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421 lines
16 KiB
C++
421 lines
16 KiB
C++
/**
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GDevelop - Box 3D Extension
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Copyright (c) 2008-2014 Florian Rival (Florian.Rival@gmail.com)
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This project is released under the MIT License.
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*/
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#if defined(GD_IDE_ONLY)
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#include <wx/bitmap.h> //Must be placed first, otherwise we get errors relative to "cannot convert 'const TCHAR*'..." in wx/msw/winundef.h
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#include <wx/panel.h>
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#endif
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#include "Box3DObject.h"
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#include <SFML/Graphics.hpp>
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#include <SFML/OpenGL.hpp>
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#include "GDCpp/Project.h"
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#include "GDCpp/RuntimeScene.h"
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#include "GDCpp/RuntimeGame.h"
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#include "GDCpp/Object.h"
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#include "GDCpp/ImageManager.h"
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#include "GDCpp/FontManager.h"
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#include "GDCpp/Position.h"
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#include "GDCpp/Polygon2d.h"
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#include "GDCore/Serialization/SerializerElement.h"
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#if defined(GD_IDE_ONLY)
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#include "GDCpp/CommonTools.h"
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#include "Box3DObjectEditor.h"
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#include "GDCore/IDE/Dialogs/MainFrameWrapper.h"
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#include "GDCore/IDE/Dialogs/PropertyDescriptor.h"
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#include "GDCore/IDE/ArbitraryResourceWorker.h"
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#endif
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using namespace std;
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Box3DObject::Box3DObject(std::string name_) :
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Object(name_),
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frontTextureName(""),
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topTextureName(""),
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bottomTextureName(""),
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leftTextureName(""),
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rightTextureName(""),
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backTextureName(""),
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width(32),
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height(32),
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depth(32)
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{
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}
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Box3DObject::~Box3DObject()
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{
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}
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void Box3DObject::DoUnserializeFrom(gd::Project & project, const gd::SerializerElement & element)
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{
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frontTextureName = element.GetChild("frontTexture").GetValue().GetString();
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topTextureName = element.GetChild("topTexture").GetValue().GetString();
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bottomTextureName = element.GetChild("bottomTexture").GetValue().GetString();
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leftTextureName = element.GetChild("leftTexture").GetValue().GetString();
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rightTextureName = element.GetChild("rightTexture").GetValue().GetString();
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backTextureName = element.GetChild("backTexture").GetValue().GetString();
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width = element.GetChild("width").GetValue().GetInt();
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height = element.GetChild("height").GetValue().GetInt();
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depth = element.GetChild("depth").GetValue().GetInt();
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}
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#if defined(GD_IDE_ONLY)
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void Box3DObject::DoSerializeTo(gd::SerializerElement & element) const
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{
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element.AddChild("frontTexture").SetValue(frontTextureName);
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element.AddChild("topTexture").SetValue(topTextureName);
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element.AddChild("bottomTexture").SetValue(bottomTextureName);
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element.AddChild("leftTexture").SetValue(leftTextureName);
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element.AddChild("rightTexture").SetValue(rightTextureName);
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element.AddChild("backTexture").SetValue(backTextureName);
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element.AddChild("width").SetValue(width);
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element.AddChild("height").SetValue(height);
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element.AddChild("depth").SetValue(depth);
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}
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void Box3DObject::LoadResources(gd::Project & project, gd::Layout & layout)
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{
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frontTexture = project.GetImageManager()->GetSFMLTexture(frontTextureName);
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topTexture = project.GetImageManager()->GetSFMLTexture(topTextureName);
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bottomTexture = project.GetImageManager()->GetSFMLTexture(bottomTextureName) ;
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leftTexture = project.GetImageManager()->GetSFMLTexture(leftTextureName);
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rightTexture = project.GetImageManager()->GetSFMLTexture(rightTextureName);
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backTexture = project.GetImageManager()->GetSFMLTexture(backTextureName);
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}
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#endif
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/**
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* Update from the inital position
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*/
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bool RuntimeBox3DObject::ExtraInitializationFromInitialInstance(const gd::InitialInstance & position)
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{
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if ( position.floatInfos.find("z") != position.floatInfos.end() )
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zPosition = position.floatInfos.find("z")->second;
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if ( position.floatInfos.find("pitch") != position.floatInfos.end() )
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pitch = position.floatInfos.find("pitch")->second;
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if ( position.floatInfos.find("roll") != position.floatInfos.end() )
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roll = position.floatInfos.find("roll")->second;
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return true;
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}
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/**
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* Render object at runtime
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*/
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bool RuntimeBox3DObject::Draw( sf::RenderTarget& window )
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{
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//Don't draw anything if hidden
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if ( hidden ) return true;
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window.popGLStates();
