public override void LoadFromXML(System.Xml.XmlNode node, ListView scene, ref Dictionary <uint, List <uint> > Depends) { XTools tools = new XTools(X); XTree actor = new XTree(ref X, null, tools.ParseXMLVector3(node.Attributes["Translation"].InnerText), tools.ParseXMLVector3(node.Attributes["Scale"].InnerText) ); actor.AutoDraw = bool.Parse(node.Attributes["AutoDraw"].InnerText); actor.DrawOrder = int.Parse(node.Attributes["DrawOrder"].InnerText); actor.Immovable = bool.Parse(node.Attributes["Immovable"].InnerText); actor.Rotation = tools.ParseXMLQuaternion(node.Attributes["Rotation"].InnerText); actor.ComponentID = uint.Parse(node.Attributes["ComponentID"].InnerText); actor.Mass = float.Parse(node.Attributes["Mass"].InnerText); actor.Velocity = tools.ParseVector3(node.Attributes["Velocity"].InnerText); actor.Name = node.Attributes["Name"].InnerText; actor.Scale = tools.ParseXMLVector3(node.Attributes["Scale"].InnerText); actor.CollisionEnabled = bool.Parse(node.Attributes["CollisionEnabled"].InnerText); actor.RenderLeaves = bool.Parse(node.Attributes["RenderLeaves"].InnerText); List <uint> dep = new List <uint>(); dep.Add(uint.Parse(node.Attributes["model_editor"].InnerText)); Depends.Add(actor.ComponentID, dep); X_Editor.Tools.AddXComponentToSceneList(scene, actor, group); }
public override void LoadFromXML(System.Xml.XmlNode node, ListView scene, ref Dictionary <uint, List <uint> > Depends) { XTools tools = new XTools(X); XProp actor = new XProp(ref X, null, tools.ParseXMLVector3(node.Attributes["Translation"].InnerText), tools.ParseXMLVector3(node.Attributes["ModelOffset_editor"].InnerText), Matrix.CreateFromQuaternion(tools.ParseXMLQuaternion(node.Attributes["Rotation"].InnerText)), tools.ParseXMLVector3(node.Attributes["Scale"].InnerText)); actor.NoCull = true; actor.AutoDraw = bool.Parse(node.Attributes["AutoDraw"].InnerText); actor.DrawOrder = int.Parse(node.Attributes["DrawOrder"].InnerText); actor.ComponentID = uint.Parse(node.Attributes["ComponentID"].InnerText); actor.Name = node.Attributes["Name"].InnerText; List <uint> dep = new List <uint>(); dep.Add(uint.Parse(node.Attributes["model_editor"].InnerText)); Depends.Add(actor.ComponentID, dep); X_Editor.Tools.AddXComponentToSceneList(scene, actor, group); }