Пример #1
0
        /// <summary>
        /// Overridden version
        /// </summary>
        public override void OnDeserialization()
        {
            base.OnDeserialization();
              if (_renderer != null)
            _renderer.Owner = this;

              if (_customSceneObjects != null)
              {
            CustomSceneSerializationArgs customObjArg = new CustomSceneSerializationArgs(_customSceneObjects);
            EditorManager.OnCustomSceneSerialization(customObjArg); // notify the tools
            _customSceneObjects = null;
              }

              try
              {
            MigrateRendererProperties(_renderer); // this can be removed later

            // new renderer type properties
            if (RendererNodeClass == IRendererNodeManager.RENDERERNODECLASS_NONE)
            {
              RendererNodeClass = IRendererNodeManager.RENDERERNODECLASS_SIMPLE;
            }

            {
              DynamicPropertyCollection oldProperties = _currentSettings._rendererSetup._rendererProperties;
              DynamicPropertyCollectionType propertiesType = EditorManager.RendererNodeManager.NodeClassTypeManager.GetCollectionType(RendererNodeClass);
              bool bAddSun = false;
              if (propertiesType != null)
              {
            if (_currentSettings._rendererSetup._rendererProperties == null)
              _currentSettings._rendererSetup._rendererProperties = propertiesType.CreateInstance(this);
            else
              _currentSettings._rendererSetup._rendererProperties = propertiesType.CreateMigratedCollection(oldProperties);
              }
              else
            _currentSettings._rendererSetup._rendererProperties = EditorManager.RendererNodeManager.NodeClassTypeManager.CreateMigratedCollection(oldProperties);
              if (_currentSettings._rendererSetup._rendererProperties != null)
            _currentSettings._rendererSetup._rendererProperties.Owner = this;

              // Vision 8.1: Migrate old time of day properties to a light source that is added to the scene
              if (RendererNodeClass == IRendererNodeManager.RENDERERNODECLASS_DEFERRED && oldProperties != null)
              {
            // migrate old depth fog
            MigrateFogProperties();

            object sun = oldProperties.GetPropertyValue("SunLight", false);
            if (sun is bool) // seems an 8.0 scene
            {
              bAddSun = (bool)sun;
              if (bAddSun)
              {
                // assume that the other properties are there as well:
                DynLightShape lightShape = new DynLightShape("Sun Light");
                lightShape.MakeTimeOfDayLight(
                  (float)oldProperties.GetPropertyValue("SunIntensity", false),
                  (bool)oldProperties.GetPropertyValue("Corona", false),
                  (string)oldProperties.GetPropertyValue("CoronaFilename", false)
                  );
                // add shadowmaps?
                object sunShadow = oldProperties.GetPropertyValue("SunShadowsEnabled", false);
                if ((sunShadow is bool) && ((bool)sunShadow) == true)
                {
                  ShapeComponentType t = (ShapeComponentType)EditorManager.EngineManager.ComponentClassManager.GetCollectionType("VShadowMapComponentSpotDirectional");
                  System.Diagnostics.Debug.Assert(t != null, "Cannot create component of type VShadowMapComponentSpotDirectional");
                  if (t != null)
                  {
                    ShapeComponent comp = (ShapeComponent)t.CreateInstance(this);
                    float fRange = (float)oldProperties.GetPropertyValue("ShadowRange", false);
                    object oldCascades = oldProperties.GetPropertyValue("ShadowCascades", false); // there might be old maps without this property
                    int iCascades = (oldCascades == null) ? 1 : (int)oldCascades;
                    float fOffset = (float)oldProperties.GetPropertyValue("ShadowOffset", false);
                    comp.SetPropertyValue("CascadeCount", iCascades);
                    if (iCascades == 1) fRange *= 2.0f;
                    comp.SetPropertyValue("CascadeRange[0]", fRange * 0.5f);
                    comp.SetPropertyValue("CascadeRange[1]", fRange);
                    object oldInterval = oldProperties.GetPropertyValue("ShadowCenterUpdateDistance", false);
                    if (oldInterval is float)
                      comp.SetPropertyValue("CameraUpdateInterval", (float)oldInterval, false);
                    comp.SetPropertyValue("ShadowMapSize", (int)oldProperties.GetPropertyValue("ShadowTextureSize", false), false);
                    comp.SetPropertyValue("Bias[0]", fOffset, false);
                    comp.SetPropertyValue("Bias[1]", fOffset, false);
                    object oldMask = oldProperties.GetPropertyValue("ShadowContextFilterBitmask", false);
                    if (oldMask is int)
                      comp.SetPropertyValue("FilterBitmask", (int)oldMask, false);
                    // more properties from lighting pp component?

