コード例 #1
0
ファイル: CollisionChain2D.cpp プロジェクト: zhzhxtrrk/Urho3D
void CollisionChain2D::RegisterObject(Context* context)
{
    context->RegisterFactory<CollisionChain2D>();

    ACCESSOR_ATTRIBUTE("Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE("Loop", GetLoop, SetLoop, bool, false, AM_DEFAULT);
    COPY_BASE_ATTRIBUTES(CollisionShape2D);
    MIXED_ACCESSOR_ATTRIBUTE("Vertices", GetVerticesAttr, SetVerticesAttr, PODVector<unsigned char>, Variant::emptyBuffer, AM_FILE);
}
コード例 #2
0
void Light::RegisterObject(Context* context)
{
    context->RegisterFactory<Light>(SCENE_CATEGORY);

    ACCESSOR_ATTRIBUTE("Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
    ENUM_ACCESSOR_ATTRIBUTE("Light Type", GetLightType, SetLightType, LightType, typeNames, DEFAULT_LIGHTTYPE, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE("Color", GetColor, SetColor, Color, Color::WHITE, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE("Specular Intensity", GetSpecularIntensity, SetSpecularIntensity, float, DEFAULT_SPECULARINTENSITY,
        AM_DEFAULT);
    ACCESSOR_ATTRIBUTE("Brightness Multiplier", GetBrightness, SetBrightness, float, DEFAULT_BRIGHTNESS, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE("Range", GetRange, SetRange, float, DEFAULT_RANGE, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE("Spot FOV", GetFov, SetFov, float, DEFAULT_LIGHT_FOV, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE("Spot Aspect Ratio", GetAspectRatio, SetAspectRatio, float, 1.0f, AM_DEFAULT);
    MIXED_ACCESSOR_ATTRIBUTE("Attenuation Texture", GetRampTextureAttr, SetRampTextureAttr, ResourceRef,
        ResourceRef(Texture2D::GetTypeStatic()), AM_DEFAULT);
    MIXED_ACCESSOR_ATTRIBUTE("Light Shape Texture", GetShapeTextureAttr, SetShapeTextureAttr, ResourceRef,
        ResourceRef(Texture2D::GetTypeStatic()), AM_DEFAULT);
    ACCESSOR_ATTRIBUTE("Can Be Occluded", IsOccludee, SetOccludee, bool, true, AM_DEFAULT);
    ATTRIBUTE("Cast Shadows", bool, castShadows_, false, AM_DEFAULT);
    ATTRIBUTE("Per Vertex", bool, perVertex_, false, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE("Draw Distance", GetDrawDistance, SetDrawDistance, float, 0.0f, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE("Fade Distance", GetFadeDistance, SetFadeDistance, float, 0.0f, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE("Shadow Distance", GetShadowDistance, SetShadowDistance, float, 0.0f, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE("Shadow Fade Distance", GetShadowFadeDistance, SetShadowFadeDistance, float, 0.0f, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE("Shadow Intensity", GetShadowIntensity, SetShadowIntensity, float, 0.0f, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE("Shadow Resolution", GetShadowResolution, SetShadowResolution, float, 1.0f, AM_DEFAULT);
    ATTRIBUTE("Focus To Scene", bool, shadowFocus_.focus_, true, AM_DEFAULT);
    ATTRIBUTE("Non-uniform View", bool, shadowFocus_.nonUniform_, true, AM_DEFAULT);
    ATTRIBUTE("Auto-Reduce Size", bool, shadowFocus_.autoSize_, true, AM_DEFAULT);
    ATTRIBUTE("CSM Splits", Vector4, shadowCascade_.splits_, Vector4(DEFAULT_SHADOWSPLIT, 0.0f, 0.0f, 0.0f), AM_DEFAULT);
    ATTRIBUTE("CSM Fade Start", float, shadowCascade_.fadeStart_, DEFAULT_SHADOWFADESTART, AM_DEFAULT);
    ATTRIBUTE("CSM Bias Auto Adjust", float, shadowCascade_.biasAutoAdjust_, DEFAULT_BIASAUTOADJUST, AM_DEFAULT);
    ATTRIBUTE("View Size Quantize", float, shadowFocus_.quantize_, DEFAULT_SHADOWQUANTIZE, AM_DEFAULT);
    ATTRIBUTE("View Size Minimum", float, shadowFocus_.minView_, DEFAULT_SHADOWMINVIEW, AM_DEFAULT);
    ATTRIBUTE("Depth Constant Bias", float, shadowBias_.constantBias_, DEFAULT_CONSTANTBIAS, AM_DEFAULT);
    ATTRIBUTE("Depth Slope Bias", float, shadowBias_.slopeScaledBias_, DEFAULT_SLOPESCALEDBIAS, AM_DEFAULT);
    ATTRIBUTE("Near/Farclip Ratio", float, shadowNearFarRatio_, DEFAULT_SHADOWNEARFARRATIO, AM_DEFAULT);
    ATTRIBUTE("View Mask", int, viewMask_, DEFAULT_VIEWMASK, AM_DEFAULT);
    ATTRIBUTE("Light Mask", int, lightMask_, DEFAULT_LIGHTMASK, AM_DEFAULT);
}
コード例 #3
0
ファイル: CollisionShape.cpp プロジェクト: zhzhxtrrk/Urho3D
void CollisionShape::RegisterObject(Context* context)
{
    context->RegisterFactory<CollisionShape>(PHYSICS_CATEGORY);

    ACCESSOR_ATTRIBUTE("Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
    ENUM_ATTRIBUTE("Shape Type", shapeType_, typeNames, SHAPE_BOX, AM_DEFAULT);
    ATTRIBUTE("Size", Vector3, size_, Vector3::ONE, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE("Offset Position", GetPosition, SetPosition, Vector3, Vector3::ZERO, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE("Offset Rotation", GetRotation, SetRotation, Quaternion, Quaternion::IDENTITY, AM_DEFAULT);
    MIXED_ACCESSOR_ATTRIBUTE("Model", GetModelAttr, SetModelAttr, ResourceRef, ResourceRef(Model::GetTypeStatic()), AM_DEFAULT);
    ATTRIBUTE("LOD Level", int, lodLevel_, 0, AM_DEFAULT);
    ATTRIBUTE("Collision Margin", float, margin_, DEFAULT_COLLISION_MARGIN, AM_DEFAULT);
    ATTRIBUTE("CustomGeometry NodeID", int, customGeometryID_, 0, AM_DEFAULT | AM_NODEID);
}