示例#1
0
        //FIXME [HS:6411] [Test]
        public void CreatingTerrain()
        {
            //Check whether terrain shape is in scene
            Assert.IsTrue(IsTerrainInScene());

            //Remove Terrain
            EditorManager.Actions.Add(RemoveShapeAction.CreateRemoveShapeAction(TerrainEditor.CurrentTerrain));

            //Check that terrain shape is NOT in scene
            Assert.IsTrue(!IsTerrainInScene());

            //Add again
            EditorManager.GetShapeCreatorPluginByNameAndCategory("Geometry", "Terrain").ExecutePlugin();
            TestManager.Helpers.ProcessEvents();
            //Undo of Add Terrain is unsupported!
            EditorManager.Actions.Reset();


            //Check whether terrain shape is in scene
            Assert.IsTrue(IsTerrainInScene());

            // Test the various painting methods
            PaintTerrain(TerrainManaged.HeightmapEditMode_e.Elevate, 300, 128, 4);
            PaintTerrain(TerrainManaged.HeightmapEditMode_e.Flatten, 300, 128, 4);

            PaintTerrain(TerrainManaged.HeightmapEditMode_e.Elevate, 300, 128, 3);
            PaintTerrain(TerrainManaged.HeightmapEditMode_e.Flatten, 300, 128, 3);

            PaintTerrain(TerrainManaged.HeightmapEditMode_e.Elevate, 300, 128, 3);
            SmoothTerrain(300, 128);

            //Toggle lighting
            bool lighting = TerrainEditor.DirectionalLighting;

            TerrainEditor.DirectionalLighting = !TerrainEditor.DirectionalLighting;
            Assert.AreEqual(TerrainEditor.DirectionalLighting, !lighting);
            EditorManager.ActiveView.UpdateView(true);

            TerrainEditor.DirectionalLighting = !TerrainEditor.DirectionalLighting;
            Assert.AreEqual(TerrainEditor.DirectionalLighting, lighting);
            EditorManager.ActiveView.UpdateView(true);

            //Change lighting dir & color
            Vector3F dir = new Vector3F(0.0f, 0.2f, -0.8f);

            dir.Normalize();
            TerrainEditor.CurrentTerrain.EngineTerrain.SetDirectionalLightProperties(dir, System.Drawing.Color.FromArgb(96, 64, 32), System.Drawing.Color.FromArgb(196, 128, 96));

            //Undo/redo test (everything)
            while (EditorManager.Actions.Undo())
            {
            }
            while (EditorManager.Actions.Redo())
            {
            }

            //Verify redone state (e.g. at least that the terrain exists)
            Assert.IsTrue(IsTerrainInScene());
        }
        /// <summary>
        /// This function converts all shapes from the old SoundPlugin to the corresponding shapes of the new FmodPlugin
        /// </summary>
        void MigrateToFmodShapes()
        {
            // If old Sound plugin is not loaded, don't do anything
            IEditorPluginModule soundPlugin = EditorManager.GetPluginByName("SoundEditorPlugin.EditorPlugin");

            if (soundPlugin == null || !soundPlugin.Initialized)
            {
                return;
            }

            // collect all sound specific shapes
            ShapeCollection soundShapes = new ShapeCollection();

            foreach (Layer layer in EditorManager.Scene.Layers)
            {
                if (layer.Modifiable && layer.Loaded)
                {
                    AddSoundShapesRecursive(soundShapes, layer.Root);
                }
            }

            if (soundShapes.Count == 0)
            {
                return;
            }

            // prompt a dialog
            DialogResult res = EditorManager.ShowMessageBox("Shapes from old Sound Plugin have been found in loaded layers.\n\nShould these be permanently converted to the corresponding shapes of the Fmod Plugin?", "Old Sound Plugin and Fmod Plugin are both loaded", MessageBoxButtons.YesNo, MessageBoxIcon.Question);

            if (res != DialogResult.Yes)
            {
                return;
            }

            ShapeCollection newShapes       = new ShapeCollection();
            int             iConvertedCount = 0;

            if (soundShapes.Count > 0)
            {
                GroupAction actions = new GroupAction("Migrate Sound shapes");
                foreach (ShapeObject3D oldShape in soundShapes)
                {
                    ShapeObject3D newShape = null;
                    if (oldShape.GetType().FullName == "SoundEditorPlugin.SoundShape")
                    {
                        newShape = new FmodSoundShape(oldShape.ShapeName);
                        MigrateSoundShapeProperties(oldShape, (FmodSoundShape)newShape);

                        actions.Add(AddShapeAction.CreateAddShapeAction(newShape, oldShape.Parent, oldShape.ParentLayer, false));

                        actions.Add(new MigrateSoundLinksAction(oldShape, (FmodSoundShape)newShape));
                        actions.Add(new MigrateChildrenAction(oldShape, newShape));
                        actions.Add(RemoveShapeAction.CreateRemoveShapeAction(oldShape));
                        newShapes.Add(newShape);
                    }
                    else if (oldShape.GetType().FullName == "SoundEditorPlugin.SoundCollisionShape")
                    {
                        newShape = new FmodCollisionMeshShape(oldShape.ShapeName);
                        MigrateSoundCollisionShapeProperties(oldShape, (FmodCollisionMeshShape)newShape);

                        actions.Add(AddShapeAction.CreateAddShapeAction(newShape, oldShape.Parent, oldShape.ParentLayer, false));
                        actions.Add(new MigrateChildrenAction(oldShape, newShape));
                        actions.Add(RemoveShapeAction.CreateRemoveShapeAction(oldShape));
                        newShapes.Add(newShape);
                    }
                    if (newShape == null)
                    {
                        continue;
                    }

                    iConvertedCount++;
                }

                // EditorManager.Actions.Add() is not used, in order to prevent a undo of the conversion
                actions.Do();
            }

            // ensure, that all migrated childs have valid engine instances
            foreach (ShapeBase shape in newShapes)
            {
                foreach (ShapeBase child in shape.ChildCollection)
                {
                    child.ReCreateEngineInstance(true);
                }
            }

            EditorManager.ShowMessageBox(iConvertedCount.ToString() + " Shape(s) have been successfully converted.", "Sound to Fmod shapes conversion", MessageBoxButtons.OK, MessageBoxIcon.Information);
        }