPERTY_IS_EDITABLE);
            propertyList->SetBoolPropertyValue("editor.isLocked", customProperties->GetBool("editor.isLocked"));
        }
    }
}