Ejemplo n.º 1
0
	_Use_decl_annotations_
		void XM_CALLCONV Camera::SetCameraView(_In_ XMMATRIX mView)
	{
		//m_mView = mView;
		XMMATRIX mInvView = XMMatrixInverse(nullptr, mView);
		SetWorld(mInvView);
	}
Ejemplo n.º 2
0
bool cPlayer::MoveToWorld(const char * a_WorldName)
{
    cWorld * World = cRoot::Get()->GetWorld(a_WorldName);
    if (World == NULL)
    {
        LOG("%s: Couldn't find world \"%s\".", __FUNCTION__, a_WorldName);
        return false;
    }

    eDimension OldDimension = m_World->GetDimension();

    // Remove all links to the old world
    m_World->RemovePlayer(this);
    m_ClientHandle->RemoveFromAllChunks();
    m_World->RemoveEntity(this);

    // If the dimension is different, we can send the respawn packet
    // http://wiki.vg/Protocol#0x09 says "don't send if dimension is the same" as of 2013_07_02
    m_ClientHandle->MoveToWorld(*World, (OldDimension != World->GetDimension()));

    // Add player to all the necessary parts of the new world
    SetWorld(World);
    World->AddEntity(this);
    World->AddPlayer(this);

    return true;
}
Ejemplo n.º 3
0
bool CRenderPipeline::Render(CRenderOperation* op,RenderParam* rp)
{
	Ast( NULL != rp);
	SetRenderStyle(rp->m_RS);
	SetWorld( rp->m_Mat );
	return RenderEx( op );
}
Ejemplo n.º 4
0
bool cPlayer::DoMoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn)
{
	ASSERT(a_World != NULL);

	if (GetWorld() == a_World)
	{
		// Don't move to same world
		return false;
	}
	
	// Send the respawn packet:
	if (a_ShouldSendRespawn && (m_ClientHandle != NULL))
	{
		m_ClientHandle->SendRespawn(a_World->GetDimension());
	}

	// Remove player from the old world
	SetWorldTravellingFrom(GetWorld());  // cChunk handles entity removal
	GetWorld()->RemovePlayer(this, false);

	// Queue adding player to the new world, including all the necessary adjustments to the object
	a_World->AddPlayer(this);
	SetWorld(a_World);  // Chunks may be streamed before cWorld::AddPlayer() sets the world to the new value

	return true;
}
Ejemplo n.º 5
0
int main(){
	// define dois pontos arbitrarios
	point *p1, *p2;
	bufferdevice * dispositivo;
	palette * palheta;
	window * janela;

	SetWorld(0, 30, 0, 30); // Define o tamanho do mundo  
	dispositivo = CreateBuffer(640,480); // cria um dispositivo

	palheta = CreatePalette(6);  
	SetColor(0,0,0,palheta);
	SetColor(1,0,0,palheta);
	SetColor(0,1,0,palheta);
	SetColor(0,0,1,palheta);
	SetColor(1,1,1,palheta);
	
	p1 = SetPoint(5, 5, 1);
	p2 = SetPoint(10,4, 1);

	janela = CreateWindow(0, 10, 0, 10);
	DrawLine(p1, p2, janela, dispositivo, 1);

	DumpX(dispositivo, palheta);

	return 0;
}
Ejemplo n.º 6
0
	Geometry::Geometry(ID3D10Device* device, Resources::ModelObj* model, const D3DXMATRIX& world)
		: mDevice(device)
		, mModel(model)
		, mDrawableAABB(mDevice, mAABB)
	{
		SetWorld(world);
	}
Ejemplo n.º 7
0
int main(int argc, char ** argv) {
  
  palette * palheta;
  bufferdevice * dispositivo;
  window * janela;
  object * poligono1, * poligono2, * poligono3;
  
  SetWorld(-20, 10, -20, 15); // Define o tamanho do mundo  
  dispositivo = CreateBuffer(640,480); // cria um dispositivo
  
  palheta = CreatePalette(4);
  SetColor(0,0,0,palheta);  
  SetColor(1,0,0,palheta);
  SetColor(0,0,1,palheta);
  SetColor(1,1,0,palheta);
  
  poligono1 = CreateObject(5);
  poligono2 = CreateObject(4);
  
