コード例 #1
0
ファイル: ConstraintRope2D.cpp プロジェクト: Gotusso/Urho3D
void ConstraintRope2D::RegisterObject(Context* context)
{
    context->RegisterFactory<ConstraintRope2D>();

    REF_ACCESSOR_ATTRIBUTE(ConstraintRope2D, VAR_VECTOR2, "Owner Body Anchor", GetOwnerBodyAnchor, SetOwnerBodyAnchor, Vector2, Vector2::ZERO, AM_DEFAULT);
    REF_ACCESSOR_ATTRIBUTE(ConstraintRope2D, VAR_VECTOR2, "Other Body Anchor", GetOtherBodyAnchor, SetOtherBodyAnchor, Vector2, Vector2::ZERO, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(ConstraintRope2D, VAR_FLOAT, "Max Length", GetMaxLength, SetMaxLength, float, 0.0f, AM_DEFAULT);
    COPY_BASE_ATTRIBUTES(ConstraintRope2D, Constraint2D);
}
コード例 #2
0
ファイル: BorderImage.cpp プロジェクト: SkunkWorks99/Urho3D
void BorderImage::RegisterObject(Context* context)
{
    context->RegisterFactory<BorderImage>(UI_CATEGORY);

    COPY_BASE_ATTRIBUTES(BorderImage, UIElement);
    ACCESSOR_ATTRIBUTE(BorderImage, VAR_RESOURCEREF, "Texture", GetTextureAttr, SetTextureAttr, ResourceRef, ResourceRef(Texture2D::GetTypeStatic()), AM_FILE);
    REF_ACCESSOR_ATTRIBUTE(BorderImage, VAR_INTRECT, "Image Rect", GetImageRect, SetImageRect, IntRect, IntRect::ZERO, AM_FILE);
    REF_ACCESSOR_ATTRIBUTE(BorderImage, VAR_INTRECT, "Border", GetBorder, SetBorder, IntRect, IntRect::ZERO, AM_FILE);
    REF_ACCESSOR_ATTRIBUTE(BorderImage, VAR_INTVECTOR2, "Hover Image Offset", GetHoverOffset, SetHoverOffset, IntVector2, IntVector2::ZERO, AM_FILE);
    ACCESSOR_ATTRIBUTE(BorderImage, VAR_BOOL, "Tiled", IsTiled, SetTiled, bool, false, AM_FILE);
    ENUM_ACCESSOR_ATTRIBUTE(BorderImage, "Blend Mode", GetBlendMode, SetBlendMode, BlendMode, blendModeNames, 0, AM_FILE);
}
コード例 #3
0
ファイル: CollisionShape.cpp プロジェクト: gameogre/Urho3D
void CollisionShape::RegisterObject(Context* context)
{
    context->RegisterFactory<CollisionShape>(PHYSICS_CATEGORY);
    
    ACCESSOR_ATTRIBUTE(CollisionShape, VAR_BOOL, "Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
    ENUM_ATTRIBUTE(CollisionShape, "Shape Type", shapeType_, typeNames, SHAPE_BOX, AM_DEFAULT);
    ATTRIBUTE(CollisionShape, VAR_VECTOR3, "Size", size_, Vector3::ONE, AM_DEFAULT);
    REF_ACCESSOR_ATTRIBUTE(CollisionShape, VAR_VECTOR3, "Offset Position", GetPosition, SetPosition, Vector3, Vector3::ZERO, AM_DEFAULT);
    REF_ACCESSOR_ATTRIBUTE(CollisionShape, VAR_QUATERNION, "Offset Rotation", GetRotation, SetRotation, Quaternion, Quaternion::IDENTITY, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(CollisionShape, VAR_RESOURCEREF, "Model", GetModelAttr, SetModelAttr, ResourceRef, ResourceRef(Model::GetTypeStatic()), AM_DEFAULT);
    ATTRIBUTE(CollisionShape, VAR_INT, "LOD Level", lodLevel_, 0, AM_DEFAULT);
    ATTRIBUTE(CollisionShape, VAR_FLOAT, "Collision Margin", margin_, DEFAULT_COLLISION_MARGIN, AM_DEFAULT);
    ATTRIBUTE(CollisionShape, VAR_INT, "CustomGeometry NodeID", customGeometryID_, 0, AM_DEFAULT | AM_NODEID);
}
コード例 #4
0
ファイル: Constraint.cpp プロジェクト: acremean/urho3d
void Constraint::RegisterObject(Context* context)
{
    context->RegisterFactory<Constraint>();
    
