#include "WaterModeler.h" #include "MainModelerWindow.h" #include "Scenery.h" #include "TerrainDefinition.h" #include "WaterDefinition.h" #include "FloatPropertyBind.h" #include "IntPropertyBind.h" #include "OpenGLRenderer.h" #include "OpenGLWater.h" WaterModeler::WaterModeler(MainModelerWindow *ui) : ui(ui) { QObject *toggle_water = ui->findQmlObject("camera_toggle_water"); if (toggle_water) { connect(toggle_water, SIGNAL(toggled(bool)), this, SLOT(enableRendering(bool))); } prop_model = new IntPropertyBind(ui, "water_model", "value", ui->getScenery()->getWater()->propModel()); prop_height = new FloatPropertyBind(ui, "water_height", "value", ui->getScenery()->getTerrain()->propWaterHeight()); prop_reflexion = new FloatPropertyBind(ui, "water_reflection", "value", ui->getScenery()->getWater()->propReflection()); } WaterModeler::~WaterModeler() { delete prop_model; delete prop_height; delete prop_reflexion; } void WaterModeler::enableRendering(bool enable) { ui->getRenderer()->getWater()->setEnabled(enable); }