Ejemplo n.º 1
0
 public void Execute(ref WooState state)
 {
     if (state._Recursions > 0 || !state.GetRule(_RulePrototype._Name).CanRecurse())
     {
         state._Recursions--;
         for (int i=0; i<_ArgValue.Count(); i++)
         {
             if (_RulePrototype._Args[i]._Type == VarType.varVector)
                 state.AddVector(_RulePrototype._Args[i]._Name, _ArgValue[i].EvaluateVector(ref state));
             else if (_RulePrototype._Args[i]._Type == VarType.varFloat)
                 state.AddFloat(_RulePrototype._Args[i]._Name, _ArgValue[i].EvaluateFloat(ref state));
         }
         state.GetRule(_RulePrototype._Name).Execute(ref state);
         for (int i = 0; i < _ArgValue.Count(); i++)
         {
             if (_RulePrototype._Args[i]._Type == VarType.varVector)
                 state.RemoveVector(_RulePrototype._Args[i]._Name);
             else if (_RulePrototype._Args[i]._Type == VarType.varFloat)
                 state.RemoveFloat(_RulePrototype._Args[i]._Name);
         }
         state._Recursions++;
     }
 }
Ejemplo n.º 2
0
 public WooState Clone()
 {
     WooState clone = new WooState();
     clone._Position = this._Position.Clone();
     clone._rX = this._rX;
     clone._rY = this._rY;
     clone._rZ = this._rZ;
     clone._Diff = this._Diff.Clone();
     clone._Refl = this._Refl.Clone();
     clone._Emi = this._Emi.Clone();
     clone._Spec = this._Spec.Clone();
     clone._Abs = this._Abs.Clone();
     clone._v0 = this._v0.Clone();
     clone._v1 = this._v1.Clone();
     clone._v2 = this._v2.Clone();
     clone._v3 = this._v3.Clone();
     clone._Power = this._Power;
     clone._Gloss = this._Gloss;
     clone._Opacity = this._Opacity;
     clone._Density = this._Density;
     clone._TintDensity = this._TintDensity;
     clone._RefractiveIndex = this._RefractiveIndex;
     clone._Rules = this._Rules;
     clone._Shaders = this._Shaders;
     clone._Random = this._Random;
     clone._Parent = this._Parent;
     clone._Rotation = this._Rotation.Clone();
     clone._Scale = new Vector3(this._Scale);
     clone._Recursions = this._Recursions;
     clone._Objects = this._Objects;
     clone._PreviousState = this._PreviousState;
     clone._Preview = this._Preview;
     clone._MengerIterations = this._MengerIterations;
     for (int i = 0; i < 27; i++)
         clone._MengerPattern[i] = this._MengerPattern[i];
     clone._DistanceFunction = this._DistanceFunction;
     clone._DistanceMinimum = this._DistanceMinimum;
     clone._DistanceScale = this._DistanceScale;
     clone._DistanceOffset = this._DistanceOffset.Clone();
     clone._DistanceIterations = this._DistanceIterations;
     clone._DistanceExtents = this._DistanceExtents;
     clone._StepSize = this._StepSize;
     clone._MaterialFunction = this._MaterialFunction;
     clone._Depth = this._Depth;
     foreach (VectorVariable vecvar in _VectorVariable)
     {
         clone.AddVector(vecvar._Name, vecvar._Value);
     }
     foreach (FloatVariable floatvar in _FloatVariable)
     {
         clone.AddFloat(floatvar._Name, floatvar._Value);
     }
     clone._FractalIterations = this._FractalIterations;
     clone._FractalIterationCount = this._FractalIterationCount;
     clone._ColourIterationCount = this._ColourIterationCount;
     clone._DEMode = this._DEMode;
     return clone;
 }