本文整理汇总了C++中LLVOVolume::isFlexible方法的典型用法代码示例。如果您正苦于以下问题:C++ LLVOVolume::isFlexible方法的具体用法?C++ LLVOVolume::isFlexible怎么用?C++ LLVOVolume::isFlexible使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类LLVOVolume
的用法示例。
在下文中一共展示了LLVOVolume::isFlexible方法的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: getState
//.........这里部分代码省略.........
mLightSavedColor = volobjp->getLightColor();
}
else
{
getChild<LLSpinCtrl>("Light Intensity", true)->clear();
getChild<LLSpinCtrl>("Light Radius", true)->clear();
getChild<LLSpinCtrl>("Light Falloff", true)->clear();
getChildView("label color")->setEnabled(false);
LLColorSwatchCtrl* LightColorSwatch = getChild<LLColorSwatchCtrl>("colorswatch");
if(LightColorSwatch)
{
LightColorSwatch->setEnabled( FALSE );
LightColorSwatch->setValid( FALSE );
}
childSetEnabled("label texture",false);
LLTextureCtrl* LightTextureCtrl = getChild<LLTextureCtrl>("light texture control");
if (LightTextureCtrl)
{
LightTextureCtrl->setEnabled(FALSE);
LightTextureCtrl->setValid(FALSE);
}
getChildView("Light Intensity")->setEnabled(false);
getChildView("Light Radius")->setEnabled(false);
getChildView("Light Falloff")->setEnabled(false);
getChildView("Light FOV")->setEnabled(false);
getChildView("Light Focus")->setEnabled(false);
getChildView("Light Ambiance")->setEnabled(false);
}
// Flexible properties
BOOL is_flexible = volobjp && volobjp->isFlexible();
getChild<LLUICtrl>("Flexible1D Checkbox Ctrl")->setValue(is_flexible);
if (is_flexible || (volobjp && volobjp->canBeFlexible()))
{
getChildView("Flexible1D Checkbox Ctrl")->setEnabled(editable && single_volume && volobjp && !volobjp->isMesh() && !objectp->isPermanentEnforced());
}
else
{
getChildView("Flexible1D Checkbox Ctrl")->setEnabled(false);
}
if (is_flexible && editable && single_volume)
{
getChildView("FlexNumSections")->setVisible(true);
getChildView("FlexGravity")->setVisible(true);
getChildView("FlexTension")->setVisible(true);
getChildView("FlexFriction")->setVisible(true);
getChildView("FlexWind")->setVisible(true);
getChildView("FlexForceX")->setVisible(true);
getChildView("FlexForceY")->setVisible(true);
getChildView("FlexForceZ")->setVisible(true);
getChildView("FlexNumSections")->setEnabled(true);
getChildView("FlexGravity")->setEnabled(true);
getChildView("FlexTension")->setEnabled(true);
getChildView("FlexFriction")->setEnabled(true);
getChildView("FlexWind")->setEnabled(true);
getChildView("FlexForceX")->setEnabled(true);
getChildView("FlexForceY")->setEnabled(true);
getChildView("FlexForceZ")->setEnabled(true);
LLFlexibleObjectData *attributes = (LLFlexibleObjectData *)objectp->getParameterEntry(LLNetworkData::PARAMS_FLEXIBLE);
getChild<LLUICtrl>("FlexNumSections")->setValue((F32)attributes->getSimulateLOD());
示例2: addPrim
void FSFloaterObjectExport::addPrim(LLViewerObject* object, bool root)
{
LLSD prim;
LLUUID object_id = object->getID();
bool default_prim = true;
struct f : public LLSelectedNodeFunctor
{
LLUUID mID;
f(const LLUUID& id) : mID(id) {}
virtual bool apply(LLSelectNode* node)
{
return (node->getObject() && node->getObject()->mID == mID);
}
} func(object_id);
LLSelectNode* node = LLSelectMgr::getInstance()->getSelection()->getFirstNode(&func);
