예제 #1
0
void LandscapePropertyControl::OnFloatPropertyChanged(PropertyList *forList, const String &forKey, float newValue)
{
    if("property.landscape.size" == forKey || "property.landscape.height" == forKey)
    {
        LandscapeNode *landscape = dynamic_cast<LandscapeNode*> (currentSceneNode);
        
        Vector3 size(
                     propertyList->GetFloatPropertyValue("property.landscape.size"),
                     propertyList->GetFloatPropertyValue("property.landscape.size"),
                     propertyList->GetFloatPropertyValue("property.landscape.height"));
        AABBox3 bbox;
        bbox.AddPoint(Vector3(-size.x/2.f, -size.y/2.f, 0.f));
        bbox.AddPoint(Vector3(size.x/2.f, size.y/2.f, size.z));
        
        
        String heightMap = propertyList->GetFilepathPropertyValue("property.landscape.heightmap");
        if(EditorSettings::IsValidPath(heightMap) && heightMap.length())
        {
            landscape->BuildLandscapeFromHeightmapImage(heightMap, bbox);
        }
    }
    if ("property.landscape.texture0.tilex" == forKey || "property.landscape.texture0.tiley" == forKey)
    {
        LandscapeNode *landscape = dynamic_cast<LandscapeNode*> (currentSceneNode);
        Vector2 tiling(propertyList->GetFloatPropertyValue("property.landscape.texture0.tilex"),
                       propertyList->GetFloatPropertyValue("property.landscape.texture0.tiley"));
        landscape->SetTextureTiling(LandscapeNode::TEXTURE_TILE0, tiling);
    }
    if ("property.landscape.texture1.tilex" == forKey || "property.landscape.texture1.tiley" == forKey)
    {
        LandscapeNode *landscape = dynamic_cast<LandscapeNode*> (currentSceneNode);
        Vector2 tiling(propertyList->GetFloatPropertyValue("property.landscape.texture1.tilex"),
                       propertyList->GetFloatPropertyValue("property.landscape.texture1.tiley"));
        landscape->SetTextureTiling(LandscapeNode::TEXTURE_TILE1, tiling);
    }
	if ("property.landscape.texture2.tilex" == forKey || "property.landscape.texture2.tiley" == forKey)
	{
		LandscapeNode *landscape = dynamic_cast<LandscapeNode*> (currentSceneNode);
		Vector2 tiling(propertyList->GetFloatPropertyValue("property.landscape.texture2.tilex"),
			propertyList->GetFloatPropertyValue("property.landscape.texture2.tiley"));
		landscape->SetTextureTiling(LandscapeNode::TEXTURE_TILE2, tiling);
	}
	if ("property.landscape.texture3.tilex" == forKey || "property.landscape.texture3.tiley" == forKey)
	{
		LandscapeNode *landscape = dynamic_cast<LandscapeNode*> (currentSceneNode);
		Vector2 tiling(propertyList->GetFloatPropertyValue("property.landscape.texture3.tilex"),
			propertyList->GetFloatPropertyValue("property.landscape.texture3.tiley"));
		landscape->SetTextureTiling(LandscapeNode::TEXTURE_TILE3, tiling);
	}
    
    if ("property.material.dencity" == forKey)
    {
		LandscapeNode *landscape = dynamic_cast<LandscapeNode*> (currentSceneNode);
        landscape->SetFogDensity(newValue);
    }

    NodesPropertyControl::OnFloatPropertyChanged(forList, forKey, newValue);
}
예제 #2
0
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);
            }
        }
    }
}
void LandscapePropertyControl::OnFloatPropertyChanged(PropertyList *forList, const String &forKey, float newValue)
{
    if("property.landscape.size" == forKey || "property.landscape.height" == forKey)
    {
		LandscapeNode *landscape = GetLandscape();
		if (landscape)
		{
			Vector3 size(
						 propertyList->GetFloatPropertyValue("property.landscape.size"),
						 propertyList->GetFloatPropertyValue("property.landscape.size"),
						 propertyList->GetFloatPropertyValue("property.landscape.height"));
			AABBox3 bbox;
			bbox.AddPoint(Vector3(-size.x/2.f, -size.y/2.f, 0.f));
			bbox.AddPoint(Vector3(size.x/2.f, size.y/2.f, size.z));
			
			Set<String> errorsLog;
			String heightMap = propertyList->GetFilepathPropertyValue("property.landscape.heightmap");
			if(SceneValidator::Instance()->ValidateHeightmapPathname(heightMap, errorsLog) && heightMap.length())
			{
				landscape->BuildLandscapeFromHeightmapImage(heightMap, bbox);
			}
        }
    }
    if ("property.landscape.texture0.tilex" == forKey || "property.landscape.texture0.tiley" == forKey)
    {
		LandscapeNode *landscape = GetLandscape();
		if (landscape)
		{
			Vector2 tiling(propertyList->GetFloatPropertyValue("property.landscape.texture0.tilex"),
						   propertyList->GetFloatPropertyValue("property.landscape.texture0.tiley"));
			landscape->SetTextureTiling(LandscapeNode::TEXTURE_TILE0, tiling);
		}
    }
    if ("property.landscape.texture1.tilex" == forKey || "property.landscape.texture1.tiley" == forKey)
    {
		LandscapeNode *landscape = GetLandscape();
		if (landscape)
		{
			Vector2 tiling(propertyList->GetFloatPropertyValue("property.landscape.texture1.tilex"),
						   propertyList->GetFloatPropertyValue("property.landscape.texture1.tiley"));
			landscape->SetTextureTiling(LandscapeNode::TEXTURE_TILE1, tiling);
		}
    }
	if ("property.landscape.texture2.tilex" == forKey || "property.landscape.texture2.tiley" == forKey)
	{
		LandscapeNode *landscape = GetLandscape();
		if (landscape)
		{
			Vector2 tiling(propertyList->GetFloatPropertyValue("property.landscape.texture2.tilex"),
				propertyList->GetFloatPropertyValue("property.landscape.texture2.tiley"));
			landscape->SetTextureTiling(LandscapeNode::TEXTURE_TILE2, tiling);
		}
	}
	if ("property.landscape.texture3.tilex" == forKey || "property.landscape.texture3.tiley" == forKey)
	{
		LandscapeNode *landscape = GetLandscape();
		if (landscape)
		{
			Vector2 tiling(propertyList->GetFloatPropertyValue("property.landscape.texture3.tilex"),
				propertyList->GetFloatPropertyValue("property.landscape.texture3.tiley"));
			landscape->SetTextureTiling(LandscapeNode::TEXTURE_TILE3, tiling);
		}
	}
    
    if ("property.material.dencity" == forKey)
    {
		LandscapeNode *landscape = GetLandscape();
		if (landscape)
			landscape->SetFogDensity(newValue);
    }

    NodesPropertyControl::OnFloatPropertyChanged(forList, forKey, newValue);
}