Example #1
0
MNVec4::MNVec4()
   : MaterialNode( "vecConst" )
   , m_output( NULL )
{
   if ( !IS_BEING_SERIALIZED() )
   {
      m_output = new MSVec4Output( "Vec" );
      defineOutput( m_output );
   }
}
Example #2
0
MNBool::MNBool()
    : m_value( true )
    , m_output( NULL )
{
    bool isBeingDeserialized = SerializationFlag::getInstance().isSerializationInProgress();
    if ( !isBeingDeserialized )
    {
        m_output = new MSBoolOutput( "Value" );
        defineOutput( m_output );
    }
}
Example #3
0
MNFloat::MNFloat()
    : m_value( 0.0f )
    , m_output( NULL )
{
    bool isBeingDeserialized = SerializationFlag::getInstance().isSerializationInProgress();
    if ( !isBeingDeserialized )
    {
        m_output = new MSFloatOutput( "Value" );
        defineOutput( m_output );
    }
}
Example #4
0
MNColor::MNColor( const char* name, const Color& color )
   : MaterialNode( name )
   , m_color( color )
   , m_output( NULL )
{
   if ( !IS_BEING_SERIALIZED() )
   {
      m_output = new MSColorOutput( "Color" );
      defineOutput( m_output );
   }
}
Example #5
0
SAGetRandomAnnotation::SAGetRandomAnnotation()
   : StoryAction( "SAGetRandomAnnotation" )
   , m_out( NULL )
   , m_spawnPoint( false )
{
   ThreadSystem& threadSystem = TSingleton< ThreadSystem >::getInstance();
   if ( threadSystem.getCurrentThread().m_serializationInProgress == false )
   {
      defineInput( new SAVoidInput( "In" ) );

      m_out = new SAAnnotationOutput( "Out" );
      defineOutput( m_out );
   }
}
Example #6
0
MNTexture::MNTexture( const char* name, Texture* texture )
: MaterialNode( name )
   , m_texture( texture )
   , m_uvInput( NULL )
   , m_output( NULL )
   , m_renderableTexture( new RenderableTexture() )
{
   if ( !IS_BEING_SERIALIZED() )
   {
      m_uvInput = new MSVec2Input( "UV" );
      defineInput( m_uvInput );

      m_output = new MSColorOutput( "Color" );
      defineOutput( m_output );
   }
}