Beispiel #1
0
void Skin::PopulateComposite( Reflect::Composite& comp )
{
    comp.AddField( &Skin::m_MeshID,                 TXT( "m_MeshID" ) );
    comp.AddField( &Skin::m_Influences,             TXT( "m_Influences" ) );
    comp.AddField( &Skin::m_InfluenceObjectIDs,     TXT( "m_InfluenceObjectIDs" ) );
    comp.AddField( &Skin::m_InfluenceIndices,       TXT( "m_InfluenceIndices" ) );
}
Beispiel #2
0
void Instance::PopulateComposite( Reflect::Composite& comp )
{
    comp.AddField( &Instance::m_Solid,                  TXT( "m_Solid" ) );
    comp.AddField( &Instance::m_SolidOverride,          TXT( "m_SolidOverride" ) );
    comp.AddField( &Instance::m_Transparent,            TXT( "m_Transparent" ) );
    comp.AddField( &Instance::m_TransparentOverride,    TXT( "m_TransparentOverride" ) );
}
Beispiel #3
0
void Curve::PopulateComposite( Reflect::Composite& comp )
{
    comp.AddField(            &Curve::m_Closed,               TXT( "m_Closed" ) );
    comp.AddEnumerationField( &Curve::m_Type,                 TXT( "m_Type" ) );
    comp.AddEnumerationField( &Curve::m_ControlPointLabel,    TXT( "m_ControlPointLabel" ) );
    comp.AddField(            &Curve::m_Resolution,           TXT( "m_Resolution" ) );
}
Beispiel #4
0
void Shader::PopulateComposite( Reflect::Composite& comp )
{
    comp.AddField( &Shader::m_WrapU,      TXT( "m_WrapU" ) );
    comp.AddField( &Shader::m_WrapV,      TXT( "m_WrapV" ) );
    comp.AddField( &Shader::m_RepeatU,    TXT( "m_RepeatU" ) );
    comp.AddField( &Shader::m_RepeatV,    TXT( "m_RepeatV" ) );
    comp.AddField( &Shader::m_BaseColor,  TXT( "m_BaseColor" ) );
    comp.AddField( &Shader::m_AssetPath,  TXT( "m_AssetPath" ) );
}
Beispiel #5
0
void Transform::PopulateComposite( Reflect::Composite& comp )
{
    comp.AddField( (Vector3 Transform::*)&Transform::m_Scale,   TXT( "m_Scale" ) );
    comp.AddField( (Vector3 Transform::*)&Transform::m_Rotate,  TXT( "m_Rotate" ) );
    comp.AddField( &Transform::m_Translate,                     TXT( "m_Translate" ) );

    comp.AddField( &Transform::m_ObjectTransform,               TXT( "m_ObjectTransform" ) );
    comp.AddField( &Transform::m_GlobalTransform,               TXT( "m_GlobalTransform" ) );
    comp.AddField( &Transform::m_InheritTransform,              TXT( "m_InheritTransform" ) );
}
Beispiel #6
0
void Material::PopulateComposite( Reflect::Composite& comp )
{
    comp.AddField( &Material::m_spShader,           TXT( "m_spShader" ), 0, Reflect::GetClass<GameObjectPointerData>() );
    comp.AddStructureField( &Material::m_textureParameters,  TXT( "m_textureParameters" ) );
#if HELIUM_TOOLS
    comp.AddStructureField( &Material::m_userOptions,        TXT( "m_userOptions" ) );
    comp.AddStructureField( &Material::m_float1Parameters,   TXT( "m_float1Parameters" ) );
    comp.AddStructureField( &Material::m_float2Parameters,   TXT( "m_float2Parameters" ) );
    comp.AddStructureField( &Material::m_float3Parameters,   TXT( "m_float3Parameters" ) );
    comp.AddStructureField( &Material::m_float4Parameters,   TXT( "m_float4Parameters" ) );
#endif
}
Beispiel #7
0
void Material::PersistentResourceData::PopulateComposite( Reflect::Composite& comp )
{
    // If these trip, then this struct needs to be updated. Having to do this hack because reflect does not support serializing
