void LandscapePropertyControl::OnFilepathPropertyChanged(PropertyList *forList, const String &forKey, const String &newValue) { if(EditorSettings::IsValidPath(newValue)) { LandscapeNode *landscape = dynamic_cast<LandscapeNode*> (currentSceneNode); if("property.landscape.heightmap" == forKey) { 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)); if(newValue.length()) { landscape->BuildLandscapeFromHeightmapImage(newValue, bbox); } } else if("property.landscape.texture.tile0" == forKey) { SetLandscapeTexture(LandscapeNode::TEXTURE_TILE0, newValue); } else if("property.landscape.texture.tile1" == forKey) { SetLandscapeTexture(LandscapeNode::TEXTURE_TILE1, newValue); } else if("property.landscape.texture.tile2" == forKey) { SetLandscapeTexture(LandscapeNode::TEXTURE_TILE2, newValue); } else if("property.landscape.texture.tile3" == forKey) { SetLandscapeTexture(LandscapeNode::TEXTURE_TILE3, newValue); } else if("property.landscape.texture.tilemask" == forKey) { SetLandscapeTexture(LandscapeNode::TEXTURE_TILE_MASK, newValue); } else if("property.landscape.texture.color" == forKey) { SetLandscapeTexture(LandscapeNode::TEXTURE_COLOR, newValue); } else if("property.landscape.texture.tiledtexture" == forKey) { SetLandscapeTexture(LandscapeNode::TEXTURE_TILE_FULL, newValue); } else if( "property.landscape.lightmap" == forKey || "property.landscape.alphamask" == forKey) { String lightMap = propertyList->GetFilepathPropertyValue("property.landscape.lightmap"); String alphaMask = propertyList->GetFilepathPropertyValue("property.landscape.alphamask"); CreateMaskTexture(lightMap, alphaMask); } } NodesPropertyControl::OnFilepathPropertyChanged(forList, forKey, newValue); }
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); }
void LandscapeTestScreen::LoadResources() { #if 0 // RenderManager::Instance()->EnableOutputDebugStatsEveryNFrame(30); RenderManager::Instance()->SetFPS(30.0); scene = new Scene(); scene3dView = 0; scene3dView = new UI3DView(Rect(0, 0, 480, 320)); //scene3dView->SetDebugDraw(true); scene3dView->SetScene(scene); scene3dView->SetInputEnabled(false); AddControl(scene3dView); camera = new Camera(); scene->AddCamera(camera); camera->Setup(70.0f, 480.0f / 320.0f, 1.0f, 5000.0f); scene->SetCurrentCamera(camera); camera->SetDebugFlags(SceneNode::DEBUG_DRAW_ALL); camera->SetUp(Vector3(0.0f, 0.0f, 1.0f)); camera->SetPosition(Vector3(0.0f, 0.0f, 10.0f)); scene->SetCurrentCamera(camera); scene->SetDebugFlags(SceneNode::DEBUG_DRAW_ALL); LandscapeNode * node = new LandscapeNode(); AABBox3 box(Vector3(445.0f / 2.0f, 445.0f / 2.0f, 0), Vector3(-445.0f / 2.0f, -445.0f / 2.0f, 50.0f)); //node->SetDebugFlags(LandscapeNode::DEBUG_DRAW_ALL); #if 0 node->BuildLandscapeFromHeightmapImage(LandscapeNode::RENDERING_MODE_DETAIL_SHADER, "~res:/Landscape/hmp2_1.png", box); Texture::EnableMipmapGeneration(); node->SetTexture(LandscapeNode::TEXTURE_COLOR, "~res:/Landscape/diffuse_l2.png"); node->SetTexture(LandscapeNode::TEXTURE_DETAIL, "~res:/Landscape/detail_gravel.png"); Texture::DisableMipmapGeneration(); // node->BuildLandscapeFromHeightmapImage(LandscapeNode::RENDERING_MODE_DETAIL_SHADER, "~res:/Landscape/hmp2_1.png", box); // // Texture::EnableMipmapGeneration(); // node->SetTexture(LandscapeNode::TEXTURE_TEXTURE0, "~res:/Landscape/tex3.png"); // node->SetTexture(LandscapeNode::TEXTURE_DETAIL, "~res:/Landscape/detail_gravel.png"); // Texture::DisableMipmapGeneration(); #else node->BuildLandscapeFromHeightmapImage("~res:/Landscape/hmp2_1.png", box); Texture::EnableMipmapGeneration(); node->SetTexture(LandscapeNode::TEXTURE_COLOR, "~res:/Landscape/diffuse.png"); node->SetTexture(LandscapeNode::TEXTURE_TILE0, "~res:/Landscape/blend/d.png"); node->SetTexture(LandscapeNode::TEXTURE_TILE1, "~res:/Landscape/blend/s.png"); node->SetTexture(LandscapeNode::TEXTURE_TILE2, "~res:/Landscape/blend/d.png"); node->SetTexture(LandscapeNode::TEXTURE_TILE3, "~res:/Landscape/blend/s.png"); node->SetTexture(LandscapeNode::TEXTURE_TILE_MASK, "~res:/Landscape/blend/mask.png"); Texture::DisableMipmapGeneration(); #endif