/// <summary> /// Creates a new editor presenter /// </summary> /// <param name="engine">The engine to use for rendering</param> /// <param name="universe">The universe to display</param> /// <param name="lighting">Shall lighting be used for rendering?</param> public EditorPresenter(Engine engine, Universe universe, bool lighting) : base(engine, universe) { #region Sanity checks if (engine == null) { throw new ArgumentNullException(nameof(engine)); } if (universe == null) { throw new ArgumentNullException(nameof(universe)); } #endregion Lighting = lighting; // Restore previous camera position (or default to center of terrain) var mainCamera = CreateCamera(universe.CurrentCamera); View = new View(Scene, mainCamera) { Name = "Editor", BackgroundColor = universe.FogColor }; // Floating axis-arrows for easier orientation var axisArrows = new FloatingModel(XMesh.Get(engine, "Engine/AxisArrows.x")) { Name = "AxisArrows", Alpha = 160, Position = new DoubleVector3(-16, -12, 40), Rotation = Quaternion.RotationYawPitchRoll(0, 0, 0) }; axisArrows.SetScale(0.03f); View.FloatingModels.Add(axisArrows); }
public ActionResult FloatingEdit(FloatingModel model) { var floating = dbContextService.Single <FloatingModel>(model.Id); floating.JsonResult = model.JsonResult; floating.Version = floating.JsonResult == model.JsonResult ? floating.Version : floating.Version + 1; floating.Status = model.Status; floating.CreateDateTime = DateTime.Now; dbContextService.Update <FloatingModel>(floating); return(RedirectToAction("FloatingList")); }
public ActionResult FloatingAdd(FloatingModel model) { var ret = dbContextService.Add <FloatingModel>(model); return(RedirectToAction("FloatingList")); }