void cNode3D::SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame) { kSaveData_SetupBegin(cNode3D); kSaveData_LoadObject(mpParent,mlParentId,cNode3D*); }
void iEntity3D::SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame) { kSaveData_SetupBegin(iEntity3D); //Log("-------- Setup %s --------------\n",msName.c_str()); //kSaveData_LoadObject(mpParent,mlParentId,iEntity3D*); //kSaveData_LoadIdList(mlstChildren,mlstChildren,iEntity3D*); if(pData->mlParentId!=-1 && mpParent == NULL) { iEntity3D *pParentEntity = static_cast<iEntity3D*>(apSaveObjectHandler->Get(pData->mlParentId)); if(pParentEntity) pParentEntity->AddChild(this); else Error("Couldn't find parent entity id %d for '%s'\n",pData->mlParentId,GetName().c_str()); } cContainerListIterator<int> it = pData->mlstChildren.GetIterator(); while(it.HasNext()) { int mlId = it.Next(); if(mlId != -1) { iEntity3D *pChildEntity = static_cast<iEntity3D*>(apSaveObjectHandler->Get(mlId)); if(pChildEntity) AddChild(pChildEntity); else Error("Couldn't find child entity id %d for '%s'\n",mlId,GetName().c_str()); } } SetTransformUpdated(true); }
void iNode::SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame) { kSaveData_SetupBegin(iNode); kSaveData_LoadIdList(mlstEntity,mlstEntities, iEntity*); kSaveData_LoadIdList(mlstNode,mlstNodes, iNode*); }
void iPhysicsController::SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame) { kSaveData_SetupBegin(iPhysicsController); kSaveData_LoadObject(mpBody,mlBodyId,iPhysicsBody*); kSaveData_LoadObject(mpJoint,mlJointId, iPhysicsJoint*); }
void cBillboard::SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame) { kSaveData_SetupBegin(cBillboard); if(mbIsHalo) { //Log("Setting up halo billboard '%s'\n",msName.c_str()); } }
void cLight3DSpot::SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame) { kSaveData_SetupBegin(cLight3DSpot); //Make sure all is updated. SetTransformUpdated(); mbProjectionUpdated = true; mbViewProjUpdated = true; mbFrustumUpdated = true; }
void iLight3D::SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame) { kSaveData_SetupBegin(iLight3D); //Get attached billboards. cContainerListIterator<int> it = pData->mlstBillboardIds.GetIterator(); while(it.HasNext()) { int lId = it.Next(); iSaveObject *pObject = apSaveObjectHandler->Get(lId); cBillboard *pBill = static_cast<cBillboard*>(pObject); if(pBill==NULL){ Error("Couldn't find billboard id %d\n",lId); continue; } AttachBillboard(pBill); } }
void iRenderable::SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame) { kSaveData_SetupBegin(iRenderable); }
void iPhysicsJointBall::SaveDataSetup(cSaveObjectHandler *a_pSaveObjectHandler, cGame *a_pGame) { kSaveData_SetupBegin(iPhysicsJointBall); }
void iPhysicsJointHinge::SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame) { kSaveData_SetupBegin(iPhysicsJointHinge); }
void cLight3DPoint::SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame) { kSaveData_SetupBegin(cLight3DPoint); }
void iEntity::SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame) { kSaveData_SetupBegin(iEntity); //kSaveData_LoadObject(mpParentNode,mlParentNodeId,iNode*); }