                    lightShape.AddComponentInternal(comp);
                  }
                }

                AddPendingAction(AddShapeAction.CreateAddShapeAction(lightShape, this.Root, this, true));
              }
            }
            object backLight = oldProperties.GetPropertyValue("BackLight", false);
            if ((backLight is bool) && ((bool)backLight) == true)
            {
              DynLightShape backLightShape = new DynLightShape("Back Light");
              AddPendingAction(AddShapeAction.CreateAddShapeAction(backLightShape, this.Root, this, true));
            }

              }
            }

              }
              catch (Exception ex)
              {
            EditorManager.DumpException(ex, true);
              }

              if (_currentSettings._rendererSetup._rendererComponents != null)
            _currentSettings._rendererSetup._rendererComponents.MigrateProperties(this, EditorManager.EngineManager.ComponentClassManager);
        }
Пример #2
0
        public override ShapeBase CreateShapeInstance()
        {
            if (!TestManager.IsRunning)
              {
            CreateTimeOfDayLightDlg dlg = new CreateTimeOfDayLightDlg();
            if (dlg.ShowDialog() != DialogResult.OK)
              return null;
            _bShadows = dlg.Shadows;
            _bBackLight = dlg.BackLight;
              }

              ShapeBase returnShape = null;
              DynLightShape light = new DynLightShape("Sunlight");
              returnShape = light;
              light.LightType = LightSourceType_e.Directional;
              light.Position = EditorManager.Scene.CurrentShapeSpawnPosition;
              light.ExportAsStatic = false;
              light.CastModelShadows = _bShadows;
              light.CastWorldShadows = _bShadows;
              light.MakeTimeOfDayLight(1.0f, true, null);

              if (_bShadows)
              {
            #if HK_ANARCHY
            ShapeComponentType t = (ShapeComponentType)EditorManager.EngineManager.ComponentClassManager.GetCollectionType("VMobileShadowMapComponentSpotDirectional");
            System.Diagnostics.Debug.Assert(t != null, "Cannot create component of type VMobileShadowMapComponentSpotDirectional");
            #else
            ShapeComponentType t = (ShapeComponentType)EditorManager.EngineManager.ComponentClassManager.GetCollectionType("VShadowMapComponentSpotDirectional");
            System.Diagnostics.Debug.Assert(t != null, "Cannot create component of type VShadowMapComponentSpotDirectional");
            #endif
            System.Diagnostics.Debug.Assert(t != null, "Cannot create component of type VShadowMapComponentSpotDirectional");
            if (t != null)
            {
              ShapeComponent comp = (ShapeComponent)t.CreateInstance(light);
              light.AddComponentInternal(comp);
            }
              }

              if (_bBackLight)
              {
            DynLightShape backlight = new DynLightShape("Back light");
            backlight.LightType = LightSourceType_e.Directional;
            backlight.Position = EditorManager.Scene.CurrentShapeSpawnPosition;
            backlight.ExportAsStatic = false;
            backlight.MakeTimeOfDayBackLight();

            // return a group instead
            Group3DShape group = new Group3DShape("Sunlight shapes");
            group.Position = EditorManager.Scene.CurrentShapeSpawnPosition;
            group.AddChild(light);
            group.AddChild(backlight);
            returnShape = group;
              }

              return returnShape;
        }