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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-25 15:19:30 +00:00
Replaced a ton of ConsoleMethods with the DefineConsoleMethod Macro.
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378a933894
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133 changed files with 1716 additions and 2087 deletions
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@ -20,6 +20,7 @@
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "console/engineAPI.h"
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#include "platform/platform.h"
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#include "ts/collada/colladaUtils.h"
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@ -139,7 +140,7 @@ static void processNodeLights(AppNode* appNode, const MatrixF& offset, SimGroup*
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}
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// Load lights from a collada file and add to the scene.
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ConsoleFunction( loadColladaLights, bool, 2, 4,
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DefineConsoleFunction( loadColladaLights, bool, (const char * filename, const char * parentGroup, const char * baseObject), ("", ""),
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"(string filename, SimGroup parentGroup=MissionGroup, SimObject baseObject=-1)"
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"Load all light instances from a COLLADA (.dae) file and add to the scene.\n"
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"@param filename COLLADA filename to load lights from\n"
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@ -162,17 +163,17 @@ ConsoleFunction( loadColladaLights, bool, 2, 4,
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"@ingroup Editors\n"
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"@internal")
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{
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Torque::Path path((const char*)argv[1]);
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Torque::Path path(filename);
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// Optional group to add the lights to. Create if it does not exist, and use
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// the MissionGroup if not specified.
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SimGroup* missionGroup = dynamic_cast<SimGroup*>(Sim::findObject("MissionGroup"));
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SimGroup* group = 0;
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if ((argc > 2) && (argv[2][0])) {
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if (!Sim::findObject(argv[2], group)) {
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if ( parentGroup != "" ) {
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if (!Sim::findObject(parentGroup, group)) {
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// Create the group if it could not be found
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group = new SimGroup;
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if (group->registerObject((const char*)argv[2])) {
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if (group->registerObject(parentGroup)) {
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if (missionGroup)
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missionGroup->addObject(group);
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}
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@ -187,9 +188,9 @@ ConsoleFunction( loadColladaLights, bool, 2, 4,
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// Optional object to provide the base transform
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MatrixF offset(true);
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if (argc > 3) {
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if (baseObject != "") {
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SceneObject *obj;
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if (Sim::findObject(argv[3], obj))
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if (Sim::findObject(baseObject, obj))
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offset = obj->getTransform();
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}
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