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float xView = window.getView().getCenter().x*0.25f;
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float yView = -window.getView().getCenter().y*0.25f;
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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//Position
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glRotatef(window.getView().getRotation(), 0, 0, 1);
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glTranslatef(GetX()*0.25f - xView, -GetY()*0.25f - yView, zPosition*0.25f - 75.0f*(window.getView().getSize().y/600.0f));
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float sizeWidth = width*0.25f;
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float sizeHeight = -height*0.25f;
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float sizeDepth = depth*0.25f;
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//Rotation
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glTranslatef(sizeWidth/2, sizeHeight/2, sizeDepth/2);
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glRotatef(-yaw, 0, 0, 1);
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glRotatef(pitch, 0, 1, 0);
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glRotatef(roll, 1, 0, 0);
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glTranslatef(-sizeWidth/2, -sizeHeight/2, -sizeDepth/2);
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//Render the box
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glEnable(GL_BLEND);
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glEnable(GL_TEXTURE_2D);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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sf::Texture::bind(&backTexture->texture);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0); glVertex3f(0 , 0, 0);
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glTexCoord2f(0, 1); glVertex3f(0 , sizeHeight, 0);
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glTexCoord2f(1, 1); glVertex3f(sizeWidth, sizeHeight, 0);
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glTexCoord2f(1, 0); glVertex3f(sizeWidth, 0, 0);
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glEnd();
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sf::Texture::bind(&frontTexture->texture);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0); glVertex3f(0 , 0, sizeDepth);
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glTexCoord2f(0, 1); glVertex3f(0 , sizeHeight, sizeDepth);
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glTexCoord2f(1, 1); glVertex3f(sizeWidth, sizeHeight, sizeDepth);
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glTexCoord2f(1, 0); glVertex3f(sizeWidth, 0, sizeDepth);
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glEnd();
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sf::Texture::bind(&leftTexture->texture);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0); glVertex3f(0, 0, 0);
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glTexCoord2f(0, 1); glVertex3f(0, sizeHeight, 0);
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glTexCoord2f(1, 1); glVertex3f(0, sizeHeight, sizeDepth);
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glTexCoord2f(1, 0); glVertex3f(0, 0, sizeDepth);
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glEnd();
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sf::Texture::bind(&rightTexture->texture);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0); glVertex3f(sizeWidth, 0, 0);
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glTexCoord2f(0, 1); glVertex3f(sizeWidth, sizeHeight, 0);
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glTexCoord2f(1, 1); glVertex3f(sizeWidth, sizeHeight, sizeDepth);
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glTexCoord2f(1, 0); glVertex3f(sizeWidth, 0, sizeDepth);
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glEnd();
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sf::Texture::bind(&bottomTexture->texture);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 1); glVertex3f(0, 0, sizeDepth);
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glTexCoord2f(0, 0); glVertex3f(0, 0, 0);
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glTexCoord2f(1, 0); glVertex3f(sizeWidth, 0, 0);
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glTexCoord2f(1, 1); glVertex3f(sizeWidth, 0, sizeDepth);
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glEnd();
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sf::Texture::bind(&topTexture->texture);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 1); glVertex3f(0, sizeHeight, sizeDepth);
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glTexCoord2f(0, 0); glVertex3f(0, sizeHeight, 0);
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glTexCoord2f(1, 0); glVertex3f(sizeWidth, sizeHeight, 0);
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glTexCoord2f(1, 1); glVertex3f(sizeWidth, sizeHeight, sizeDepth);
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glEnd();
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window.pushGLStates();
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return true;
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}
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RuntimeBox3DObject::RuntimeBox3DObject(RuntimeScene & scene, const gd::Object & object) :
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RuntimeObject(scene, object),
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zPosition(0),
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yaw(0),
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pitch(0),
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roll(0)
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{
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const Box3DObject & box3DObject = static_cast<const Box3DObject&>(object);
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SetWidth(box3DObject.GetWidth());
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SetHeight(box3DObject.GetHeight());
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SetDepth(box3DObject.GetDepth());
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//Load resources
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frontTextureName = box3DObject.frontTextureName;
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topTextureName = box3DObject.topTextureName;
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bottomTextureName = box3DObject.bottomTextureName;
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leftTextureName = box3DObject.leftTextureName;
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rightTextureName = box3DObject.rightTextureName;
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backTextureName = box3DObject.backTextureName;
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frontTexture = scene.GetImageManager()->GetSFMLTexture(frontTextureName);
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topTexture = scene.GetImageManager()->GetSFMLTexture(topTextureName);
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bottomTexture = scene.GetImageManager()->GetSFMLTexture(bottomTextureName) ;
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leftTexture = scene.GetImageManager()->GetSFMLTexture(leftTextureName);
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rightTexture = scene.GetImageManager()->GetSFMLTexture(rightTextureName);
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backTexture = scene.GetImageManager()->GetSFMLTexture(backTextureName);
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}
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#if defined(GD_IDE_ONLY)
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/**
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* Render object at edittime
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*/
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void Box3DObject::DrawInitialInstance(gd::InitialInstance & instance, sf::RenderTarget & renderTarget, gd::Project & project, gd::Layout & layout)
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{
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if ( !topTexture || !bottomTexture || ! rightTexture || !leftTexture || !frontTexture || !backTexture ) return;
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renderTarget.popGLStates();
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float width = instance.HasCustomSize() ? instance.GetCustomWidth() : GetInitialInstanceDefaultSize(instance, project, layout).x;
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float height = instance.HasCustomSize() ? instance.GetCustomHeight() : GetInitialInstanceDefaultSize(instance, project, layout).y;
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float xView = renderTarget.getView().getCenter().x*0.25f;
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float yView = -renderTarget.getView().getCenter().y*0.25f;
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float zPosition = instance.floatInfos.find("z") != instance.floatInfos.end() ?
