// some code from UISceneview2D sample program 'use strict'; var utils = require("Scripts/utils"); exports.init = function(mylayout,mylogger) { var msvw = mylayout.getWidget("UISceneViewDemo"); // get the container if (msvw !== null) { mylogger.setText( "UISceneView : already initialized"); return; // already initialized. } // note : the UISceneView widget does not have a corresponding Turbobadger widget, its ALL Atomic. // so we have to build it in source code / scripting var mysceneview = new Atomic.UISceneView(); // make a scene...view mysceneview.id = "UISceneViewDemo"; // tag it, in case we want to get it again later if ( mysceneview !== null ) { var myscene = Atomic.player.loadScene("Scenes/sceneview.scene"); // creates a new scene, but doesn't load it to the player if ( myscene !== null ) { var mycamera = myscene.getComponents("Camera", true)[0]; // get camera from the scene mysceneview.setView(myscene, mycamera); mysceneview.autoUpdate = true; } else mylogger.setText( "UISceneView: Cant load Scenes/sceneview.scene"); } else mylogger.setText( "UISceneView: Didnt create UISceneViewDemo widget"); var lpx = new Atomic.UILayoutParams(); // size it just right lpx.width = 256; lpx.height = 256; lpx.minWidth = 256; lpx.minHeight = 256; lpx.maxWidth = 256; lpx.maxHeight = 256; mysceneview.layoutParams = lpx; var mysvc = mylayout.getWidget("sceneviewcontainer"); // get the container layout mysvc.addChild(mysceneview); // drop it in };