Пример #1
0
void StretchableSprite2D::RegisterObject(Context* context)
{
    context->RegisterFactory<StretchableSprite2D>(URHO2D_CATEGORY);

    URHO3D_COPY_BASE_ATTRIBUTES(StaticSprite2D);
    URHO3D_ACCESSOR_ATTRIBUTE("Border", GetBorder, SetBorder, IntRect, IntRect::ZERO, AM_DEFAULT);
}
Пример #2
0
void StaticModelGroup::RegisterObject(Context* context)
{
    context->RegisterFactory<StaticModelGroup>(GEOMETRY_CATEGORY);

    URHO3D_COPY_BASE_ATTRIBUTES(StaticModel);
    URHO3D_ACCESSOR_ATTRIBUTE("Instance Nodes", GetNodeIDsAttr, SetNodeIDsAttr,
        VariantVector, Variant::emptyVariantVector, AM_DEFAULT | AM_NODEIDVECTOR)
        .SetMetadata(AttributeMetadata::P_VECTOR_STRUCT_ELEMENTS, instanceNodesStructureElementNames);
}
Пример #3
0
void Light::RegisterObject(Context* context)
{
    context->RegisterFactory<Light>(SCENE_CATEGORY);

    URHO3D_ACCESSOR_ATTRIBUTE("Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
    URHO3D_ENUM_ACCESSOR_ATTRIBUTE("Light Type", GetLightType, SetLightType, LightType, typeNames, DEFAULT_LIGHTTYPE, AM_DEFAULT);
    URHO3D_ACCESSOR_ATTRIBUTE("Color", GetColor, SetColor, Color, Color::WHITE, AM_DEFAULT);
    URHO3D_ACCESSOR_ATTRIBUTE("Specular Intensity", GetSpecularIntensity, SetSpecularIntensity, float, DEFAULT_SPECULARINTENSITY,
        AM_DEFAULT);
    URHO3D_ACCESSOR_ATTRIBUTE("Brightness Multiplier", GetBrightness, SetBrightness, float, DEFAULT_BRIGHTNESS, AM_DEFAULT);
    URHO3D_ACCESSOR_ATTRIBUTE("Temperature", GetTemperature, SetTemperature, float, DEFAULT_TEMPERATURE, AM_DEFAULT);
    URHO3D_ATTRIBUTE("Use Physical Values", bool, usePhysicalValues_, false, AM_DEFAULT);
    URHO3D_ACCESSOR_ATTRIBUTE("Radius", GetRadius, SetRadius, float, DEFAULT_RADIUS, AM_DEFAULT);
    URHO3D_ACCESSOR_ATTRIBUTE("Length", GetLength, SetLength, float, DEFAULT_LENGTH, AM_DEFAULT);
    URHO3D_ACCESSOR_ATTRIBUTE("Range", GetRange, SetRange, float, DEFAULT_RANGE, AM_DEFAULT);
    URHO3D_ACCESSOR_ATTRIBUTE("Spot FOV", GetFov, SetFov, float, DEFAULT_LIGHT_FOV, AM_DEFAULT);
    URHO3D_ACCESSOR_ATTRIBUTE("Spot Aspect Ratio", GetAspectRatio, SetAspectRatio, float, 1.0f, AM_DEFAULT);
    URHO3D_MIXED_ACCESSOR_ATTRIBUTE("Attenuation Texture", GetRampTextureAttr, SetRampTextureAttr, ResourceRef,
        ResourceRef(Texture2D::GetTypeStatic()), AM_DEFAULT);
    URHO3D_MIXED_ACCESSOR_ATTRIBUTE("Light Shape Texture", GetShapeTextureAttr, SetShapeTextureAttr, ResourceRef,
        ResourceRef(Texture2D::GetTypeStatic()), AM_DEFAULT);
    URHO3D_ACCESSOR_ATTRIBUTE("Can Be Occluded", IsOccludee, SetOccludee, bool, true, AM_DEFAULT);
    URHO3D_ATTRIBUTE("Cast Shadows", bool, castShadows_, false, AM_DEFAULT);
