Exemplo n.º 1
0
/*
===================
idSaveGame::WriteTrace
===================
*/
void idSaveGame::WriteTrace( const trace_t& trace )
{
	WriteFloat( trace.fraction );
	WriteVec3( trace.endpos );
	WriteMat3( trace.endAxis );
	WriteContactInfo( trace.c );
}
Exemplo n.º 2
0
/*
================
idSaveGame::WriteRenderLight
================
*/
void idSaveGame::WriteRenderLight( const renderLight_t &renderLight ) {
	int i;
	WriteMat3( renderLight.axis );
	WriteVec3( renderLight.origin );
	WriteInt( renderLight.suppressLightInViewID );
	WriteInt( renderLight.allowLightInViewID );
	WriteBool( renderLight.noShadows );
	WriteBool( renderLight.noSpecular );
	WriteBool( renderLight.pointLight );
	WriteBool( renderLight.parallel );
	WriteVec3( renderLight.lightRadius );
	WriteVec3( renderLight.lightCenter );
	WriteVec3( renderLight.target );
	WriteVec3( renderLight.right );
	WriteVec3( renderLight.up );
	WriteVec3( renderLight.start );
	WriteVec3( renderLight.end );
	// only idLight has a prelightModel and it's always based on the entityname, so we'll restore it there
	// WriteModel( renderLight.prelightModel );
	WriteInt( renderLight.lightId );
	WriteMaterial( renderLight.shader );
	for( i = 0; i < MAX_ENTITY_SHADER_PARMS; i++ ) {
		WriteFloat( renderLight.shaderParms[ i ] );
	}
	if( renderLight.referenceSound != NULL ) {
		WriteInt( renderLight.referenceSound->Index() );
	} else {
		WriteInt( 0 );
	}
}
Exemplo n.º 3
0
/*
================
idSaveGame::WriteRenderEntity
================
*/
void idSaveGame::WriteRenderEntity( const renderEntity_t &renderEntity ) {
	int i;
	WriteModel( renderEntity.hModel );
	WriteInt( renderEntity.entityNum );
	WriteInt( renderEntity.bodyId );
	WriteBounds( renderEntity.bounds );
	// callback is set by class's Restore function
	WriteInt( renderEntity.suppressSurfaceInViewID );
	WriteInt( renderEntity.suppressShadowInViewID );
	WriteInt( renderEntity.suppressShadowInLightID );
	WriteInt( renderEntity.allowSurfaceInViewID );
	WriteVec3( renderEntity.origin );
	WriteMat3( renderEntity.axis );
	WriteMaterial( renderEntity.customShader );
	WriteMaterial( renderEntity.referenceShader );
	WriteSkin( renderEntity.customSkin );
	if( renderEntity.referenceSound != NULL ) {
		WriteInt( renderEntity.referenceSound->Index() );
	} else {
		WriteInt( 0 );
	}
	for( i = 0; i < MAX_ENTITY_SHADER_PARMS; i++ ) {
		WriteFloat( renderEntity.shaderParms[ i ] );
	}
	for( i = 0; i < MAX_RENDERENTITY_GUI; i++ ) {
		WriteUserInterface( renderEntity.gui[ i ], renderEntity.gui[ i ] ? renderEntity.gui[ i ]->IsUniqued() : false );
	}
	WriteFloat( renderEntity.modelDepthHack );
	WriteBool( renderEntity.noSelfShadow );
	WriteBool( renderEntity.noShadow );
	WriteBool( renderEntity.noDynamicInteractions );
	WriteBool( renderEntity.weaponDepthHack );
	WriteInt( renderEntity.forceUpdate );
}
Exemplo n.º 4
0
/*
================
idSaveGame::WriteRenderView
================
*/
void idSaveGame::WriteRenderView( const renderView_t &view ) {
	int i;
	WriteInt( view.viewID );
	WriteInt( view.x );
	WriteInt( view.y );
	WriteInt( view.width );
	WriteInt( view.height );
	WriteFloat( view.fov_x );
	WriteFloat( view.fov_y );
	WriteVec3( view.vieworg );
	WriteMat3( view.viewaxis );
	WriteBool( view.cramZNear );
	WriteInt( view.time );
	for( i = 0; i < MAX_GLOBAL_SHADER_PARMS; i++ ) {
		WriteFloat( view.shaderParms[ i ] );
	}
}
Exemplo n.º 5
0
void ezJSONWriter::WriteVariant(const ezVariant& value)
{
  switch (value.GetType())
  {
  case ezVariant::Type::Invalid:
    //EZ_REPORT_FAILURE("Variant of Type 'Invalid' cannot be written as JSON.");
    WriteNULL();
    return;
  case ezVariant::Type::Bool:
    WriteBool(value.Get<bool>());
    return;
  case ezVariant::Type::Int8:
    WriteInt32(value.Get<ezInt8>());
    return;
  case ezVariant::Type::UInt8:
    WriteUInt32(value.Get<ezUInt8>());
    return;
  case ezVariant::Type::Int16:
    WriteInt32(value.Get<ezInt16>());
    return;
  case ezVariant::Type::UInt16:
    WriteUInt32(value.Get<ezUInt16>());
    return;
  case ezVariant::Type::Int32:
    WriteInt32(value.Get<ezInt32>());
    return;
  case ezVariant::Type::UInt32:
    WriteUInt32(value.Get<ezUInt32>());
    return;
  case ezVariant::Type::Int64:
    WriteInt64(value.Get<ezInt64>());
    return;
  case ezVariant::Type::UInt64:
    WriteUInt64(value.Get<ezUInt64>());
    return;
  case ezVariant::Type::Float:
    WriteFloat(value.Get<float>());
    return;
  case ezVariant::Type::Double:
    WriteDouble(value.Get<double>());
    return;
  case ezVariant::Type::Color:
    WriteColor(value.Get<ezColor>());
    return;
  case ezVariant::Type::Vector2:
    WriteVec2(value.Get<ezVec2>());
    return;
  case ezVariant::Type::Vector3:
    WriteVec3(value.Get<ezVec3>());
    return;
  case ezVariant::Type::Vector4:
    WriteVec4(value.Get<ezVec4>());
    return;
  case ezVariant::Type::Quaternion:
    WriteQuat(value.Get<ezQuat>());
    return;
  case ezVariant::Type::Matrix3:
    WriteMat3(value.Get<ezMat3>());
    return;
  case ezVariant::Type::Matrix4:
    WriteMat4(value.Get<ezMat4>());
    return;
  case ezVariant::Type::String:
    WriteString(value.Get<ezString>().GetData());
    return;
  case ezVariant::Type::Time:
    WriteTime(value.Get<ezTime>());
    return;
  case ezVariant::Type::Uuid:
    WriteUuid(value.Get<ezUuid>());
    return;

  default:
    break;
  }

  EZ_REPORT_FAILURE("The Variant Type %i is not supported by ezJSONWriter::WriteVariant.", value.GetType());
}
Exemplo n.º 6
0
void ezJSONWriter::AddVariableMat3(const char* szName, const ezMat3& value)
{
  BeginVariable(szName);
  WriteMat3(value);
  EndVariable();
}
void idSaveGame::WriteBox( const idBox &box ) {
	WriteVec3( box.GetCenter() );
	WriteVec3( box.GetExtents() );
	WriteMat3( box.GetAxis() );
}