Beispiel #1
0
void Skin::PopulateMetaType( Reflect::MetaStruct& 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
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void Instance::PopulateMetaType( Reflect::MetaStruct& comp )
{
	comp.AddField( &Instance::m_Solid,                  "m_Solid" );
	comp.AddField( &Instance::m_SolidOverride,          "m_SolidOverride" );
	comp.AddField( &Instance::m_Transparent,            "m_Transparent" );
	comp.AddField( &Instance::m_TransparentOverride,    "m_TransparentOverride" );
}
Beispiel #3
0
void ExampleAsset::PopulateMetaType( Reflect::MetaStruct& comp )
{
    //TODO: m_Shapes won't properly register because BulletShape isn't recognized
    comp.AddField(&ExampleAsset::m_StructValues, TXT( "m_StructValues" ));
    comp.AddField(&ExampleAsset::m_Float, TXT( "m_Float" ));
    comp.AddField(&ExampleAsset::m_Bool, "m_Bool");
}
Beispiel #4
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void Vector4::PopulateMetaType( Reflect::MetaStruct& comp )
{
	comp.AddField( &Vector4::x, "x" );
	comp.AddField( &Vector4::y, "y" );
	comp.AddField( &Vector4::z, "z" );
	comp.AddField( &Vector4::w, "w" );
}
Beispiel #5
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void Helium::SequenceDefinition::PopulateMetaType( Reflect::MetaStruct& comp )
{
	comp.AddField( &SequenceDefinition::m_Steps, "m_Steps" );
	comp.AddField( &SequenceDefinition::m_StateFlags, "m_StateFlags" );
	comp.AddField( &SequenceDefinition::m_StateFlagSet, "m_StateFlagSet" );
	comp.AddField( &SequenceDefinition::m_InitialStepName, "m_InitialStepName" );
}
Beispiel #6
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void Shader::PopulateMetaType( Reflect::MetaStruct& 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 #7
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void Font::PopulateMetaType( Reflect::MetaStruct& comp )
{
    comp.AddField( &Font::m_pointSize,            TXT( "m_pointSize" ) );
    comp.AddField( &Font::m_dpi,                  TXT( "m_dpi" ) );
    comp.AddField( &Font::m_textureSheetWidth,    TXT( "m_textureSheetWidth" ) );
    comp.AddField( &Font::m_textureSheetHeight,   TXT( "m_textureSheetHeight" ) );
    comp.AddField( &Font::m_textureCompression,   TXT( "m_textureCompression" ) );
    comp.AddField( &Font::m_bAntialiased,         TXT( "m_bAntialiased" ) );
}
Beispiel #8
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void Font::PersistentResourceData::PopulateMetaType( Reflect::MetaStruct& comp )
{
    comp.AddField( &PersistentResourceData::m_ascender,         TXT( "m_ascender" ) );
    comp.AddField( &PersistentResourceData::m_descender,        TXT( "m_descender" ) );
    comp.AddField( &PersistentResourceData::m_height,           TXT( "m_height" ) );
    comp.AddField( &PersistentResourceData::m_maxAdvance,       TXT( "m_maxAdvance" ) );
    comp.AddField( &PersistentResourceData::m_characters,       TXT( "m_characters" ) );
    comp.AddField( &PersistentResourceData::m_textureCount,     TXT( "m_textureCount" ) );
}
Beispiel #9
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void Transform::PopulateMetaType( Reflect::MetaStruct& 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 #10
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void GridSettings::PopulateMetaType( Reflect::MetaStruct& comp )
{
	comp.AddField( &GridSettings::m_Units, TXT( "Units" ) );
	comp.AddField( &GridSettings::m_Width, TXT( "Width" ) );
	comp.AddField( &GridSettings::m_Length, TXT( "Length" ) );
	comp.AddField( &GridSettings::m_MajorStep, TXT( "Major Step" ) );
	comp.AddField( &GridSettings::m_MinorStep, TXT( "Minor Step" ) );
	comp.AddField( &GridSettings::m_AxisColor, TXT( "Axis Color" ) );
	comp.AddField( &GridSettings::m_MajorColor, TXT( "Major Color" ) );
	comp.AddField( &GridSettings::m_MinorColor, TXT( "Minor Color" ) );
}
Beispiel #11
0
void Material::PersistentResourceData::PopulateMetaType( Reflect::MetaStruct& 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 #12
0
void Material::PopulateMetaType( Reflect::MetaStruct& comp )
{