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instance.floatInfos.find("z")->second :
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0;
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float pitch = instance.floatInfos.find("pitch") != instance.floatInfos.end() ?
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instance.floatInfos.find("pitch")->second :
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0;
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float roll = instance.floatInfos.find("roll") != instance.floatInfos.end() ?
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instance.floatInfos.find("roll")->second :
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0;
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float yaw = instance.GetAngle();
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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//Position
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glRotatef(renderTarget.getView().getRotation(), 0, 0, 1);
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glTranslatef(instance.GetX()*0.25f - xView, -instance.GetY()*0.25f - yView, zPosition*0.25f - 75.0f*(renderTarget.getView().getSize().y/600.0f));
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float sizeWidth = width*0.25f;
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float sizeHeight = -height*0.25f;
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float sizeDepth = depth*0.25f;
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//Rotation
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glTranslatef(sizeWidth/2, sizeHeight/2, sizeDepth/2);
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glRotatef(-yaw, 0, 0, 1);
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glRotatef(pitch, 0, 1, 0);
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glRotatef(roll, 1, 0, 0);
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glTranslatef(-sizeWidth/2, -sizeHeight/2, -sizeDepth/2);
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//Render the box
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glEnable(GL_BLEND);
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glEnable(GL_TEXTURE_2D);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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sf::Texture::bind(&backTexture->texture);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0); glVertex3f(0 , 0, 0);
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glTexCoord2f(0, 1); glVertex3f(0 , sizeHeight, 0);
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glTexCoord2f(1, 1); glVertex3f(sizeWidth, sizeHeight, 0);
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glTexCoord2f(1, 0); glVertex3f(sizeWidth, 0, 0);
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glEnd();
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sf::Texture::bind(&frontTexture->texture);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0); glVertex3f(0 , 0, sizeDepth);
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glTexCoord2f(0, 1); glVertex3f(0 , sizeHeight, sizeDepth);
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glTexCoord2f(1, 1); glVertex3f(sizeWidth, sizeHeight, sizeDepth);
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glTexCoord2f(1, 0); glVertex3f(sizeWidth, 0, sizeDepth);
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glEnd();
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sf::Texture::bind(&leftTexture->texture);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0); glVertex3f(0, 0, 0);
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glTexCoord2f(0, 1); glVertex3f(0, sizeHeight, 0);
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glTexCoord2f(1, 1); glVertex3f(0, sizeHeight, sizeDepth);
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glTexCoord2f(1, 0); glVertex3f(0, 0, sizeDepth);
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glEnd();
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sf::Texture::bind(&rightTexture->texture);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0); glVertex3f(sizeWidth, 0, 0);
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glTexCoord2f(0, 1); glVertex3f(sizeWidth, sizeHeight, 0);
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glTexCoord2f(1, 1); glVertex3f(sizeWidth, sizeHeight, sizeDepth);
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glTexCoord2f(1, 0); glVertex3f(sizeWidth, 0, sizeDepth);
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glEnd();
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sf::Texture::bind(&bottomTexture->texture);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 1); glVertex3f(0, 0, sizeDepth);
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glTexCoord2f(0, 0); glVertex3f(0, 0, 0);
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glTexCoord2f(1, 0); glVertex3f(sizeWidth, 0, 0);
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glTexCoord2f(1, 1); glVertex3f(sizeWidth, 0, sizeDepth);
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glEnd();
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sf::Texture::bind(&topTexture->texture);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 1); glVertex3f(0, sizeHeight, sizeDepth);
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glTexCoord2f(0, 0); glVertex3f(0, sizeHeight, 0);
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glTexCoord2f(1, 0); glVertex3f(sizeWidth, sizeHeight, 0);
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glTexCoord2f(1, 1); glVertex3f(sizeWidth, sizeHeight, sizeDepth);
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glEnd();
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renderTarget.pushGLStates();
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}
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sf::Vector2f Box3DObject::GetInitialInstanceDefaultSize(gd::InitialInstance & instance, gd::Project & project, gd::Layout & layout) const
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{
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return sf::Vector2f(width, height);
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}
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void Box3DObject::ExposeResources(gd::ArbitraryResourceWorker & worker)
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{
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worker.ExposeImage(frontTextureName);
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worker.ExposeImage(topTextureName);
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worker.ExposeImage(bottomTextureName);
