예제 #1
0
        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);
        }
예제 #2
0
        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);
        }