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- // 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
- };
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