  SetObject(SetPoint(-9.0,-8.0,1), poligono1);
  SetObject(SetPoint(-7.0,-3.0,1), poligono1);
  SetObject(SetPoint(-4.0,-4.0,1), poligono1);
  SetObject(SetPoint(-3.0,-6.0,1), poligono1);
  SetObject(SetPoint(-6.0,-9.0,1), poligono1);
  
  SetObject(SetPoint(-6.0,-2.0,2), poligono2);
  SetObject(SetPoint(-1.0,-2.0,2), poligono2);
  SetObject(SetPoint(-1.0,-6.0,2), poligono2);
  SetObject(SetPoint(-6.0,-6.0,2), poligono2);
  
  poligono1 = Translate(poligono1,5,5);        // centraliza em relação a origem do sistema
  poligono2 = Translate(poligono2,5,5); 

  poligono3 = Translate(poligono2,-1.5,-1.0);   
  poligono3 = Rotate(poligono3,45);
  poligono3 = Translate(poligono3,1.5,1.0);
  poligono3 = ChangeColor(poligono3,3);
  
  poligono1 = Scale(poligono1,0.4,0.4);
  poligono2 = Scale(poligono2,0.4,0.4);
  poligono3 = Scale(poligono3,0.4,0.4);
  
  janela = CreateWindow(-2.0,2.0,-2.0,2.0); // define uma janela de visualização
  
  DrawObject(poligono1,janela,dispositivo); // desenha o poligono 1 dentro da janela no buffer do dispositivo 
  DrawObject(poligono2,janela,dispositivo); // desenha o poligono 2 dentro da janela no buffer do dispositivo
  DrawObject(poligono3,janela,dispositivo); // desenha o poligono 3 dentro da janela no buffer do dispositivo  
  
  /*
   * O sistema RGB é aditivo pois cada cor nesse modelo é representada por uma soma ponderada de três componentes
   * primárias (o vermelho, o verde e o azul).
   */
  
  DumpX(dispositivo,palheta); // desenha o buffer na tela
  //DumpOpenGL(argc,argv,dispositivo,palheta);
  
  return 0;
  }
Ejemplo n.º 8
0
	//! Constructor.
	Object3D::Object3D(ObjectType type, XMFLOAT3 position, XMFLOAT3 rotation, XMFLOAT3 scale)
	{
		SetPosition(position);
		SetRotation(rotation);
		SetScale(scale);
		SetBoundingBoxVisible(false);
		SetName("Object");
		SetDefualtScale(1.0f);
		SetMaterials(GLib::Colors::White);
		SetId(-1);
		SetType(type);
		SetWorld(nullptr);
		mAlive = true;
	}
Ejemplo n.º 9
0
void CBox::ResetPosition(b2World & world) {
	//destroy stuff (memory management, otherwise they build up)
	m_body->DestroyFixture(m_body->GetFixtureList());
	world.DestroyBody(m_body);
	n++;
	//m_shape.SetOrigin(5,5); 
	m_bodyDef.position.Set(300.0f/PPM,-300.0f/PPM-n*5/PPM);
	m_bodyDef.angularVelocity = 0;
	//m_bodyDef.angle = 270;
	m_bodyDef.linearVelocity.Set(0, 60);
	//reset fixture and body
	SetWorld(world);
	//reset shape
	update();
}
Ejemplo n.º 10
0
bool Link::SetItemInfo ( char  *szName, int iData )
{
	if (stricmp(szName,"World")==0)
	{
		SetWorld((CWorld*)iData);
		return true;
	}
	else if (stricmp(szName,"FromSide")==0)
	{
		from_side = iData;
		return true;
	}
	else if (stricmp(szName,"ToSide")==0)
	{
		to_side = iData;
		return true;
	}
	return false;
}
Ejemplo n.º 11
0
	//--------------------------------------------------------------------------------------
	// Client can call this to change the position and direction of camera
	//--------------------------------------------------------------------------------------
	_Use_decl_annotations_
		void XM_CALLCONV Camera::SetViewParams(FXMVECTOR vEyePt, FXMVECTOR vLookatPt, FXMVECTOR vWorldUp)
	{
		// Calc the view matrix
		XMMATRIX view = XMMatrixLookAtLH(vEyePt, vLookatPt, vWorldUp);
		//m_mView = view;

		XMMATRIX mInvView = XMMatrixInverse(nullptr, view);
		SetWorld(mInvView);

		//// The axis basis vectors and camera position are stored inside the 
		//// position matrix in the 4 rows of the camera's world matrix.
		//// To figure out the yaw/pitch of the camera, we just need the Z basis vector
		//XMFLOAT3 zBasis;
		//XMStoreFloat3(&zBasis, mInvView.r[2]);