    ENUM_ATTRIBUTE(Constraint, "Constraint Type", constraintType_, typeNames, CONSTRAINT_NONE, AM_DEFAULT);
    ATTRIBUTE(Constraint, VAR_VECTOR3, "Position", position_, Vector3::ZERO, AM_DEFAULT);
    ATTRIBUTE(Constraint, VAR_QUATERNION, "Rotation", rotation_, Quaternion::IDENTITY, AM_DEFAULT);
    ATTRIBUTE(Constraint, VAR_VECTOR3, "Other Body Position", otherPosition_, Vector3::ZERO, AM_DEFAULT);
    ATTRIBUTE(Constraint, VAR_QUATERNION, "Other Body Rotation", otherRotation_, Quaternion::IDENTITY, AM_DEFAULT);
    ATTRIBUTE(Constraint, VAR_INT, "Other Body NodeID", otherBodyNodeID_, 0, AM_DEFAULT | AM_NODEID);
    REF_ACCESSOR_ATTRIBUTE(Constraint, VAR_VECTOR2, "High Limit", GetHighLimit, SetHighLimit, Vector2, Vector2::ZERO, AM_DEFAULT);
    REF_ACCESSOR_ATTRIBUTE(Constraint, VAR_VECTOR2, "Low Limit", GetLowLimit, SetLowLimit, Vector2, Vector2::ZERO, AM_DEFAULT);
    ATTRIBUTE(Constraint, VAR_BOOL, "Disable Collision", disableCollision_, false, AM_DEFAULT);
}
コード例 #5
0
ファイル: Text.cpp プロジェクト: acremean/urho3d
void Text::RegisterObject(Context* context)
{
    context->RegisterFactory<Text>();
    
    ACCESSOR_ATTRIBUTE(Text, VAR_RESOURCEREF, "Font", GetFontAttr, SetFontAttr, ResourceRef, ResourceRef(Font::GetTypeStatic()), AM_FILE);
    ATTRIBUTE(Text, VAR_INT, "Font Size", fontSize_, DEFAULT_FONT_SIZE, AM_FILE);
    ATTRIBUTE(Text, VAR_STRING, "Text", text_, String(), AM_FILE);
    ENUM_ATTRIBUTE(Text, "Text Alignment", textAlignment_, horizontalAlignments, HA_LEFT, AM_FILE);
    ATTRIBUTE(Text, VAR_FLOAT, "Row Spacing", rowSpacing_, 1.0f, AM_FILE);
    ATTRIBUTE(Text, VAR_BOOL, "Word Wrap", wordWrap_, false, AM_FILE);
    REF_ACCESSOR_ATTRIBUTE(Text, VAR_COLOR, "Selection Color", GetSelectionColor, SetSelectionColor, Color, Color::BLACK, AM_FILE);
    REF_ACCESSOR_ATTRIBUTE(Text, VAR_COLOR, "Hover Color", GetHoverColor, SetHoverColor, Color, Color::BLACK, AM_FILE);
    COPY_BASE_ATTRIBUTES(Text, UIElement);
}
コード例 #6
0
void ConstraintPrismatic2D::RegisterObject(Context* context)
{
    context->RegisterFactory<ConstraintPrismatic2D>();
    