	comp.AddField( &Material::m_spShader,           TXT( "m_spShader" ) );
	comp.AddField( &Material::m_textureParameters,  TXT( "m_textureParameters" ) );

#if HELIUM_TOOLS
	comp.AddField( &Material::m_userOptions,        TXT( "m_userOptions" ) );
	comp.AddField( &Material::m_float1Parameters,   TXT( "m_float1Parameters" ) );
	comp.AddField( &Material::m_float2Parameters,   TXT( "m_float2Parameters" ) );
	comp.AddField( &Material::m_float3Parameters,   TXT( "m_float3Parameters" ) );
	comp.AddField( &Material::m_float4Parameters,   TXT( "m_float4Parameters" ) );
#endif
}
Beispiel #13
0
void Mesh::PersistentResourceData::PopulateMetaType( Reflect::MetaStruct& comp )
{
    comp.AddField( &PersistentResourceData::m_sectionVertexCounts,      TXT( "m_sectionVertexCounts" ) );
    comp.AddField( &PersistentResourceData::m_sectionTriangleCounts,    TXT( "m_sectionTriangleCounts" ) );
    comp.AddField( &PersistentResourceData::m_skinningPaletteMap,       TXT( "m_skinningPaletteMap" ) );
    comp.AddField( &PersistentResourceData::m_vertexCount,              TXT( "m_vertexCount" ) );
    comp.AddField( &PersistentResourceData::m_triangleCount,            TXT( "m_triangleCount" ) );
    comp.AddField( &PersistentResourceData::m_bounds,                   TXT( "m_bounds" ) );
#if !HELIUM_USE_GRANNY_ANIMATION
    comp.AddField( &PersistentResourceData::m_boneCount,                TXT( "m_boneCount" ) );
    comp.AddField( &PersistentResourceData::m_pBoneNames,               TXT( "m_pBoneNames" ) );
    comp.AddField( &PersistentResourceData::m_pParentBoneIndices,       TXT( "m_pParentBoneIndices" ) );
    comp.AddField( &PersistentResourceData::m_pReferencePose,           TXT( "m_pReferencePose" ) );
#endif
}
void Helium::BulletBodyDefinition::PopulateMetaType( Reflect::MetaStruct& comp )
{
	comp.AddField(&BulletBodyDefinition::m_Shapes, TXT( "m_Shapes" ));
	comp.AddField(&BulletBodyDefinition::m_Restitution, TXT( "m_Restitution" ));
	comp.AddField(&BulletBodyDefinition::m_LinearDamping, TXT( "m_LinearDamping" ));
	comp.AddField(&BulletBodyDefinition::m_AngularDamping, TXT( "m_AngularDamping" ));
	comp.AddField(&BulletBodyDefinition::m_LockPositionX, "m_LockPositionX");
	comp.AddField(&BulletBodyDefinition::m_LockPositionY, "m_LockPositionY");
	comp.AddField(&BulletBodyDefinition::m_LockPositionZ, "m_LockPositionZ");
	comp.AddField(&BulletBodyDefinition::m_LockRotationX, "m_LockRotationX");
	comp.AddField(&BulletBodyDefinition::m_LockRotationY, "m_LockRotationY");
	comp.AddField(&BulletBodyDefinition::m_LockRotationZ, "m_LockRotationZ");
	comp.AddField(&BulletBodyDefinition::m_IsKinematic, "m_IsKinematic");
	comp.AddField(&BulletBodyDefinition::m_DisableCollisionResponse, "m_DisableCollisionResponse");
}
Beispiel #15
0
void Font::Character::PopulateMetaType( Reflect::MetaStruct& comp )
{
    comp.AddField( &Character::codePoint,       TXT( "codePoint" ) );
    comp.AddField( &Character::imageX,          TXT( "imageX" ) );
    comp.AddField( &Character::imageY,          TXT( "imageY" ) );
    comp.AddField( &Character::imageWidth,      TXT( "imageWidth" ) );
    comp.AddField( &Character::imageHeight,     TXT( "imageHeight" ) );
    comp.AddField( &Character::width,           TXT( "width" ) );
    comp.AddField( &Character::height,          TXT( "height" ) );
    comp.AddField( &Character::bearingX,        TXT( "bearingX" ) );
    comp.AddField( &Character::bearingY,        TXT( "bearingY" ) );
    comp.AddField( &Character::advance,         TXT( "advance" ) );
    comp.AddField( &Character::texture,         TXT( "texture" ) );
}
Beispiel #16
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void BulletBodyComponentDefinition::PopulateMetaType( Reflect::MetaStruct& comp )
{
	comp.AddField(&BulletBodyComponentDefinition::m_BodyDefinition, "m_BodyDefinition");
	comp.AddField(&BulletBodyComponentDefinition::m_InitialVelocity, "m_InitialVelocity");
	comp.AddField(&BulletBodyComponentDefinition::m_AssignedGroupFlags, "m_AssignedGroupFlags");
	comp.AddField(&BulletBodyComponentDefinition::m_TrackPhysicalContactGroupFlags, "m_TrackPhysicalContactGroupFlags");
