//---------------------------------------------------------------------------- void UI::Link(InStream& source) { UIFrame::Link(source); source.ResolveLink(mDefaultCamera); source.ResolveLink(mDefaultCameraNode); }
//---------------------------------------------------------------------------- void Actor::Link (InStream& source) { Netable::Link(source); source.ResolveLink(mMovable); source.ResolveLink(mHelpMovable); }
//---------------------------------------------------------------------------- void PlanarShadowEffect::Link (InStream& source) { GlobalEffect::Link(source); source.ResolveLink(mNumPlanes, mPlanes); source.ResolveLink(mNumPlanes, mProjectors); source.ResolveLink(mShadowCaster); }
//---------------------------------------------------------------------------- void ShaderParameters::Link (InStream& source) { Object::Link(source); source.ResolveLink(mShader); source.ResolveLink(mNumConstants, mConstants); source.ResolveLink(mNumTextures, mTextures); }
//---------------------------------------------------------------------------- void VisualEffectInstance::Link (InStream& source) { Object::Link(source); source.ResolveLink(mEffect); source.ResolveLink(mNumPasses, mVertexParameters); source.ResolveLink(mNumPasses, mPixelParameters); }
//---------------------------------------------------------------------------- void Visual::Link (InStream& source) { Spatial::Link(source); source.ResolveLink(mVFormat); source.ResolveLink(mVBuffer); source.ResolveLink(mIBuffer); source.ResolveLink(mEffect); }
//---------------------------------------------------------------------------- void Renderable::Link (InStream& source) { Movable::Link(source); source.ResolveLink(mVFormat); source.ResolveLink(mVBuffer); source.ResolveLink(mIBuffer); source.ResolveLink(mMaterial); }
//---------------------------------------------------------------------------- void UIButtonBase::Link(InStream& source) { UIFrame::Link(source); source.ResolveLink(mPicBoxNormal); source.ResolveLink(mPicBoxOver); source.ResolveLink(mPicBoxDown); source.ResolveLink(mPicBoxDisabled); }
//---------------------------------------------------------------------------- void MaterialInstance::Link (InStream& source) { Object::Link(source); source.ResolveLink(mMaterial); source.ResolveLink(mNumPasses, mVertexParameters); source.ResolveLink(mNumPasses, mPixelParameters); }
//---------------------------------------------------------------------------- void RenderTarget::Link (InStream& source) { Object::Link(source); for (int i = 0; i < mNumTargets; ++i) { source.ResolveLink(mColorTextures[i]); } source.ResolveLink(mDepthStencilTexture); }
//---------------------------------------------------------------------------- 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); } }
//---------------------------------------------------------------------------- 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]); } } }
//---------------------------------------------------------------------------- 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); }
//---------------------------------------------------------------------------- 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); } } }
//---------------------------------------------------------------------------- void Jungler::Link (InStream& source) { TriMesh::Link(source); source.ResolveLink(mMtlInst); source.ResolveLink(mTexture); }
//---------------------------------------------------------------------------- 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); }
//---------------------------------------------------------------------------- void UIFText::Link(InStream& source) { UIFrame::Link(source); if (mText) { source.ResolveLink(mText); } }
//---------------------------------------------------------------------------- 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); } }
//---------------------------------------------------------------------------- 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])); } }
//---------------------------------------------------------------------------- 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); }
//---------------------------------------------------------------------------- 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]); } } }
//---------------------------------------------------------------------------- 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); }
//---------------------------------------------------------------------------- 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); }
//---------------------------------------------------------------------------- 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); }
//---------------------------------------------------------------------------- void SkinController::Link (InStream& source) { Controller::Link(source); source.ResolveLink(mNumBones, mBones); }
//---------------------------------------------------------------------------- void ProjectorWorldPositionConstant::Link (InStream& source) { ShaderFloat::Link(source); source.ResolveLink(mProjector); }
//---------------------------------------------------------------------------- void LightNode::Link (InStream& source) { Node::Link(source); source.ResolveLink(mLight); }
//---------------------------------------------------------------------------- void LightSpecularConstant::Link (InStream& source) { ShaderFloat::Link(source); source.ResolveLink(mLight); }