    REF_ACCESSOR_ATTRIBUTE(ConstraintPrismatic2D, VAR_VECTOR2, "Anchor", GetAnchor, SetAnchor, Vector2, Vector2::ZERO, AM_DEFAULT);
    REF_ACCESSOR_ATTRIBUTE(ConstraintPrismatic2D, VAR_VECTOR2, "Axis", GetAxis, SetAxis, Vector2, Vector2::RIGHT, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(ConstraintPrismatic2D, VAR_BOOL, "Enable Limit", GetEnableLimit, SetEnableLimit, bool, false, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(ConstraintPrismatic2D, VAR_FLOAT, "Lower translation", GetLowerTranslation, SetLowerTranslation, float, 0.0f, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(ConstraintPrismatic2D, VAR_FLOAT, "Upper translation", GetUpperTranslation, SetUpperTranslation, float, 0.0f, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(ConstraintPrismatic2D, VAR_BOOL, "Enable Motor", GetEnableMotor, SetEnableMotor, bool, false, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(ConstraintPrismatic2D, VAR_FLOAT, "Max Motor Force", GetMaxMotorForce, SetMaxMotorForce, float, 2.0f, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(ConstraintPrismatic2D, VAR_FLOAT, "Motor Speed", GetMotorSpeed, SetMotorSpeed, float, 0.7f, AM_DEFAULT);

    COPY_BASE_ATTRIBUTES(ConstraintPrismatic2D, Constraint2D);
}
コード例 #7
0
void StaticModelGroup::RegisterObject(Context* context)
{
    context->RegisterFactory<StaticModelGroup>(GEOMETRY_CATEGORY);

    COPY_BASE_ATTRIBUTES(StaticModelGroup, StaticModel);
    REF_ACCESSOR_ATTRIBUTE(StaticModelGroup, VAR_VARIANTVECTOR, "Instance Nodes", GetNodeIDsAttr, SetNodeIDsAttr, VariantVector, Variant::emptyVariantVector, AM_DEFAULT | AM_NODEIDVECTOR);
}
コード例 #8
0
ファイル: Text.cpp プロジェクト: jjiezheng/urho3d
void Text::RegisterObject(Context* context)
{
    context->RegisterFactory<Text>(UI_CATEGORY);

    COPY_BASE_ATTRIBUTES(Text, UIElement);
    UPDATE_ATTRIBUTE_DEFAULT_VALUE(Text, "Use Derived Opacity", false);
    ACCESSOR_ATTRIBUTE(Text, VAR_RESOURCEREF, "Font", GetFontAttr, SetFontAttr, ResourceRef, ResourceRef(Font::GetTypeStatic()), AM_FILE);
    ATTRIBUTE(Text, VAR_INT, "Font Size", fontSize_, DEFAULT_FONT_SIZE, AM_FILE);
    ATTRIBUTE(Text, VAR_STRING, "Text", text_, String::EMPTY, AM_FILE);
    ENUM_ATTRIBUTE(Text, "Text Alignment", textAlignment_, horizontalAlignments, HA_LEFT, AM_FILE);
    ATTRIBUTE(Text, VAR_FLOAT, "Row Spacing", rowSpacing_, 1.0f, AM_FILE);
    ATTRIBUTE(Text, VAR_BOOL, "Word Wrap", wordWrap_, false, AM_FILE);
    REF_ACCESSOR_ATTRIBUTE(Text, VAR_COLOR, "Selection Color", GetSelectionColor, SetSelectionColor, Color, Color::TRANSPARENT, AM_FILE);
    REF_ACCESSOR_ATTRIBUTE(Text, VAR_COLOR, "Hover Color", GetHoverColor, SetHoverColor, Color, Color::TRANSPARENT, AM_FILE);

    // Change the default value for UseDerivedOpacity
    context->GetAttribute<Text>("Use Derived Opacity")->defaultValue_ = false;
}
コード例 #9
0
void ConstraintRevolute2D::RegisterObject(Context* context)
{
    context->RegisterFactory<ConstraintRevolute2D>();
    