    // c style arrays
#pragma TODO("Support static arrays in reflect")
    HELIUM_COMPILE_ASSERT(RShader::TYPE_MAX == 2);
    HELIUM_COMPILE_ASSERT(RShader::TYPE_VERTEX == 0);
    HELIUM_COMPILE_ASSERT(RShader::TYPE_PIXEL == 1);

    comp.AddField( &Material::PersistentResourceData::m_shaderVariantIndexVertex,        TXT( "m_shaderVariantIndexVertex" ) );
    comp.AddField( &Material::PersistentResourceData::m_shaderVariantIndexPixel,         TXT( "m_shaderVariantIndexPixel" ) );
}
Beispiel #8
0
void DependenciesComponent::PopulateComposite( Reflect::Composite& comp )
{
    comp.AddField( &DependenciesComponent::m_Paths, TXT( "m_Paths" ) );
}
Beispiel #9
0
void Material::TextureParameter::PopulateComposite( Reflect::Composite& comp )
{
    comp.AddField( &Material::TextureParameter::name,          TXT( "name" ) );
    comp.AddField( &Material::TextureParameter::value,         TXT( "value" ), 0, Reflect::GetClass<GameObjectPointerData>() );
}
Beispiel #10
0
void Material::Float4Parameter::PopulateComposite( Reflect::Composite& comp )
{
    comp.AddField( &Material::Float4Parameter::name,           TXT( "name" ) );
    comp.AddStructureField( &Material::Float4Parameter::value,          TXT( "value" ) );
}
Beispiel #11
0
void SettingsManager::PopulateComposite( Reflect::Composite& comp )
{
    comp.AddField( &SettingsManager::m_SettingsMap, TXT( "m_SettingsMap" ), Reflect::FieldFlags::Hide );
}
Beispiel #12
0
void MeshProcessingComponent::PopulateComposite( Reflect::Composite& comp )
{
    comp.AddField( &MeshProcessingComponent::a_ScalingFactor, TXT( "a_ScalingFactor" ) );
    comp.AddEnumerationField( &MeshProcessingComponent::a_MeshCompressionFactor, TXT( "a_MeshCompressionFactor" ) );
    comp.AddField( &MeshProcessingComponent::a_FlipWinding, TXT( "a_FlipWinding" ) );
}
Beispiel #13
0
void Influence::PopulateComposite( Reflect::Composite& comp )
{
    comp.AddField( &Influence::m_Objects,           TXT( "m_Objects" ) );
    comp.AddField( &Influence::m_Weights,           TXT( "m_Weights" ) );
}
Beispiel #14
0
void GameObject::PopulateComposite( Reflect::Composite& comp )
{
    comp.AddField(            &GameObject::m_spTemplate,               TXT( "m_Template" ) , Reflect::FieldFlags::Hide);
}
Beispiel #15
0
void JointTransform::PopulateComposite( Reflect::Composite& comp )
{
    comp.AddField( &JointTransform::m_SegmentScaleCompensate, TXT( "m_SegmentScaleCompensate" ) );
}
Beispiel #16
0
void CurveControlPoint::PopulateComposite( Reflect::Composite& comp )
{
    comp.AddField( &CurveControlPoint::m_Position, TXT( "m_Position" ) );
}
Beispiel #17
0
void SceneManifest::PopulateComposite( Reflect::Composite& comp )
{
    comp.AddField( &SceneManifest::m_Assets, TXT( "m_Assets" ) );
}
Beispiel #18
0
void TransformComponent::PopulateComposite( Reflect::Composite& comp )
{
    comp.AddField( &TransformComponent::m_Translation, TXT( "m_Translation" ) );
    comp.AddField( &TransformComponent::m_Rotation, TXT( "m_Rotation" ) );
    comp.AddField( &TransformComponent::m_Scale, TXT( "m_Scale" ) );
}
Beispiel #19
0
void VaultSearchQuery::PopulateComposite( Reflect::Composite& comp )
{
    comp.AddField( &VaultSearchQuery::m_QueryString, TXT( "m_QueryString" ) );
}