		//m_fCameraYawAngle = atan2f(zBasis.x, zBasis.z);
		//float fLen = sqrtf(zBasis.z * zBasis.z + zBasis.x * zBasis.x);
		//m_fCameraPitchAngle = -atan2f(zBasis.y, fLen);
	}
Ejemplo n.º 12
0
	bool CEditRenderPipeline::Render( CRenderOperation* op,RenderParam* rp )
	{
		Ast( NULL != rp);
		SetRenderStyle(rp->m_RS);
		SetWorld( rp->m_Mat );

		if(IsPixelFillCount)
		{
			StencilParam tmpStencilParam;
			tmpStencilParam.m_bEnable=TRUE;
			tmpStencilParam.m_nCompFun=CMP_ALWAYS;
			tmpStencilParam.m_nRefrence=0;
			tmpStencilParam.m_nFailedFlag=STENCILOP_KEEP;
			tmpStencilParam.m_nZFailedFlag=STENCILOP_KEEP;
			tmpStencilParam.m_nPassFlag=STENCILOP_INCRSAT;
			tmpStencilParam.m_nReadMask=0xFFFFFFFF;
			tmpStencilParam.m_nWriteMask=0xFFFFFFFF;
			//开启模板测试
			_SetRenderStyle( RS_STENCILENABLE,		DWORD(tmpStencilParam.m_bEnable) );
			_SetRenderStyle( RS_STENCILREF,			DWORD(tmpStencilParam.m_nRefrence) );
			_SetRenderStyle( RS_STENCILFUNC,		tmpStencilParam.m_nCompFun );
			_SetRenderStyle( RS_STENCILFAIL,		tmpStencilParam.m_nFailedFlag );
			_SetRenderStyle( RS_STENCILZFAIL,		tmpStencilParam.m_nZFailedFlag );
			_SetRenderStyle( RS_STENCILPASS,		tmpStencilParam.m_nPassFlag );
			_SetRenderStyle( RS_STENCILMASK,		tmpStencilParam.m_nReadMask );
			_SetRenderStyle( RS_STENCILWRITEMASK,	tmpStencilParam.m_nWriteMask );
			//绑定像素填充率计算的shader
		}
		else
		{
			//将模版缓存恢复到原来状态!即RS中 但是引擎没有封装,而且也不适合每一桢都调用 
			//所有将模版恢复到原来状态的设置代码写在外面 
		}

		return RenderEx( op );
	}
inline void StateStackClass::pvtDrawObject(UInt32 operation, ObjectInstance *objInst, const Pmatrix *rot, const Ppoint *pos, const float sx, const float sy, const float sz, const float scale)
{
	UInt32 clipFlag;
	float MaxLODRange;
	static int in = 0;

	ShiAssert(objInst);

	PushAll();

	// Set up our transformations
	CompoundTransform(rot,pos);


	SetWorld(rot,pos);

	if(operation & OP_WARP)
	{
		Pmatrix	tempM;

		ShiAssert((sx > 0.0f) && (sx <= 1.0f));
		ShiAssert((sy > 0.0f) && (sy <= 1.0f));
		ShiAssert((sz > 0.0f) && (sz <= 1.0f));

		Pmatrix	stretchM = {	sx,		0.f,	0.f,
								0.f,	sy,		0.f,
								0.f,	0.f,	sz	};

		tempM = Rotation;
		MatrixMult(&tempM,&stretchM,&Rotation);

		D3DFrame::Matrix mS,mT;
		mT = mW;
		mS.InitIdentity();
		mS.m[0][0]=sx; mS.m[1][1]=sy; mS.m[2][2]=sz;
		mW = mS*mT;
	}

	if(scale != 1.f)
	{
		Pmatrix	tempM;

		Pmatrix scaleM = {	scale,	0.f,	0.f,
							0.f,	scale,	0.f,
							0.f,	0.f,	scale };

		tempM = Rotation;
		MatrixMult(&tempM,&scaleM,&Rotation);

		D3DFrame::Matrix mS,mT;
		mT = mW;
		mS.InitIdentity();
		mS.m[0][0]=scale; mS.m[1][1]=scale; mS.m[2][2]=scale;
		mW = mS*mT;
	}

	// Store the adjusted range for LOD determinations
	LODRange = Xlation.x * LODBiasInv;