default_prim = (!FSExportPermsCheck::canExportNode(node, false));
if (root)
{
if (object->isAttachment())
{
prim["attachment_point"] = ATTACHMENT_ID_FROM_STATE(object->getState());
}
}
else
{
LLViewerObject* parent_object = (LLViewerObject*)object->getParent();
prim["parent"] = parent_object->getID();
}
prim["position"] = object->getPosition().getValue();
prim["scale"] = object->getScale().getValue();
prim["rotation"] = ll_sd_from_quaternion(object->getRotation());
if (default_prim)
{
LL_DEBUGS("export") << object_id.asString() << " failed export check. Using default prim" << LL_ENDL;
prim["flags"] = ll_sd_from_U32((U32)0);
prim["volume"]["path"] = LLPathParams().asLLSD();
prim["volume"]["profile"] = LLProfileParams().asLLSD();
prim["material"] = (S32)LL_MCODE_WOOD;
}
else
{
mExported = true;
prim["flags"] = ll_sd_from_U32(object->getFlags());
prim["volume"]["path"] = object->getVolume()->getParams().getPathParams().asLLSD();
prim["volume"]["profile"] = object->getVolume()->getParams().getProfileParams().asLLSD();
prim["material"] = (S32)object->getMaterial();
if (object->getClickAction() != 0)
{
prim["clickaction"] = (S32)object->getClickAction();
}
LLVOVolume *volobjp = NULL;
if (object->getPCode() == LL_PCODE_VOLUME)
{
volobjp = (LLVOVolume *)object;
}
if(volobjp)
{
if(volobjp->isSculpted())
{
const LLSculptParams *sculpt_params = (const LLSculptParams *)object->getParameterEntry(LLNetworkData::PARAMS_SCULPT);
if (sculpt_params)
{
if(volobjp->isMesh())
{
if (!mAborted)
{
mAborted = true;
}
return;
}
else
{
if (exportTexture(sculpt_params->getSculptTexture()))
{
prim["sculpt"] = sculpt_params->asLLSD();
}
else
{
LLSculptParams default_sculpt;
prim["sculpt"] = default_sculpt.asLLSD();
}
}
}
}
if(volobjp->isFlexible())
{
const LLFlexibleObjectData *flexible_param_block = (const LLFlexibleObjectData *)object->getParameterEntry(LLNetworkData::PARAMS_FLEXIBLE);
if (flexible_param_block)
{
prim["flexible"] = flexible_param_block->asLLSD();
}
}
if (volobjp->getIsLight())
//.........这里部分代码省略.........
示例3: getState
//.........这里部分代码省略.........
mLightSavedColor = volobjp->getLightColor();
}
else
{
getChild<LLSpinCtrl>("Light Intensity", true)->clear();
getChild<LLSpinCtrl>("Light Radius", true)->clear();
getChild<LLSpinCtrl>("Light Falloff", true)->clear();
childSetEnabled("label color",false);
LLColorSwatchCtrl* LightColorSwatch = getChild<LLColorSwatchCtrl>("colorswatch");
if(LightColorSwatch)
{
LightColorSwatch->setEnabled( FALSE );
LightColorSwatch->setValid( FALSE );
}
childSetEnabled("label texture",false);
LLTextureCtrl* LightTextureCtrl = getChild<LLTextureCtrl>("light texture control");
if (LightTextureCtrl)
{
LightTextureCtrl->setEnabled(FALSE);
LightTextureCtrl->setValid(FALSE);
}
childSetEnabled("Light Intensity",false);
childSetEnabled("Light Radius",false);
childSetEnabled("Light Falloff",false);
childSetEnabled("Light FOV",false);
childSetEnabled("Light Focus",false);
childSetEnabled("Light Ambiance",false);
}
// Flexible properties
BOOL is_flexible = volobjp && volobjp->isFlexible();
childSetValue("Flexible1D Checkbox Ctrl",is_flexible);
if (is_flexible || (volobjp && volobjp->canBeFlexible()))
