protected TimeOfDayChangedAction(SerializationInfo info, StreamingContext context) : base(info, context) { v3dLayer = EditorManager.Project.Scene.MainLayer as V3DLayer; oldConfig = (TimeOfDay)info.GetValue("oldConfig", typeof(TimeOfDay)); newConfig = (TimeOfDay)info.GetValue("newConfig", typeof(TimeOfDay)); }
/// <summary> /// Updates the fog in the engine. Optionally redraws the view /// </summary> /// <param name="bRedraw"></param> public void Update(bool bRedraw) { EditorManager.EngineManager.SetLinearDepthFog(_bEnabled, _fStartDist, _fStartEnd, VisionColors.Get(_color)); if (bRedraw) { EditorManager.ActiveView.UpdateView(false); } // update the dependedncies V3DLayer parentLayer = (V3DLayer)OwnerSceneObject; if (parentLayer != null) { // update the current renderer //parentLayer.Renderer.Update(); } }
public IAction CreateInstance(object[] parameters) { int parameterLength = parameters.GetLength(0); Debug.Assert(parameterLength == 1, "Wrong parameter count.", "There should be 1 parameter."); V3DLayer mainLayer = null; foreach (Layer layer in EditorManager.Scene.Layers) { mainLayer = layer as V3DLayer; if (mainLayer != null) { break; } } return(new SkyConfigChangedAction(mainLayer, (SkyConfig)parameters.GetValue(0))); }
/// <summary> /// Overridden NewScene function /// </summary> /// <param name="relFileName"></param> /// <param name="bPlainEmpty"></param> /// <returns></returns> public override bool NewScene(string relFileName, bool bPlainEmpty) { object[] parameters = { this, relFileName }; EditorScene editorScene = EditorManager.SceneFactory.CreateInstance(parameters) as EditorScene; if (editorScene == null) { EditorManager.ShowMessageBox("Scene must be derived from class 'EditorScene'", "Failed to create scene", MessageBoxButtons.OK, MessageBoxIcon.Error); return(false); } EditorManager.ActiveView.SetCameraPosition(editorScene.Settings.CameraPosition); EditorManager.ActiveView.SetCameraRotation(editorScene.Settings.CameraAngles); _scene = editorScene; // save the scene (empty) such that all layers can be safely saved editorScene.SaveAs(relFileName); if (!bPlainEmpty) { V3DLayer MainLayer = new V3DLayer("Main layer"); editorScene.AddLayer(MainLayer, true, false); // mark the layer as dirty, to ensure that it will be saved now MainLayer.Dirty = true; } // this will fire an event that is often used to set things up, so only now the scene will be set up completely Scene = editorScene; // set it afterwards so the OnSceneChanged callback has the correct name // save the scene again, now with all layers, because NOW all scene elements will be really setup editorScene.SaveAs(relFileName); return(true); }
/// <summary> /// Constructor /// </summary> /// <param name="_v3dLayer"></param> /// <param name="_newConfig"></param> public TimeOfDayChangedAction(V3DLayer _v3dLayer, TimeOfDay _newConfig) { v3dLayer = _v3dLayer; oldConfig = v3dLayer.TimeOfDay; newConfig = _newConfig; }
/// <summary> /// Constructor /// </summary> /// <param name="_v3dLayer"></param> /// <param name="_newConfig"></param> public FogSetupChangedAction(V3DLayer _v3dLayer, FogSetup _newConfig) { v3dLayer = _v3dLayer; oldConfig = v3dLayer.FogSetup; newConfig = _newConfig; }
/// <summary> /// Constructor /// </summary> /// <param name="_v3dLayer"></param> /// <param name="_newConfig"></param> public PostProcessorsChangedAction(V3DLayer v3dLayer, ShapeComponentCollection oldConfig, ShapeComponentCollection newConfig) { _v3dLayer = v3dLayer; _oldConfig = oldConfig; _newConfig = newConfig; }
/// <summary> /// Constructor /// </summary> /// <param name="_v3dLayer"></param> /// <param name="_newConfig"></param> public SkyConfigChangedAction(V3DLayer _v3dLayer, SkyConfig _newConfig) { v3dLayer = _v3dLayer; oldConfig = null; newConfig = _newConfig; }
/// <summary> /// Constructor /// </summary> /// <param name="_v3dLayer"></param> /// <param name="_newConfig"></param> public SkyConfigChangedAction(V3DLayer _v3dLayer, SkyConfig _newConfig) { v3dLayer = _v3dLayer; oldConfig = v3dLayer.SkyConfig; newConfig = _newConfig; }