	// Choose the appropriate LOD of the object to be drawn
	CurrentInstance = objInst;

	if (objInst->ParentObject)
	{
		if (g_bSlowButSafe && F4IsBadCodePtr((FARPROC) objInst->ParentObject)) // JB 010220 CTD (too much CPU)
			CurrentLOD = 0; // JB 010220 CTD
		else // JB 010220 CTD
		if (objInst->id < 0 || objInst->id >= TheObjectListLength || objInst->TextureSet < 0) // JB 010705 CTD second try
		{
			ShiAssert(FALSE);
			CurrentLOD = 0;
		}
		else 
			CurrentLOD = objInst->ParentObject->ChooseLOD(LODRange,&LODused,&MaxLODRange);

		if(CurrentLOD)
		{
			// Decide if we need clipping, or if the object is totally off screen
			clipFlag = CheckBoundingSphereClipping();

			// Continue only if some part of the bounding volume is on screen
			if (clipFlag != OFF_SCREEN)
			{
				// Set the jump pointers to turn on/off clipping
				if (clipFlag == ON_SCREEN)
				{
					Transform = TransformNoClip;
					DrawPrimJumpTable = DrawPrimNoClipJumpTable;
				}
				else
				{
					Transform = TransformWithClip;
					DrawPrimJumpTable = DrawPrimWithClipJumpTable;
				}

				// Choose perspective correction or not
	//			if ((Xlation.x > CurrentInstance->Radius() * PERSP_CORR_RADIUS_MULTIPLIER) && 
	//				!(CurrentLOD->flags & ObjectLOD::PERSP_CORR))
	//			{
	//				RenderStateTable = RenderStateTableNPC;
	//			}
	//			else
	//			{
					RenderStateTable = RenderStateTablePC;
	//			}

				in ++;

				if (in == 1)
				{
					verts = 0;
				}

				// Draw the object
				CurrentLOD->Draw();

//				if (in == 1)
//				{
//					if (verts)
//					{
//						MonoPrint ("Obj %d:%d %d : %d\n", objInst->id, LODused, (int) MaxLODRange, verts);
//					}
//				}

				in --;
			}
		}
	}

	PopAll();
}
Ejemplo n.º 14
0
bool UDemoNetDriver::InitConnect( FNetworkNotify* InNotify, const FURL& ConnectURL, FString& Error )
{
	if ( GetWorld() == nullptr )
	{
		UE_LOG( LogDemo, Error, TEXT( "GetWorld() == nullptr" ) );
		return false;
	}

	if ( GetWorld()->GetGameInstance() == nullptr )
	{
		UE_LOG( LogDemo, Error, TEXT( "GetWorld()->GetGameInstance() == nullptr" ) );
		return false;
	}

	UGameInstance* GameInstance = GetWorld()->GetGameInstance();

	// handle default initialization
	if ( !InitBase( true, InNotify, ConnectURL, false, Error ) )
	{
		GameInstance->HandleDemoPlaybackFailure( EDemoPlayFailure::Generic, FString( TEXT( "InitBase FAILED" ) ) );
		return false;
	}

	ResetDemoState();

	// open the pre-recorded demo file
	FileAr = IFileManager::Get().CreateFileReader( *DemoFilename );

	if ( !FileAr )
	{
		Error = FString::Printf( TEXT( "Couldn't open demo file %s for reading" ), *DemoFilename );
		UE_LOG( LogDemo, Error, TEXT( "UDemoNetDriver::InitConnect: %s" ), *Error );
		GameInstance->HandleDemoPlaybackFailure( EDemoPlayFailure::DemoNotFound, FString( EDemoPlayFailure::ToString( EDemoPlayFailure::DemoNotFound ) ) );
		return false;
	}

	// Playback, local machine is a client, and the demo stream acts "as if" it's the server.
	ServerConnection = ConstructObject<UNetConnection>( UDemoNetConnection::StaticClass() );
	ServerConnection->InitConnection( this, USOCK_Pending, ConnectURL, 1000000 );

	// use the same byte format regardless of platform so that the demos are cross platform
	// DEMO_FIXME: This is messing up for some reason, investigate
	//FileAr->SetByteSwapping( true );

	FNetworkDemoHeader DemoHeader;

	(*FileAr) << DemoHeader;