	comp.AddField(&BulletBodyComponentDefinition::m_AssignedGroups, "m_AssignedGroups", Reflect::FieldFlags::Discard);
	comp.AddField(&BulletBodyComponentDefinition::m_TrackPhysicalContactGroupMask, "m_TrackPhysicalContactGroupMask", Reflect::FieldFlags::Discard);
}
Beispiel #17
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void Helium::BulletWorldComponentDefinition::PopulateMetaType( Reflect::MetaStruct& comp )
{
	comp.AddField(&BulletWorldComponentDefinition::m_WorldDefinition, "m_WorldDefinition");
}
Beispiel #18
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void ShapeShooterComponentDefinition::PopulateMetaType( Reflect::MetaStruct& comp )
{
	comp.AddField( &ShapeShooterComponentDefinition::m_StateMachine, "m_StateMachine" );
}
Beispiel #19
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void VaultSearchQuery::PopulateMetaType( Reflect::MetaStruct& comp )
{
    comp.AddField( &VaultSearchQuery::m_QueryString, TXT( "m_QueryString" ) );
}
Beispiel #20
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void Helium::RotateComponentDefinition::PopulateMetaType( Reflect::MetaStruct& comp )
{
	comp.AddField(&RotateComponentDefinition::m_Roll, "m_Roll");
	comp.AddField(&RotateComponentDefinition::m_Pitch, "m_Pitch");
	comp.AddField(&RotateComponentDefinition::m_Yaw, "m_Yaw");
}
void Helium::EntityDefinition::PopulateMetaType( Reflect::MetaStruct& comp )
{
	comp.AddField( &EntityDefinition::m_ComponentSet, "m_ComponentSet" );
	comp.AddField( &EntityDefinition::m_Components, "m_Components" );
}
Beispiel #22
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void Material::TextureParameter::PopulateMetaType( Reflect::MetaStruct& comp )
{
	comp.AddField( &Material::TextureParameter::name,          TXT( "name" ) );
	comp.AddField( &Material::TextureParameter::value,         TXT( "value" ) );
}
Beispiel #23
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void Locator::PopulateMetaType( Reflect::MetaStruct& comp )
{
	Reflect::Field* field = comp.AddField( &Locator::m_Shape, TXT( "m_Shape" ) );
	field->SetProperty( TXT( "HelpText" ), TXT( "Determines the shape of the locator node." ) );
}
Beispiel #24
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void Mesh::PopulateMetaType(Reflect::MetaStruct& comp)
{
    comp.AddField(&Mesh::m_materials, TXT( "m_materials" ));
}
Beispiel #25
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void PlayerManagerComponentDefinition::PopulateMetaType( Reflect::MetaStruct& comp )
{
	comp.AddField( &PlayerManagerComponentDefinition::m_PlayerEntity, "m_PlayerEntity" );
}
Beispiel #26
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void ConfigAsset::PopulateMetaType( Reflect::MetaStruct& comp )
{
	comp.AddField( &ConfigAsset::m_ConfigObject, "m_ConfigObject" );
}
Beispiel #27
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void HealthComponentDefinition::PopulateMetaType( Reflect::MetaStruct& comp )
{
	comp.AddField( &HealthComponentDefinition::m_InitialHealth, "m_InitialHealth" );
	comp.AddField( &HealthComponentDefinition::m_MaxHealth, "m_MaxHealth" );
}
Beispiel #28
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void Helium::Simd::AaBox::PopulateMetaType( Reflect::MetaStruct& comp )
{
	comp.AddField( &AaBox::m_minimum, "m_minimum" );
	comp.AddField( &AaBox::m_maximum, "m_maximum" );
}
Beispiel #29
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void Influence::PopulateMetaType( Reflect::MetaStruct& comp )
{
    comp.AddField( &Influence::m_Objects,           TXT( "m_Objects" ) );
    comp.AddField( &Influence::m_Weights,           TXT( "m_Weights" ) );
}
Beispiel #30
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void AvatarControllerComponentDefinition::PopulateMetaType( Reflect::MetaStruct& comp )
{
	comp.AddField( &AvatarControllerComponentDefinition::m_Speed, "m_Speed" );
	comp.AddField( &AvatarControllerComponentDefinition::m_FireRepeatDelay, "m_FireRepeatDelay" );
	comp.AddField( &AvatarControllerComponentDefinition::m_BulletDefinition, "m_BulletDefinition" );
}