Пример #1
0
//----------------------------------------------------------------------------
void UI::Link(InStream& source)
{
	UIFrame::Link(source);

	source.ResolveLink(mDefaultCamera);
	source.ResolveLink(mDefaultCameraNode);
}
Пример #2
0
//----------------------------------------------------------------------------
void Actor::Link (InStream& source)
{
	Netable::Link(source);

	source.ResolveLink(mMovable);
	source.ResolveLink(mHelpMovable);
}
Пример #3
0
//----------------------------------------------------------------------------
void PlanarShadowEffect::Link (InStream& source)
{
	GlobalEffect::Link(source);

	source.ResolveLink(mNumPlanes, mPlanes);
	source.ResolveLink(mNumPlanes, mProjectors);
	source.ResolveLink(mShadowCaster);
}
Пример #4
0
//----------------------------------------------------------------------------
void ShaderParameters::Link (InStream& source)
{
	Object::Link(source);

	source.ResolveLink(mShader);
	source.ResolveLink(mNumConstants, mConstants);
	source.ResolveLink(mNumTextures, mTextures);
}
Пример #5
0
//----------------------------------------------------------------------------
void VisualEffectInstance::Link (InStream& source)
{
    Object::Link(source);

    source.ResolveLink(mEffect);
    source.ResolveLink(mNumPasses, mVertexParameters);
    source.ResolveLink(mNumPasses, mPixelParameters);
}
Пример #6
0
//----------------------------------------------------------------------------
void Visual::Link (InStream& source)
{
    Spatial::Link(source);

    source.ResolveLink(mVFormat);
    source.ResolveLink(mVBuffer);
    source.ResolveLink(mIBuffer);
    source.ResolveLink(mEffect);
}
Пример #7
0
//----------------------------------------------------------------------------
void Renderable::Link (InStream& source)
{
	Movable::Link(source);

	source.ResolveLink(mVFormat);
	source.ResolveLink(mVBuffer);
	source.ResolveLink(mIBuffer);
	source.ResolveLink(mMaterial);
}
Пример #8
0
//----------------------------------------------------------------------------
void UIButtonBase::Link(InStream& source)
{
	UIFrame::Link(source);

	source.ResolveLink(mPicBoxNormal);
	source.ResolveLink(mPicBoxOver);
	source.ResolveLink(mPicBoxDown);
	source.ResolveLink(mPicBoxDisabled);
}
Пример #9
0
//----------------------------------------------------------------------------
void MaterialInstance::Link (InStream& source)
{
	Object::Link(source);

	source.ResolveLink(mMaterial);

	source.ResolveLink(mNumPasses, mVertexParameters);
	source.ResolveLink(mNumPasses, mPixelParameters);
}
Пример #10
0
//----------------------------------------------------------------------------
void RenderTarget::Link (InStream& source)
{
    Object::Link(source);

    for (int i = 0; i < mNumTargets; ++i)
    {
        source.ResolveLink(mColorTextures[i]);
    }
    source.ResolveLink(mDepthStencilTexture);
}
Пример #11
0
//----------------------------------------------------------------------------
void UIAnimPicBox::Link (InStream& source)
{
	UIPicBox::Link(source);

	source.ResolveLink(mAPBCtrl);

	int numAnim = (int)mElements.size();
	for (int i=0; i<numAnim; i++)
	{
		source.ResolveLink(mElements[i].Tex);
	}

}
Пример #12
0
//----------------------------------------------------------------------------
void Terrain::Link (InStream& source)
{
	Node::Link(source);

	source.ResolveLink(mVFormat);
	source.ResolveLink(mCamera);
	for (int row = 0; row < mNumRows; ++row)
	{
		for (int col = 0; col < mNumCols; ++col)
		{
			source.ResolveLink(mPages[row][col]);
		}
	}
}
Пример #13
0
//----------------------------------------------------------------------------
void RawTerrain::Link (InStream& source)
{
	Terrain::Link(source);

	source.ResolveLink(mVFormat);
	for (int row = 0; row < mNumRows; ++row)
	{
		for (int col = 0; col < mNumCols; ++col)
		{
			source.ResolveLink(mPages[row][col]);
		}
	}

	source.ResolveLink(mShine);
}
Пример #14
0
//----------------------------------------------------------------------------
void CurveMesh::Link (InStream& source)
{
	Polysegment::Link(source);

	source.ResolveLink(mOrigVBuffer);
	source.ResolveLink(mOrigParams);
	source.ResolveLink(mNumSegments, mSegments);
	if (mCInfo)
	{
		for (int i = 0; i < mNumFullVertices; ++i)
		{
			source.ResolveLink(mCInfo[i].Segment);
		}
	}
}
Пример #15
0
//----------------------------------------------------------------------------
void Jungler::Link (InStream& source)
{
	TriMesh::Link(source);

	source.ResolveLink(mMtlInst);
	source.ResolveLink(mTexture);
}
Пример #16
0
//----------------------------------------------------------------------------
void UIAuiFrame::Link(InStream& source)
{
	UIFrame::Link(source);