	// Check magic value
	if ( DemoHeader.Magic != NETWORK_DEMO_MAGIC )
	{
		Error = FString( TEXT( "Demo file is corrupt" ) );
		UE_LOG( LogDemo, Error, TEXT( "UDemoNetDriver::InitConnect: %s" ), *Error );
		GameInstance->HandleDemoPlaybackFailure( EDemoPlayFailure::Corrupt, Error );
		return false;
	}

	// Check version
	if ( DemoHeader.Version != NETWORK_DEMO_VERSION )
	{
		Error = FString( TEXT( "Demo file version is incorrect" ) );
		UE_LOG( LogDemo, Error, TEXT( "UDemoNetDriver::InitConnect: %s" ), *Error );
		GameInstance->HandleDemoPlaybackFailure( EDemoPlayFailure::InvalidVersion, Error );
		return false;
	}

	// Create fake control channel
	ServerConnection->CreateChannel( CHTYPE_Control, 1 );

	DemoTotalFrames = DemoHeader.NumFrames;
	DemoTotalTime	= DemoHeader.TotalTime;

	UE_LOG( LogDemo, Log, TEXT( "Starting demo playback with demo. Filename: %s, Frames: %i, Version %i" ), *DemoFilename, DemoTotalFrames, DemoHeader.Version );

	// Bypass UDemoPendingNetLevel
	FString LoadMapError;

	FURL DemoURL;
	DemoURL.Map = DemoHeader.LevelName;

	FWorldContext * WorldContext = GEngine->GetWorldContextFromWorld( GetWorld() );

	if ( WorldContext == NULL )
	{
		Error = FString::Printf( TEXT( "No world context" ), *DemoFilename );
		UE_LOG( LogDemo, Error, TEXT( "UDemoNetDriver::InitConnect: %s" ), *Error );
		GameInstance->HandleDemoPlaybackFailure( EDemoPlayFailure::Generic, FString( TEXT( "No world context" ) ) );
		return false;
	}

	GetWorld()->DemoNetDriver = NULL;
	SetWorld( NULL );

	auto NewPendingNetGame = NewObject<UDemoPendingNetGame>();

	NewPendingNetGame->DemoNetDriver = this;

	WorldContext->PendingNetGame = NewPendingNetGame;

	if ( !GEngine->LoadMap( *WorldContext, DemoURL, NewPendingNetGame, LoadMapError ) )
	{
		Error = LoadMapError;
		UE_LOG( LogDemo, Error, TEXT( "UDemoNetDriver::InitConnect: LoadMap failed: failed: %s" ), *Error );
		GameInstance->HandleDemoPlaybackFailure( EDemoPlayFailure::Generic, FString( TEXT( "LoadMap failed" ) ) );
		return false;
	}

	SetWorld( WorldContext->World() );
	WorldContext->World()->DemoNetDriver = this;
	WorldContext->PendingNetGame = NULL;

	// Remember where we are
	const int32 OldPos = FileAr->Tell();

	// Jump to meta data
	FileAr->Seek( DemoHeader.MetaDataOffset );

	// Read meta data
	for ( int32 i = 0; i < DemoHeader.NumStreamingLevels; ++i )
	{
		ULevelStreamingKismet* StreamingLevel = static_cast<ULevelStreamingKismet*>(StaticConstructObject(ULevelStreamingKismet::StaticClass(), GetWorld(), NAME_None, RF_NoFlags, NULL ) );

		StreamingLevel->bShouldBeLoaded		= true;
		StreamingLevel->bShouldBeVisible	= true;
		StreamingLevel->bShouldBlockOnLoad	= false;
		StreamingLevel->bInitiallyLoaded	= true;
		StreamingLevel->bInitiallyVisible	= true;

		FString PackageName;
		FString PackageNameToLoad;

		(*FileAr) << PackageName;
		(*FileAr) << PackageNameToLoad;
		(*FileAr) << StreamingLevel->LevelTransform;

		StreamingLevel->PackageNameToLoad = FName( *PackageNameToLoad );
		StreamingLevel->SetWorldAssetByPackageName( FName( *PackageName ) );

		GetWorld()->StreamingLevels.Add( StreamingLevel );

		UE_LOG( LogDemo, Log, TEXT( "  Loading streamingLevel: %s, %s" ), *PackageName, *PackageNameToLoad );
	}

	// Jump back to start of stream
	FileAr->Seek( OldPos );

