void Skin::PopulateComposite( Reflect::Composite& comp ) { comp.AddField( &Skin::m_MeshID, TXT( "m_MeshID" ) ); comp.AddField( &Skin::m_Influences, TXT( "m_Influences" ) ); comp.AddField( &Skin::m_InfluenceObjectIDs, TXT( "m_InfluenceObjectIDs" ) ); comp.AddField( &Skin::m_InfluenceIndices, TXT( "m_InfluenceIndices" ) ); }
void Instance::PopulateComposite( Reflect::Composite& comp ) { comp.AddField( &Instance::m_Solid, TXT( "m_Solid" ) ); comp.AddField( &Instance::m_SolidOverride, TXT( "m_SolidOverride" ) ); comp.AddField( &Instance::m_Transparent, TXT( "m_Transparent" ) ); comp.AddField( &Instance::m_TransparentOverride, TXT( "m_TransparentOverride" ) ); }
void Curve::PopulateComposite( Reflect::Composite& comp ) { comp.AddField( &Curve::m_Closed, TXT( "m_Closed" ) ); comp.AddEnumerationField( &Curve::m_Type, TXT( "m_Type" ) ); comp.AddEnumerationField( &Curve::m_ControlPointLabel, TXT( "m_ControlPointLabel" ) ); comp.AddField( &Curve::m_Resolution, TXT( "m_Resolution" ) ); }
void Shader::PopulateComposite( Reflect::Composite& comp ) { comp.AddField( &Shader::m_WrapU, TXT( "m_WrapU" ) ); comp.AddField( &Shader::m_WrapV, TXT( "m_WrapV" ) ); comp.AddField( &Shader::m_RepeatU, TXT( "m_RepeatU" ) ); comp.AddField( &Shader::m_RepeatV, TXT( "m_RepeatV" ) ); comp.AddField( &Shader::m_BaseColor, TXT( "m_BaseColor" ) ); comp.AddField( &Shader::m_AssetPath, TXT( "m_AssetPath" ) ); }
void Transform::PopulateComposite( Reflect::Composite& comp ) { comp.AddField( (Vector3 Transform::*)&Transform::m_Scale, TXT( "m_Scale" ) ); comp.AddField( (Vector3 Transform::*)&Transform::m_Rotate, TXT( "m_Rotate" ) ); comp.AddField( &Transform::m_Translate, TXT( "m_Translate" ) ); comp.AddField( &Transform::m_ObjectTransform, TXT( "m_ObjectTransform" ) ); comp.AddField( &Transform::m_GlobalTransform, TXT( "m_GlobalTransform" ) ); comp.AddField( &Transform::m_InheritTransform, TXT( "m_InheritTransform" ) ); }
void Material::PopulateComposite( Reflect::Composite& comp ) { comp.AddField( &Material::m_spShader, TXT( "m_spShader" ), 0, Reflect::GetClass<GameObjectPointerData>() ); comp.AddStructureField( &Material::m_textureParameters, TXT( "m_textureParameters" ) ); #if HELIUM_TOOLS comp.AddStructureField( &Material::m_userOptions, TXT( "m_userOptions" ) ); comp.AddStructureField( &Material::m_float1Parameters, TXT( "m_float1Parameters" ) ); comp.AddStructureField( &Material::m_float2Parameters, TXT( "m_float2Parameters" ) ); comp.AddStructureField( &Material::m_float3Parameters, TXT( "m_float3Parameters" ) ); comp.AddStructureField( &Material::m_float4Parameters, TXT( "m_float4Parameters" ) ); #endif }
void Material::PersistentResourceData::PopulateComposite( Reflect::Composite& comp ) { // If these trip, then this struct needs to be updated. Having to do this hack because reflect does not support serializing // c style arrays #pragma TODO("Support static arrays in reflect") HELIUM_COMPILE_ASSERT(RShader::TYPE_MAX == 2); HELIUM_COMPILE_ASSERT(RShader::TYPE_VERTEX == 0); HELIUM_COMPILE_ASSERT(RShader::TYPE_PIXEL == 1); comp.AddField( &Material::PersistentResourceData::m_shaderVariantIndexVertex, TXT( "m_shaderVariantIndexVertex" ) ); comp.AddField( &Material::PersistentResourceData::m_shaderVariantIndexPixel, TXT( "m_shaderVariantIndexPixel" ) ); }
void DependenciesComponent::PopulateComposite( Reflect::Composite& comp ) { comp.AddField( &DependenciesComponent::m_Paths, TXT( "m_Paths" ) ); }
void Material::TextureParameter::PopulateComposite( Reflect::Composite& comp ) { comp.AddField( &Material::TextureParameter::name, TXT( "name" ) ); comp.AddField( &Material::TextureParameter::value, TXT( "value" ), 0, Reflect::GetClass<GameObjectPointerData>() ); }
void Material::Float4Parameter::PopulateComposite( Reflect::Composite& comp ) { comp.AddField( &Material::Float4Parameter::name, TXT( "name" ) ); comp.AddStructureField( &Material::Float4Parameter::value, TXT( "value" ) ); }
void SettingsManager::PopulateComposite( Reflect::Composite& comp ) { comp.AddField( &SettingsManager::m_SettingsMap, TXT( "m_SettingsMap" ), Reflect::FieldFlags::Hide ); }
void MeshProcessingComponent::PopulateComposite( Reflect::Composite& comp ) { comp.AddField( &MeshProcessingComponent::a_ScalingFactor, TXT( "a_ScalingFactor" ) ); comp.AddEnumerationField( &MeshProcessingComponent::a_MeshCompressionFactor, TXT( "a_MeshCompressionFactor" ) ); comp.AddField( &MeshProcessingComponent::a_FlipWinding, TXT( "a_FlipWinding" ) ); }
void Influence::PopulateComposite( Reflect::Composite& comp ) { comp.AddField( &Influence::m_Objects, TXT( "m_Objects" ) ); comp.AddField( &Influence::m_Weights, TXT( "m_Weights" ) ); }
void GameObject::PopulateComposite( Reflect::Composite& comp ) { comp.AddField( &GameObject::m_spTemplate, TXT( "m_Template" ) , Reflect::FieldFlags::Hide); }
void JointTransform::PopulateComposite( Reflect::Composite& comp ) { comp.AddField( &JointTransform::m_SegmentScaleCompensate, TXT( "m_SegmentScaleCompensate" ) ); }
void CurveControlPoint::PopulateComposite( Reflect::Composite& comp ) { comp.AddField( &CurveControlPoint::m_Position, TXT( "m_Position" ) ); }
void SceneManifest::PopulateComposite( Reflect::Composite& comp ) { comp.AddField( &SceneManifest::m_Assets, TXT( "m_Assets" ) ); }
void TransformComponent::PopulateComposite( Reflect::Composite& comp ) { comp.AddField( &TransformComponent::m_Translation, TXT( "m_Translation" ) ); comp.AddField( &TransformComponent::m_Rotation, TXT( "m_Rotation" ) ); comp.AddField( &TransformComponent::m_Scale, TXT( "m_Scale" ) ); }
void VaultSearchQuery::PopulateComposite( Reflect::Composite& comp ) { comp.AddField( &VaultSearchQuery::m_QueryString, TXT( "m_QueryString" ) ); }