    REF_ACCESSOR_ATTRIBUTE(ConstraintRevolute2D, VAR_VECTOR2, "Anchor", GetAnchor, SetAnchor, Vector2, Vector2::ZERO, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(ConstraintRevolute2D, VAR_BOOL, "Enable Limit", GetEnableLimit, SetEnableLimit, bool, false, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(ConstraintRevolute2D, VAR_FLOAT, "Lower Angle", GetLowerAngle, SetLowerAngle, float, 0.0f, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(ConstraintRevolute2D, VAR_FLOAT, "Upper Angle", GetUpperAngle, SetUpperAngle, float, 0.0f, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(ConstraintRevolute2D, VAR_BOOL, "Enable Motor", GetEnableMotor, SetEnableMotor, bool, false, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(ConstraintRevolute2D, VAR_FLOAT, "Motor Speed", GetMotorSpeed, SetMotorSpeed, float, 0.0f, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(ConstraintRevolute2D, VAR_FLOAT, "Max Motor Torque", GetMaxMotorTorque, SetMaxMotorTorque, float, 0.0f, AM_DEFAULT);
    COPY_BASE_ATTRIBUTES(ConstraintRevolute2D, Constraint2D);
}
コード例 #10
0
ファイル: Node.cpp プロジェクト: acremean/urho3d
void Node::RegisterObject(Context* context)
{
    context->RegisterFactory<Node>();
    
    /// \todo When position/rotation updates are received from the network, route to SmoothedTransform if exists
    REF_ACCESSOR_ATTRIBUTE(Node, VAR_STRING, "Name", GetName, SetName, String, String(), AM_DEFAULT);
    REF_ACCESSOR_ATTRIBUTE(Node, VAR_VECTOR3, "Position", GetPosition, SetPosition, Vector3, Vector3::ZERO, AM_FILE);
    REF_ACCESSOR_ATTRIBUTE(Node, VAR_QUATERNION, "Rotation", GetRotation, SetRotation, Quaternion, Quaternion::IDENTITY, AM_FILE);
    REF_ACCESSOR_ATTRIBUTE(Node, VAR_VECTOR3, "Scale", GetScale, SetScale, Vector3, Vector3::ONE, AM_DEFAULT);
    ATTRIBUTE(Node, VAR_VARIANTMAP, "Variables", vars_, VariantMap(), AM_FILE); // Network replication of vars uses custom data
    REF_ACCESSOR_ATTRIBUTE(Node, VAR_VECTOR3, "Network Position", GetNetPositionAttr, SetNetPositionAttr, Vector3, Vector3::ZERO, AM_NET | AM_LATESTDATA | AM_NOEDIT);
    REF_ACCESSOR_ATTRIBUTE(Node, VAR_BUFFER, "Network Rotation", GetNetRotationAttr, SetNetRotationAttr, PODVector<unsigned char>, PODVector<unsigned char>(), AM_NET | AM_LATESTDATA | AM_NOEDIT);
    REF_ACCESSOR_ATTRIBUTE(Node, VAR_BUFFER, "Network Parent Node", GetNetParentAttr, SetNetParentAttr, PODVector<unsigned char>, PODVector<unsigned char>(), AM_NET | AM_NOEDIT);
}
コード例 #11
0
ファイル: Light.cpp プロジェクト: CarloMaker/Urho3D
void Light::RegisterObject(Context* context)
{
    context->RegisterFactory<Light>(SCENE_CATEGORY);

