//----------------------------------------------------------------------------
void KeyframeController::Save (OutStream& target) const
{
    WM5_BEGIN_DEBUG_STREAM_SAVE(target);

    TransformController::Save(target);

    target.Write(mNumCommonTimes);
    if (mNumCommonTimes > 0)
    {
        target.WriteN(mNumCommonTimes, mCommonTimes);
        target.WriteAggregateW(mNumTranslations, mTranslations);
        target.WriteAggregateW(mNumRotations, mRotations);
        target.WriteW(mNumScales, mScales);
    }
    else
    {
        target.WriteW(mNumTranslations, mTranslationTimes);
        target.WriteAggregateN(mNumTranslations, mTranslations);
        target.WriteW(mNumRotations, mRotationTimes);
        target.WriteAggregateN(mNumRotations, mRotations);
        target.WriteW(mNumScales, mScaleTimes);
        target.WriteN(mNumScales, mScales);
    }

    WM5_END_DEBUG_STREAM_SAVE(KeyframeController, target);
}
Beispiel #2
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//----------------------------------------------------------------------------
void FloatArray::Save (OutStream& target) const
{
    WM5_BEGIN_DEBUG_STREAM_SAVE(target);

    Object::Save(target);

    target.WriteW(mNumElements, mElements);

    WM5_END_DEBUG_STREAM_SAVE(FloatArray, target);
}
//----------------------------------------------------------------------------
void PlanarReflectionEffect::Save (OutStream& target) const
{
    WM5_BEGIN_DEBUG_STREAM_SAVE(target);

    GlobalEffect::Save(target);

    target.WriteW(mNumPlanes, mReflectances);
    target.WritePointerN(mNumPlanes, mPlanes);

    WM5_END_DEBUG_STREAM_SAVE(PlanarReflectionEffect, target);
}
Beispiel #4
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//----------------------------------------------------------------------------
void ShaderFloat::Save (OutStream& target) const
{
    WM5_BEGIN_DEBUG_STREAM_SAVE(target);

    Object::Save(target);

    target.WriteW(mNumElements, mData);
    target.WriteBool(mAllowUpdater);

    WM5_END_DEBUG_STREAM_SAVE(ShaderFloat, target);
}
Beispiel #5
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//----------------------------------------------------------------------------
void Particles::Save (OutStream& target) const
{
    WM5_BEGIN_DEBUG_STREAM_SAVE(target);

    TriMesh::Save(target);

    target.WriteW(mNumParticles, mPositionSizes);
    target.Write(mSizeAdjust);
    target.Write(mNumActive);

    WM5_END_DEBUG_STREAM_SAVE(Particles, target);
}
Beispiel #6
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//----------------------------------------------------------------------------
void Buffer::Save (OutStream& target) const
{
	WM5_BEGIN_DEBUG_STREAM_SAVE(target);

	Object::Save(target);

	target.Write(mNumElements);
	target.Write(mElementSize);
	target.WriteEnum(mUsage);
	target.WriteW(mNumBytes, mData);

	WM5_END_DEBUG_STREAM_SAVE(Buffer, target);
}
Beispiel #7
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//----------------------------------------------------------------------------
void DlodNode::Save (OutStream& target) const
{
    PX2_BEGIN_DEBUG_STREAM_SAVE(target);

    SwitchNode::Save(target);

    target.WriteAggregate(mModelLodCenter);
    target.WriteW(mNumLevelsOfDetail, mModelMinDist);
    target.WriteN(mNumLevelsOfDetail, mModelMaxDist);
    target.WriteN(mNumLevelsOfDetail, mWorldMinDist);
    target.WriteN(mNumLevelsOfDetail, mWorldMaxDist);

	// 模型世界中心为实时计算,不需要存储。

    PX2_END_DEBUG_STREAM_SAVE(DlodNode, target);
}
Beispiel #8
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//----------------------------------------------------------------------------
void Portal::Save (OutStream& target) const
{
    WM5_BEGIN_DEBUG_STREAM_SAVE(target);

    Object::Save(target);

    target.WriteW(mNumVertices, mModelVertices);
    target.WriteAggregate(mModelPlane);
    target.WriteBool(Open);
    target.WritePointer(AdjacentRegion);

    // World vertices are computed form model vertices in the update call,
    // so no need to save them.  The world plane is also computed in the
    // update call, so no need to save it.

    WM5_END_DEBUG_STREAM_SAVE(Portal, target);
}