Added an example colorization configuration, wired it into the Miso scene
viewer, so now we have colorized pirates walking around the scene instead of weird red/purple ones. git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@1060 ed5b42cb-e716-0410-a449-f6a68f950b19
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@@ -34,6 +34,7 @@ import com.threerings.resource.ResourceManager;
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import com.threerings.media.FrameManager;
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import com.threerings.media.image.ClientImageManager;
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import com.threerings.media.image.ColorPository;
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import com.threerings.media.tile.bundle.BundledTileSetRepository;
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import com.threerings.miso.data.SimpleMisoSceneModel;
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@@ -96,9 +97,10 @@ public class ViewerApp
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BundledComponentRepository crepo =
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new BundledComponentRepository(rmgr, imgr, "components");
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CharacterManager charmgr = new CharacterManager(imgr, crepo);
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ColorPository cpos = ColorPository.loadColorPository(rmgr);
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// create our scene view panel
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_panel = new ViewerSceneViewPanel(ctx, charmgr, crepo);
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_panel = new ViewerSceneViewPanel(ctx, charmgr, crepo, cpos);
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_frame.setPanel(_panel);
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// load up the scene specified by the user
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@@ -27,6 +27,7 @@ import java.awt.event.MouseEvent;
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import com.samskivert.util.RandomUtil;
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import com.threerings.media.image.ColorPository;
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import com.threerings.media.sprite.PathObserver;
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import com.threerings.media.sprite.Sprite;
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import com.threerings.media.sprite.SpriteManager;
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@@ -54,15 +55,14 @@ public class ViewerSceneViewPanel extends MisoScenePanel
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/**
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* Construct the panel and initialize it with a context.
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*/
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public ViewerSceneViewPanel (MisoContext ctx,
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CharacterManager charmgr,
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ComponentRepository crepo)
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public ViewerSceneViewPanel (
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MisoContext ctx, CharacterManager charmgr, ComponentRepository crepo, ColorPository cpos)
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{
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super(ctx, MisoConfig.getSceneMetrics());
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// create the character descriptors
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_descUser = CastUtil.getRandomDescriptor("female", crepo);
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_descDecoy = CastUtil.getRandomDescriptor("male", crepo);
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_descUser = CastUtil.getRandomDescriptor("female", crepo, cpos);
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_descDecoy = CastUtil.getRandomDescriptor("male", crepo, cpos);
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// create the manipulable sprite
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_sprite = createSprite(_spritemgr, charmgr, _descUser);
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