Made properties "dynamically update", no longer simply says NO when object makes no sense
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30
main.cpp
30
main.cpp
@@ -786,7 +786,7 @@ void Demo::onInit() {
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test->setSize(Vector3(4,1,2));
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test->setPosition(Vector3(-2,5,0));
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//dataModel->setMessageBrickCount();
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test = makePart();
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@@ -851,7 +851,7 @@ std::vector<Instance*> Demo::getSelection()
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return g_selectedInstances;
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}
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void Demo::onSimulation(RealTime rdt, SimTime sdt, SimTime idt) {
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if(!running)
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if(running)
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{
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std::vector <Instance* > objects = dataModel->getWorkspace()->getAllChildren();
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for(size_t i = 0; i < objects.size(); i++)
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@@ -1182,6 +1182,8 @@ void Demo::onGraphics(RenderDevice* rd) {
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}
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}
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if(Globals::useMousePoint)
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{
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mousepos = Globals::mousepoint;
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@@ -1208,10 +1210,25 @@ void Demo::onGraphics(RenderDevice* rd) {
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renderDevice->setLight(0, GLight::directional(lighting.lightDirection, lighting.lightColor));
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renderDevice->setAmbientLightColor(lighting.ambient);
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Vector3 gamepoint = Vector3(0, 5, 0);
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Vector3 camerapoint = rd->getCameraToWorldMatrix().translation;
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float distance = pow(pow((double)gamepoint.x - (double)camerapoint.x, 2) + pow((double)gamepoint.y - (double)camerapoint.y, 2) + pow((double)gamepoint.z - (double)camerapoint.z, 2), 0.5);
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if(distance < 50 && distance > -50)
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{
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if(distance < 0)
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distance = distance*-1;
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fntdominant->draw3D(rd, "Testing", CoordinateFrame(rd->getCameraToWorldMatrix().rotation, gamepoint), 0.04*distance, Color3::yellow(), Color3::black(), G3D::GFont::XALIGN_CENTER, G3D::GFont::YALIGN_CENTER);
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}
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rd->beforePrimitive();
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dataModel->getWorkspace()->render(rd);
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rd->afterPrimitive();
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if(g_selectedInstances.size() > 0)
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{
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for(size_t i = 0; i < g_selectedInstances.size(); i++)
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@@ -1226,16 +1243,7 @@ void Demo::onGraphics(RenderDevice* rd) {
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}
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//Vector3 gamepoint = Vector3(0, 5, 0);
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//Vector3 camerapoint = rd->getCameraToWorldMatrix().translation;
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//float distance = pow(pow((double)gamepoint.x - (double)camerapoint.x, 2) + pow((double)gamepoint.y - (double)camerapoint.y, 2) + pow((double)gamepoint.z - (double)camerapoint.z, 2), 0.5);
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//if(distance < 50 && distance > -50)
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//{
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// if(distance < 0)
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// distance = distance*-1;
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// fntdominant->draw3D(rd, "Testing", CoordinateFrame(rd->getCameraToWorldMatrix().rotation, gamepoint), 0.04*distance, Color3::yellow(), Color3::black(), G3D::GFont::XALIGN_CENTER, G3D::GFont::YALIGN_CENTER);
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//}
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renderDevice->disableLighting();
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