	if (mIPTCtrl)
		source.ResolveLink(mIPTCtrl);
}
//----------------------------------------------------------------------------
void BlendTransformController::Link (InStream& source)
{
	TransformController::Link(source);

	source.ResolveLink(mController0);
	source.ResolveLink(mController1);
}
Пример #18
0
//----------------------------------------------------------------------------
void UIFText::Link(InStream& source)
{
	UIFrame::Link(source);

	if (mText)
	{
		source.ResolveLink(mText);
	}
}
Пример #19
0
//----------------------------------------------------------------------------
void Material::Link (InStream& source)
{
	Object::Link(source);

	std::vector<MaterialTechniquePtr>::iterator iter = mTechniques.begin();
	std::vector<MaterialTechniquePtr>::iterator end = mTechniques.end();
	for (/**/; iter != end; ++iter)
	{
		source.ResolveLink(*iter);
	}
}
Пример #20
0
//----------------------------------------------------------------------------
void VisualTechnique::Link (InStream& source)
{
    Object::Link(source);

    std::vector<VisualPassPtr>::iterator iter = mPasses.begin();
    std::vector<VisualPassPtr>::iterator end = mPasses.end();
    for (/**/; iter != end; ++iter)
    {
        source.ResolveLink(*iter);
    }
}
//----------------------------------------------------------------------------
void TerrainPage::Link (InStream& source)
{
	TriMesh::Link(source);

	mJunglersMap.clear();
	for (int i=0; i<(int)mJunglers.size(); i++)
	{
		source.ResolveLink(mJunglers[i]);
		mJunglersMap.insert(std::pair<Texture2D*, JunglerPtr>(
			mJunglers[i]->GetTexture(), mJunglers[i]));
	}
}
Пример #22
0
//----------------------------------------------------------------------------
void RawTerrainPage::Link (InStream& source)
{
	TriMesh::Link(source);
	
	source.ResolveLink(mMaterialInstance);
	source.ResolveLink(mTextureDefault);
	source.ResolveLink(mTexture0);
	source.ResolveLink(mTextureAlpha);
	source.ResolveLink(mTexture1);
	source.ResolveLink(mTexture2);
	source.ResolveLink(mTexture3);
	source.ResolveLink(mTexture4);
	source.ResolveLink(mUV01Float);
	source.ResolveLink(mUV23Float);
	source.ResolveLink(mUV4Float);
}
Пример #23
0
//----------------------------------------------------------------------------
void Node::Link (InStream& source)
{
    Movable::Link(source);

    const int numChildren = (int)mChild.size();
    for (int i = 0; i < numChildren; ++i)
    {
        if (mChild[i])
        {
            source.ResolveLink(mChild[i]);
            SetChild(i, mChild[i]);
        }
    }
}
Пример #24
0
//----------------------------------------------------------------------------
void VisualPass::Link (InStream& source)
{
    Object::Link(source);

    source.ResolveLink(mVShader);
    source.ResolveLink(mPShader);
    source.ResolveLink(mAlphaState);
    source.ResolveLink(mCullState);
    source.ResolveLink(mDepthState);
    source.ResolveLink(mOffsetState);
    source.ResolveLink(mStencilState);
    source.ResolveLink(mWireState);
}
Пример #25
0
//----------------------------------------------------------------------------
void Terrain::Link (InStream& source)
{
	Node::Link(source);

	for (int row = 0; row < mNumRows; ++row)
	{
		for (int col = 0; col < mNumCols; ++col)
		{
			source.ResolveLink(mPages[row][col]);
		}
	}

	source.ResolveLink(mVFormatEdit);
	source.ResolveLink(mVFormatSimple);
	source.ResolveLink(mMtlEdit);
	source.ResolveLink(mMtlSimple);
	source.ResolveLink(mShine);
}
Пример #26
0
//----------------------------------------------------------------------------
void Scene::Link (InStream& source)
{
	Netable::Link(source);

	source.ResolveLink(mSceneNode);

	const int numActors = (int)mActors.size();
	for (int i=0; i<numActors; ++i)
	{
		if (mActors[i])
		{
			source.ResolveLink(mActors[i]);
			SetActor(i, mActors[i]);
		}
	}
	source.ResolveLink(mTerrainActor);

	source.ResolveLink(mDefaultLight);
	source.ResolveLink(mDefaultCameraActor);
	source.ResolveLink(mDefaultARActor);
}
Пример #27
0
//----------------------------------------------------------------------------
void SkinController::Link (InStream& source)
{
	Controller::Link(source);

	source.ResolveLink(mNumBones, mBones);
}
//----------------------------------------------------------------------------
void ProjectorWorldPositionConstant::Link (InStream& source)
{
    ShaderFloat::Link(source);

    source.ResolveLink(mProjector);
}
Пример #29
0
//----------------------------------------------------------------------------
void LightNode::Link (InStream& source)
{
    Node::Link(source);

    source.ResolveLink(mLight);
}
Пример #30
0
//----------------------------------------------------------------------------
void LightSpecularConstant::Link (InStream& source)
{
	ShaderFloat::Link(source);

	source.ResolveLink(mLight);
}