    ACCESSOR_ATTRIBUTE(Light, VAR_BOOL, "Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
    ENUM_ACCESSOR_ATTRIBUTE(Light, "Light Type", GetLightType, SetLightType, LightType, typeNames, DEFAULT_LIGHTTYPE, AM_DEFAULT);
    REF_ACCESSOR_ATTRIBUTE(Light, VAR_COLOR, "Color", GetColor, SetColor, Color, Color::WHITE, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Specular Intensity", GetSpecularIntensity, SetSpecularIntensity, float, DEFAULT_SPECULARINTENSITY, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Range", GetRange, SetRange, float, DEFAULT_RANGE, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Spot FOV", GetFov, SetFov, float, DEFAULT_FOV, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Spot Aspect Ratio", GetAspectRatio, SetAspectRatio, float, 1.0f, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(Light, VAR_RESOURCEREF, "Attenuation Texture", GetRampTextureAttr, SetRampTextureAttr, ResourceRef, ResourceRef(Texture2D::GetTypeStatic()), AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(Light, VAR_RESOURCEREF, "Light Shape Texture", GetShapeTextureAttr, SetShapeTextureAttr, ResourceRef, ResourceRef(Texture2D::GetTypeStatic()), AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(Light, VAR_BOOL, "Can Be Occluded", IsOccludee, SetOccludee, bool, true, AM_DEFAULT);
    ATTRIBUTE(Light, VAR_BOOL, "Cast Shadows", castShadows_, false, AM_DEFAULT);
    ATTRIBUTE(Light, VAR_BOOL, "Per Vertex", perVertex_, false, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Draw Distance", GetDrawDistance, SetDrawDistance, float, 0.0f, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Fade Distance", GetFadeDistance, SetFadeDistance, float, 0.0f, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Shadow Distance", GetShadowDistance, SetShadowDistance, float, 0.0f, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Shadow Fade Distance", GetShadowFadeDistance, SetShadowFadeDistance, float, 0.0f, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Shadow Intensity", GetShadowIntensity, SetShadowIntensity, float, 0.0f, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Shadow Resolution", GetShadowResolution, SetShadowResolution, float, 1.0f, AM_DEFAULT);
    ATTRIBUTE(Light, VAR_BOOL, "Focus To Scene", shadowFocus_.focus_, true, AM_DEFAULT);
    ATTRIBUTE(Light, VAR_BOOL, "Non-uniform View", shadowFocus_.nonUniform_, true, AM_DEFAULT);
    ATTRIBUTE(Light, VAR_BOOL, "Auto-Reduce Size", shadowFocus_.autoSize_, true, AM_DEFAULT);
    ATTRIBUTE(Light, VAR_VECTOR4, "CSM Splits", shadowCascade_.splits_, Vector4(DEFAULT_SHADOWSPLIT, 0.0f, 0.0f, 0.0f), AM_DEFAULT);
    ATTRIBUTE(Light, VAR_FLOAT, "CSM Fade Start", shadowCascade_.fadeStart_, DEFAULT_SHADOWFADESTART, AM_DEFAULT);
    ATTRIBUTE(Light, VAR_FLOAT, "CSM Bias Auto Adjust", shadowCascade_.biasAutoAdjust_, DEFAULT_BIASAUTOADJUST, AM_DEFAULT);
    ATTRIBUTE(Light, VAR_FLOAT, "View Size Quantize", shadowFocus_.quantize_, DEFAULT_SHADOWQUANTIZE, AM_DEFAULT);
    ATTRIBUTE(Light, VAR_FLOAT, "View Size Minimum", shadowFocus_.minView_, DEFAULT_SHADOWMINVIEW, AM_DEFAULT);
    ATTRIBUTE(Light, VAR_FLOAT, "Depth Constant Bias", shadowBias_.constantBias_, DEFAULT_CONSTANTBIAS, AM_DEFAULT);
    ATTRIBUTE(Light, VAR_FLOAT, "Depth Slope Bias", shadowBias_.slopeScaledBias_, DEFAULT_SLOPESCALEDBIAS, AM_DEFAULT);
    ATTRIBUTE(Light, VAR_FLOAT, "Near/Farclip Ratio", shadowNearFarRatio_, DEFAULT_SHADOWNEARFARRATIO, AM_DEFAULT);
    ATTRIBUTE(Light, VAR_INT, "View Mask", viewMask_, DEFAULT_VIEWMASK, AM_DEFAULT);
    ATTRIBUTE(Light, VAR_INT, "Light Mask", lightMask_, DEFAULT_LIGHTMASK, AM_DEFAULT);
}