    URHO3D_ATTRIBUTE("Per Vertex", bool, perVertex_, false, AM_DEFAULT);
    URHO3D_ACCESSOR_ATTRIBUTE("Draw Distance", GetDrawDistance, SetDrawDistance, float, 0.0f, AM_DEFAULT);
    URHO3D_ACCESSOR_ATTRIBUTE("Fade Distance", GetFadeDistance, SetFadeDistance, float, 0.0f, AM_DEFAULT);
    URHO3D_ACCESSOR_ATTRIBUTE("Shadow Distance", GetShadowDistance, SetShadowDistance, float, 0.0f, AM_DEFAULT);
    URHO3D_ACCESSOR_ATTRIBUTE("Shadow Fade Distance", GetShadowFadeDistance, SetShadowFadeDistance, float, 0.0f, AM_DEFAULT);
    URHO3D_ACCESSOR_ATTRIBUTE("Shadow Intensity", GetShadowIntensity, SetShadowIntensity, float, 0.0f, AM_DEFAULT);
    URHO3D_ACCESSOR_ATTRIBUTE("Shadow Resolution", GetShadowResolution, SetShadowResolution, float, 1.0f, AM_DEFAULT);
    URHO3D_ATTRIBUTE_EX("Focus To Scene", bool, shadowFocus_.focus_, ValidateShadowFocus, true, AM_DEFAULT);
    URHO3D_ATTRIBUTE_EX("Non-uniform View", bool, shadowFocus_.nonUniform_, ValidateShadowFocus, true, AM_DEFAULT);
    URHO3D_ATTRIBUTE_EX("Auto-Reduce Size", bool, shadowFocus_.autoSize_, ValidateShadowFocus, true, AM_DEFAULT);
    URHO3D_ATTRIBUTE_EX("CSM Splits", Vector4, shadowCascade_.splits_, ValidateShadowCascade, Vector4(DEFAULT_SHADOWSPLIT, 0.0f, 0.0f, 0.0f), AM_DEFAULT);
    URHO3D_ATTRIBUTE_EX("CSM Fade Start", float, shadowCascade_.fadeStart_, ValidateShadowCascade, DEFAULT_SHADOWFADESTART, AM_DEFAULT);
    URHO3D_ATTRIBUTE_EX("CSM Bias Auto Adjust", float, shadowCascade_.biasAutoAdjust_, ValidateShadowCascade, DEFAULT_BIASAUTOADJUST, AM_DEFAULT);
    URHO3D_ATTRIBUTE_EX("View Size Quantize", float, shadowFocus_.quantize_, ValidateShadowFocus, DEFAULT_SHADOWQUANTIZE, AM_DEFAULT);
    URHO3D_ATTRIBUTE_EX("View Size Minimum", float, shadowFocus_.minView_, ValidateShadowFocus, DEFAULT_SHADOWMINVIEW, AM_DEFAULT);
    URHO3D_ATTRIBUTE_EX("Depth Constant Bias", float, shadowBias_.constantBias_, ValidateShadowBias, DEFAULT_CONSTANTBIAS, AM_DEFAULT);
    URHO3D_ATTRIBUTE_EX("Depth Slope Bias", float, shadowBias_.slopeScaledBias_, ValidateShadowBias, DEFAULT_SLOPESCALEDBIAS, AM_DEFAULT);
    URHO3D_ATTRIBUTE_EX("Normal Offset", float, shadowBias_.normalOffset_, ValidateShadowBias, DEFAULT_NORMALOFFSET, AM_DEFAULT);
    URHO3D_ATTRIBUTE("Near/Farclip Ratio", float, shadowNearFarRatio_, DEFAULT_SHADOWNEARFARRATIO, AM_DEFAULT);
    URHO3D_ACCESSOR_ATTRIBUTE("Max Extrusion", GetShadowMaxExtrusion, SetShadowMaxExtrusion, float, DEFAULT_SHADOWMAXEXTRUSION, AM_DEFAULT);
    URHO3D_ATTRIBUTE("View Mask", int, viewMask_, DEFAULT_VIEWMASK, AM_DEFAULT);
    URHO3D_ATTRIBUTE("Light Mask", int, lightMask_, DEFAULT_LIGHTMASK, AM_DEFAULT);
}