	// Remember where the meta data is, this is where we must stop reading the demo stream
	EndOfStreamOffset = DemoHeader.MetaDataOffset;

	return true;
}
Ejemplo n.º 15
0
bool UDemoNetDriver::InitConnect( FNetworkNotify* InNotify, const FURL& ConnectURL, FString& Error )
{
	// handle default initialization
	if ( !InitBase( true, InNotify, ConnectURL, false, Error ) )
	{
		return false;
	}

	// open the pre-recorded demo file
	FileAr = IFileManager::Get().CreateFileReader( *DemoFilename );

	if ( !FileAr )
	{
		Error = FString::Printf( TEXT( "Couldn't open demo file %s for reading" ), *DemoFilename );
		UE_LOG( LogDemo, Error, TEXT( "UDemoNetDriver::InitConnect: %s" ), *Error );
		return false;
	}

	// Playback, local machine is a client, and the demo stream acts "as if" it's the server.
	ServerConnection = ConstructObject<UNetConnection>( UDemoNetConnection::StaticClass() );
	ServerConnection->InitConnection( this, USOCK_Pending, ConnectURL, 1000000 );

#if 1
	// Create fake control channel
	ServerConnection->CreateChannel( CHTYPE_Control, 1 );
#endif

	// use the same byte format regardless of platform so that the demos are cross platform
	// DEMO_FIXME: This is messing up for some reason, investigate
	//FileAr->SetByteSwapping( true );

	int32 EngineVersion = 0;
	(*FileAr) << EngineVersion;
	(*FileAr) << PlaybackTotalFrames;

	UE_LOG( LogDemo, Log, TEXT( "Starting demo playback with demo. Filename: %s, Frames: %i, Version %i" ), *DemoFilename, PlaybackTotalFrames, EngineVersion );

#if 1
	// Bypass UDemoPendingNetLevel
	FString LevelName;
	(*FileAr) << LevelName;

	FString LoadMapError;

	FURL DemoURL;
	DemoURL.Map = LevelName;

	FWorldContext * WorldContext = GEngine->GetWorldContextFromWorld( World );

	if ( WorldContext == NULL )
	{
		Error = FString::Printf( TEXT( "No world context" ), *DemoFilename );
		UE_LOG( LogDemo, Error, TEXT( "UDemoNetDriver::InitConnect: %s" ), *Error );
		return false;
	}

	World->DemoNetDriver = NULL;
	SetWorld( NULL );

	UDemoPendingNetGame * NewPendingNetGame = new UDemoPendingNetGame( FPostConstructInitializeProperties() );

	NewPendingNetGame->DemoNetDriver = this;

	WorldContext->PendingNetGame = NewPendingNetGame;

	if ( !GEngine->LoadMap( *WorldContext, DemoURL, NewPendingNetGame, LoadMapError ) )
	{
		Error = LoadMapError;
		UE_LOG( LogDemo, Error, TEXT( "UDemoNetDriver::InitConnect: LoadMap failed: failed: %s" ), *Error );
		return false;
	}

	SetWorld( WorldContext->World() );
	WorldContext->World()->DemoNetDriver = this;
	WorldContext->PendingNetGame = NULL;
#endif

	int32 NumStreamingLevels = 0;

	(*FileAr) << NumStreamingLevels;

	for ( int32 i = 0; i < NumStreamingLevels; ++i )
	{
		ULevelStreamingKismet* StreamingLevel = static_cast<ULevelStreamingKismet*>(StaticConstructObject(ULevelStreamingKismet::StaticClass(), GetWorld(), NAME_None, RF_NoFlags, NULL ) );

		StreamingLevel->bShouldBeLoaded		= true;
		StreamingLevel->bShouldBeVisible	= true;
		StreamingLevel->bShouldBlockOnLoad	= false;
		StreamingLevel->bInitiallyLoaded	= true;
		StreamingLevel->bInitiallyVisible	= true;

		FString PackageName;
		FString PackageNameToLoad;

		(*FileAr) << PackageName;
		(*FileAr) << PackageNameToLoad;
		(*FileAr) << StreamingLevel->LevelTransform;

		StreamingLevel->PackageNameToLoad = FName( *PackageNameToLoad );
		StreamingLevel->SetWorldAssetByPackageName( FName( *PackageName ) );

		GetWorld()->StreamingLevels.Add( StreamingLevel );

		UE_LOG( LogDemo, Log, TEXT( "  Loading streamingLevel: %s, %s" ), *PackageName, *PackageNameToLoad );
	}

	DemoDeltaTime = 0;

	return true;
}