{
childSetEnabled("Flexible1D Checkbox Ctrl", editable && single_volume && volobjp);
}
else
{
childSetEnabled("Flexible1D Checkbox Ctrl", false);
}
if (is_flexible && editable && single_volume)
{
childSetVisible("FlexNumSections",true);
childSetVisible("FlexGravity",true);
childSetVisible("FlexTension",true);
childSetVisible("FlexFriction",true);
childSetVisible("FlexWind",true);
childSetVisible("FlexForceX",true);
childSetVisible("FlexForceY",true);
childSetVisible("FlexForceZ",true);
childSetEnabled("FlexNumSections",true);
childSetEnabled("FlexGravity",true);
childSetEnabled("FlexTension",true);
childSetEnabled("FlexFriction",true);
childSetEnabled("FlexWind",true);
childSetEnabled("FlexForceX",true);
childSetEnabled("FlexForceY",true);
childSetEnabled("FlexForceZ",true);
LLFlexibleObjectData *attributes = (LLFlexibleObjectData *)objectp->getParameterEntry(LLNetworkData::PARAMS_FLEXIBLE);
childSetValue("FlexNumSections",(F32)attributes->getSimulateLOD());
示例4: getState
//.........这里部分代码省略.........
getChild<LLUICtrl>("Light Focus")->setValue(params.mV[1]);
getChild<LLUICtrl>("Light Ambiance")->setValue(params.mV[2]);
mLightSavedColor = volobjp->getLightColor();
}
else
{
getChild<LLSpinCtrl>("Light Intensity", true)->clear();
getChild<LLSpinCtrl>("Light Radius", true)->clear();
getChild<LLSpinCtrl>("Light Falloff", true)->clear();
getChildView("label color")->setEnabled(false);
LLColorSwatchCtrl* LightColorSwatch = getChild<LLColorSwatchCtrl>("colorswatch");
if(LightColorSwatch)
{
LightColorSwatch->setEnabled( FALSE );
LightColorSwatch->setValid( FALSE );
}
LLTextureCtrl* LightTextureCtrl = getChild<LLTextureCtrl>("light texture control");
if (LightTextureCtrl)
{
LightTextureCtrl->setEnabled(FALSE);
LightTextureCtrl->setValid(FALSE);
}
getChildView("Light Intensity")->setEnabled(false);
getChildView("Light Radius")->setEnabled(false);
getChildView("Light Falloff")->setEnabled(false);
getChildView("Light FOV")->setEnabled(false);
getChildView("Light Focus")->setEnabled(false);
getChildView("Light Ambiance")->setEnabled(false);
}
// Flexible properties
BOOL is_flexible = volobjp && volobjp->isFlexible();
getChild<LLUICtrl>("Flexible1D Checkbox Ctrl")->setValue(is_flexible);
if (is_flexible || (volobjp && volobjp->canBeFlexible()))
{
getChildView("Flexible1D Checkbox Ctrl")->setEnabled(editable && single_volume && volobjp);
}
else
{
getChildView("Flexible1D Checkbox Ctrl")->setEnabled(false);
}
if (is_flexible && editable && single_volume)
{
getChildView("FlexNumSections")->setVisible(true);
getChildView("FlexGravity")->setVisible(true);
getChildView("FlexTension")->setVisible(true);
getChildView("FlexFriction")->setVisible(true);
getChildView("FlexWind")->setVisible(true);
getChildView("FlexForceX")->setVisible(true);
getChildView("FlexForceY")->setVisible(true);
getChildView("FlexForceZ")->setVisible(true);
getChildView("FlexNumSections")->setEnabled(true);
getChildView("FlexGravity")->setEnabled(true);
getChildView("FlexTension")->setEnabled(true);
getChildView("FlexFriction")->setEnabled(true);
getChildView("FlexWind")->setEnabled(true);
getChildView("FlexForceX")->setEnabled(true);
