mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-12 15:14:35 +00:00
Merge branch 'GarageGames/development' into ueberengine-dev
This commit is contained in:
commit
683a11e384
273 changed files with 4702 additions and 3631 deletions
|
|
@ -97,7 +97,6 @@ void ForestEditorCtrl::onSleep()
|
|||
|
||||
bool ForestEditorCtrl::updateActiveForest( bool createNew )
|
||||
{
|
||||
mForest = dynamic_cast<Forest*>( Sim::findObject( "theForest" ) );
|
||||
Con::executef( this, "onActiveForestUpdated", mForest ? mForest->getIdString() : "", createNew ? "1" : "0" );
|
||||
|
||||
if ( mTool )
|
||||
|
|
@ -400,4 +399,13 @@ DefineConsoleMethod( ForestEditorCtrl, deleteMeshSafe, void, ( const char * obj
|
|||
DefineConsoleMethod( ForestEditorCtrl, isDirty, bool, (), , "" )
|
||||
{
|
||||
return object->isDirty();
|
||||
}
|
||||
|
||||
DefineConsoleMethod(ForestEditorCtrl, setActiveForest, void, (const char * obj), , "( Forest obj )")
|
||||
{
|
||||
Forest *forestObject;
|
||||
if (!Sim::findObject(obj, forestObject))
|
||||
return;
|
||||
|
||||
object->setActiveForest(forestObject);
|
||||
}
|
||||
|
|
@ -86,6 +86,9 @@ class ForestEditorCtrl : public EditTSCtrl
|
|||
/// Causes the editor to reselect the active forest.
|
||||
bool updateActiveForest( bool createNew );
|
||||
|
||||
/// Sets the active Forest
|
||||
void setActiveForest(Forest* forestObject) { mForest = forestObject; }
|
||||
|
||||
/// Returns the active Forest.
|
||||
Forest *getActiveForest() const { return mForest; }
|
||||
|
||||
|
|
|
|||
|
|
@ -56,7 +56,7 @@ Point3F Selection<ForestItem>::getOrigin()
|
|||
|
||||
Selection<ForestItem>::iterator itr = begin();
|
||||
|
||||
for ( ; itr != end(); itr++ )
|
||||
for (; itr != end(); ++itr)
|
||||
{
|
||||
const MatrixF &mat = itr->getTransform();
|
||||
Point3F wPos;
|
||||
|
|
@ -450,10 +450,11 @@ void ForestSelectionTool::onRender2D()
|
|||
F32 hscale = wwidth * 2 / F32(mEditor->getWidth());
|
||||
F32 vscale = wheight * 2 / F32(mEditor->getHeight());
|
||||
|
||||
F32 left = (mDragRect.point.x - mEditor->getPosition().x) * hscale - wwidth;
|
||||
F32 right = (mDragRect.point.x - mEditor->getPosition().x + mDragRect.extent.x) * hscale - wwidth;
|
||||
F32 top = wheight - vscale * (mDragRect.point.y - mEditor->getPosition().y);
|
||||
F32 bottom = wheight - vscale * (mDragRect.point.y - mEditor->getPosition().y + mDragRect.extent.y);
|
||||
Point2I editorPosition = mEditor->getPosition();
|
||||
F32 left = (mDragRect.point.x - editorPosition.x) * hscale - wwidth;
|
||||
F32 right = (mDragRect.point.x - editorPosition.x + mDragRect.extent.x) * hscale - wwidth;
|
||||
F32 top = wheight - vscale * (mDragRect.point.y - editorPosition.y);
|
||||
F32 bottom = wheight - vscale * (mDragRect.point.y - editorPosition.y + mDragRect.extent.y);
|
||||
gDragFrustum.set(lastCameraQuery.ortho, left, right, top, bottom, lastCameraQuery.nearPlane, lastCameraQuery.farPlane, lastCameraQuery.cameraMatrix );
|
||||
|
||||
mForest->getData()->getItems( gDragFrustum, &mDragSelection );
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue