void CommandRemoveSceneNode::Execute() { SceneData* activeScene = SceneDataManager::Instance()->SceneGetActive(); Entity *node = activeScene->GetSelectedNode(); CommandsManager::Instance()->ExecuteAndRelease(new CommandInternalRemoveSceneNode(node, false)); }
CommandRemoveSceneNode::CommandRemoveSceneNode() : MultiCommand(Command::COMMAND_UNDO_REDO, CommandList::ID_COMMAND_REMOVE_SCENE_NODE) { commandName = "Remove Object"; SceneData* activeScene = SceneDataManager::Instance()->SceneGetActive(); Entity *node = activeScene->GetSelectedNode(); removeCmd = new CommandInternalRemoveSceneNode(node, false); }
CommandRemoveRootNodes::CommandRemoveRootNodes() : MultiCommand(Command::COMMAND_UNDO_REDO, CommandList::ID_COMMAND_REMOVE_ROOT_NODES) , removeCmd(0) { commandName = "Remove Root Nodes"; SceneData* activeScene = SceneDataManager::Instance()->SceneGetActive(); Entity *node = activeScene->GetSelectedNode(); removeCmd = new CommandInternalRemoveSceneNode(node, true); }
void CommandLockAtObject::Execute() { SceneData * activeScene = SceneDataManager::Instance()->SceneGetActive(); Entity *node = activeScene->GetSelectedNode(); if(node) { activeScene->LockAtSelectedNode(); } else { SetState(STATE_INVALID); } }
void CommandDebugFlags::Execute() { SceneData * activeScene = SceneDataManager::Instance()->SceneGetActive(); Entity *node = activeScene->GetSelectedNode(); if(node) { if ((node->GetDebugFlags() & DebugRenderComponent::DEBUG_DRAW_ALL) == DebugRenderComponent::DEBUG_DRAW_ALL) { node->SetDebugFlags(0, true); if(activeScene->GetSelectedNode() == node) { node->SetDebugFlags(DebugRenderComponent::DEBUG_DRAW_AABOX_CORNERS); } } else { node->SetDebugFlags(DebugRenderComponent::DEBUG_DRAW_ALL, true); } } else { SetState(STATE_INVALID); } }
void GraphBase::NodesPropertyChanged(const String &forKey) { SceneData *activeScene = SceneDataManager::Instance()->SceneGetActive(); // For some properties rebuilding of selected node only is enough. For other ones, // the whole Scene Graph refresh is needed. if (IsRebuildSelectedNodeEnough(forKey)) { Entity* selectedNode = activeScene->GetSelectedNode(); activeScene->RebuildSceneGraphNode(selectedNode); } else { activeScene->RebuildSceneGraph(); } }