getChildView("FlexForceY")->setEnabled(true);
getChildView("FlexForceZ")->setEnabled(true);
LLFlexibleObjectData *attributes = (LLFlexibleObjectData *)objectp->getParameterEntry(LLNetworkData::PARAMS_FLEXIBLE);
getChild<LLUICtrl>("FlexNumSections")->setValue((F32)attributes->getSimulateLOD());
getChild<LLUICtrl>("FlexGravity")->setValue(attributes->getGravity());
getChild<LLUICtrl>("FlexTension")->setValue(attributes->getTension());
getChild<LLUICtrl>("FlexFriction")->setValue(attributes->getAirFriction());
getChild<LLUICtrl>("FlexWind")->setValue(attributes->getWindSensitivity());
getChild<LLUICtrl>("FlexForceX")->setValue(attributes->getUserForce().mV[VX]);
getChild<LLUICtrl>("FlexForceY")->setValue(attributes->getUserForce().mV[VY]);
getChild<LLUICtrl>("FlexForceZ")->setValue(attributes->getUserForce().mV[VZ]);
}
else
{
getChild<LLSpinCtrl>("FlexNumSections", true)->clear();
getChild<LLSpinCtrl>("FlexGravity", true)->clear();
getChild<LLSpinCtrl>("FlexTension", true)->clear();
getChild<LLSpinCtrl>("FlexFriction", true)->clear();
getChild<LLSpinCtrl>("FlexWind", true)->clear();
getChild<LLSpinCtrl>("FlexForceX", true)->clear();
getChild<LLSpinCtrl>("FlexForceY", true)->clear();
getChild<LLSpinCtrl>("FlexForceZ", true)->clear();
getChildView("FlexNumSections")->setEnabled(false);
getChildView("FlexGravity")->setEnabled(false);
getChildView("FlexTension")->setEnabled(false);
getChildView("FlexFriction")->setEnabled(false);
getChildView("FlexWind")->setEnabled(false);
getChildView("FlexForceX")->setEnabled(false);
getChildView("FlexForceY")->setEnabled(false);
getChildView("FlexForceZ")->setEnabled(false);
}
mObject = objectp;
mRootObject = root_objectp;
}
示例5: addPrim
//.........这里部分代码省略.........
volobjp = (LLVOVolume *)object;
}
if(volobjp)
{
if(volobjp->isSculpted())
{
const LLSculptParams *sculpt_params = (const LLSculptParams *)object->getParameterEntry(LLNetworkData::PARAMS_SCULPT);
if (sculpt_params)
{
if(volobjp->isMesh())
{
if (!mAborted)
{
reportToNearbyChat(LLTrans::getString("export_fail_no_mesh"));
mAborted = true;
}
return;
}
else
{
if (exportTexture(sculpt_params->getSculptTexture()))
{
prim["sculpt"] = sculpt_params->asLLSD();
}
else
{
LLSculptParams default_sculpt;
prim["sculpt"] = default_sculpt.asLLSD();
}
}
}
}
if(volobjp->isFlexible())
{
const LLFlexibleObjectData *flexible_param_block = (const LLFlexibleObjectData *)object->getParameterEntry(LLNetworkData::PARAMS_FLEXIBLE);
if (flexible_param_block)
{
prim["flexible"] = flexible_param_block->asLLSD();
}
}
if (volobjp->getIsLight())
{
const LLLightParams *light_param_block = (const LLLightParams *)object->getParameterEntry(LLNetworkData::PARAMS_LIGHT);
if (light_param_block)
{
prim["light"] = light_param_block->asLLSD();
}
}
if (volobjp->hasLightTexture())
{
const LLLightImageParams* light_image_param_block = (const LLLightImageParams*)object->getParameterEntry(LLNetworkData::PARAMS_LIGHT_IMAGE);
if (light_image_param_block)
{
prim["light_texture"] = light_image_param_block->asLLSD();
}
}
}
if(object->isParticleSource())
{
LLViewerPartSourceScript* partSourceScript = object->getPartSourceScript();
prim["particle"] = partSourceScript->mPartSysData.asLLSD();