node->SetName("landscapeNode"); scene->AddNode(node); SafeRelease(node); // Sprite * sprite = Sprite::Create("~res:/Gfx/Billboards/billboards"); // //sprite->SetPivotPoint(sprite->GetWidth() / 2.0f, sprite->GetHeight() / 2.0f); // SpriteNode * spriteNode = new SpriteNode(scene, sprite, 0, Vector2(0.1f, 0.1f), Vector2(sprite->GetWidth() / 2.0f, sprite->GetHeight() / 2.0f)); // spriteNode->SetName("testSpriteNode"); // spriteNode->SetLocalTransform(Matrix4::MakeTranslation(Vector3(0.f, 10.0f, 0.0f))); // spriteNode->SetDebugFlags(SceneNode::DEBUG_DRAW_ALL); // spriteNode->SetType(SpriteNode::TYPE_BILLBOARD); // scene->AddNode(spriteNode); SceneFile * file = new SceneFile(); file->SetDebugLog(true); file->LoadScene("~res:/Scenes/level2/level2_445.sce", scene); scene->AddNode(scene->GetRootNode("~res:/Scenes/level2/level2_445.sce")); SafeRelease(file); inTouch = false; scene3dView = 0; scene3dView = new UI3DView(Rect(0, 0, 480, 320)); scene3dView->SetInputEnabled(false); scene3dView->SetScene(scene); AddControl(scene3dView); viewXAngle = 0; viewYAngle = 0; positionJoypad = new UIJoypad(Rect(0, 320 - 80, 80, 80)); positionJoypad->GetBackground()->SetSprite("~res:/Gfx/Joypad/joypad", 0); positionJoypad->SetStickSprite("~res:/Gfx/Joypad/joypad", 1); AddControl(positionJoypad); angleJoypad = new UIJoypad(Rect(480 - 80, 320 - 80, 80, 80)); angleJoypad->GetBackground()->SetSprite("~res:/Gfx/Joypad/joypad", 0); angleJoypad->SetStickSprite("~res:/Gfx/Joypad/joypad", 1); AddControl(angleJoypad); #endif }
void LandscapePropertyControl::OnFilepathPropertyChanged(PropertyList *forList, const String &forKey, const String &newValue) { Set<String> errorsLog; if("property.landscape.heightmap" == forKey) { bool isValid = SceneValidator::Instance()->ValidateHeightmapPathname(newValue, errorsLog); if(isValid) { LandscapeNode *landscape = GetLandscape(); if (!landscape) return; 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)); if(newValue.length()) { landscape->BuildLandscapeFromHeightmapImage(newValue, bbox); } } } else { bool isValid = (newValue.empty()) ? true: SceneValidator::Instance()->ValidateTexturePathname(newValue, errorsLog); if(isValid) { String descriptorPathname = String(""); if(!newValue.empty()) { descriptorPathname = TextureDescriptor::GetDescriptorPathname(newValue); } if("property.landscape.texture.tile0" == forKey) { SetLandscapeTexture(LandscapeNode::TEXTURE_TILE0, descriptorPathname); } else if("property.landscape.texture.tile1" == forKey) { SetLandscapeTexture(LandscapeNode::TEXTURE_TILE1, descriptorPathname); } else if("property.landscape.texture.tile2" == forKey) { SetLandscapeTexture(LandscapeNode::TEXTURE_TILE2, descriptorPathname); } else if("property.landscape.texture.tile3" == forKey) { SetLandscapeTexture(LandscapeNode::TEXTURE_TILE3, descriptorPathname); } else if("property.landscape.texture.tilemask" == forKey) { SetLandscapeTexture(LandscapeNode::TEXTURE_TILE_MASK, descriptorPathname); } else if("property.landscape.texture.color" == forKey) { SetLandscapeTexture(LandscapeNode::TEXTURE_COLOR, descriptorPathname); } else if("property.landscape.texture.tiledtexture" == forKey) { SetLandscapeTexture(LandscapeNode::TEXTURE_TILE_FULL, descriptorPathname); } } } if(0 == errorsLog.size()) { NodesPropertyControl::OnFilepathPropertyChanged(forList, forKey, newValue); } else { ShowErrorDialog(errorsLog); } }
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); }