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worker.ExposeImage(leftTextureName);
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worker.ExposeImage(rightTextureName);
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worker.ExposeImage(backTextureName);
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}
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bool Box3DObject::GenerateThumbnail(const gd::Project & project, wxBitmap & thumbnail) const
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{
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thumbnail = wxBitmap("CppPlatform/Extensions/Box3Dicon24.png", wxBITMAP_TYPE_ANY);
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return true;
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}
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void Box3DObject::EditObject( wxWindow* parent, gd::Project & game, gd::MainFrameWrapper & mainFrameWrapper )
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{
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Box3DObjectEditor dialog(parent, game, *this, mainFrameWrapper);
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dialog.ShowModal();
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}
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std::map<std::string, gd::PropertyDescriptor> Box3DObject::GetInitialInstanceProperties(const gd::InitialInstance & position, gd::Project & game, gd::Layout & scene)
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{
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std::map<std::string, gd::PropertyDescriptor> properties;
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properties[ToString(_("Z"))] = position.floatInfos.find("z") != position.floatInfos.end() ?
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ToString(position.floatInfos.find("z")->second) :
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"0";
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properties[ToString(_("Pitch"))] = position.floatInfos.find("pitch") != position.floatInfos.end() ?
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ToString(position.floatInfos.find("pitch")->second) :
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"0";
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properties[ToString(_("Roll"))] = position.floatInfos.find("roll") != position.floatInfos.end() ?
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ToString(position.floatInfos.find("roll")->second) :
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"0";
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return properties;
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}
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bool Box3DObject::UpdateInitialInstanceProperty(gd::InitialInstance & position, const std::string & name, const std::string & value, gd::Project & game, gd::Layout & scene)
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{
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if ( name == _("Z") ) position.floatInfos["z"] = ToFloat(value);
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if ( name == _("Pitch") ) position.floatInfos["pitch"] = ToFloat(value);
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if ( name == _("Roll") ) position.floatInfos["roll"] = ToFloat(value);
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return true;
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}
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void RuntimeBox3DObject::GetPropertyForDebugger(unsigned int propertyNb, string & name, string & value) const
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{
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if ( propertyNb == 0 ) {name = _("Width"); value = ToString(width);}
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else if ( propertyNb == 1 ) {name = _("Height"); value = ToString(height);}
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else if ( propertyNb == 2 ) {name = _("Depth"); value = ToString(depth);}
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else if ( propertyNb == 3 ) {name = _("Z Coordinate"); value = ToString(zPosition);}
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else if ( propertyNb == 4 ) {name = _("Yaw"); value = ToString(yaw);}
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else if ( propertyNb == 5 ) {name = _("Pitch"); value = ToString(pitch);}
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else if ( propertyNb == 6 ) {name = _("Roll"); value = ToString(roll);}
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}
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bool RuntimeBox3DObject::ChangeProperty(unsigned int propertyNb, string newValue)
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{
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if ( propertyNb == 0 ) {width = ToInt(newValue);}
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else if ( propertyNb == 1 ) {height = ToInt(newValue);}
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else if ( propertyNb == 2 ) {depth = ToInt(newValue);}
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else if ( propertyNb == 3 ) {zPosition = ToInt(newValue);}
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else if ( propertyNb == 4 ) {yaw = ToInt(newValue);}
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else if ( propertyNb == 5 ) {pitch = ToInt(newValue);}
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else if ( propertyNb == 6 ) {roll = ToInt(newValue);}
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return true;
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}
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unsigned int RuntimeBox3DObject::GetNumberOfProperties() const
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{
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return 7;
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}
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#endif
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RuntimeObject * CreateRuntimeBox3DObject(RuntimeScene & scene, const gd::Object & object)
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{
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return new RuntimeBox3DObject(scene, object);
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}
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gd::Object * CreateBox3DObject(std::string name)
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{
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return new Box3DObject(name);
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}
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