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C++ OutStream::WriteAggregate方法代码示例

本文整理汇总了C++中OutStream::WriteAggregate方法的典型用法代码示例。如果您正苦于以下问题:C++ OutStream::WriteAggregate方法的具体用法?C++ OutStream::WriteAggregate怎么用?C++ OutStream::WriteAggregate使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在OutStream的用法示例。


在下文中一共展示了OutStream::WriteAggregate方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: Save

//----------------------------------------------------------------------------
void RawTerrainPage::Save (OutStream& target) const
{
	PX2_BEGIN_DEBUG_STREAM_SAVE(target);

	TerrainPage::Save(target);
	PX2_VERSION_SAVE(target);

	target.WritePointer(mMtlInst);

	target.WriteString(mTextureDefaultFilename);
	target.WriteString(mTexture0Filename);

	target.WritePointer(mTextureAlpha);

	target.WriteString(mTexture1Filename);
	target.WriteString(mTexture2Filename);
	target.WriteString(mTexture3Filename);
	target.WriteString(mTexture4Filename);

	target.WriteAggregate(mUV01);
	target.WriteAggregate(mUV23);
	target.WriteAggregate(mUV4);
	target.WritePointer(mUV01Float);
	target.WritePointer(mUV23Float);
	target.WritePointer(mUV4Float);

	PX2_END_DEBUG_STREAM_SAVE(RawTerrainPage, target);
}
开发者ID:SylviaTanenbaum,项目名称:3d-simulation-and-game,代码行数:29,代码来源:PX2RawTerrainPage.cpp

示例2: Save

//----------------------------------------------------------------------------
void UIButtonBase::Save(OutStream& target) const
{
	PX2_BEGIN_DEBUG_STREAM_SAVE(target);

	UIFrame::Save(target);
	PX2_VERSION_SAVE(target);

	target.WriteEnum(mButType);

	target.WriteAggregate(mNormalColor);
	target.WriteAggregate(mHoveredColor);
	target.WriteAggregate(mPressedColor);
	target.WriteAggregate(mDisableColor);
	target.Write(mNormalAlpha);
	target.Write(mHoveredAlpha);
	target.Write(mPressedAlpha);
	target.Write(mDisableAlpha);
	target.Write(mNormalBrightness);
	target.Write(mHoveredBrightness);
	target.Write(mPressedBrightness);
	target.Write(mDisableBrightness);

	target.WritePointer(mPicBoxNormal);
	target.WritePointer(mPicBoxOver);
	target.WritePointer(mPicBoxDown);
	target.WritePointer(mPicBoxDisabled);
	target.WriteEnum(mButtonState);

	PX2_END_DEBUG_STREAM_SAVE(UIButtonBase, target);
}
开发者ID:PhoenixSteam,项目名称:Phoenix3D,代码行数:31,代码来源:PX2UIButtonBase.cpp

示例3: Save

//----------------------------------------------------------------------------
void Light::Save (OutStream& target) const
{
	PX2_BEGIN_DEBUG_STREAM_SAVE(target);

	Object::Save(target);

	target.WriteEnum(mType);
	target.WriteAggregate(Ambient);
	target.WriteAggregate(Diffuse);
	target.WriteAggregate(Specular);
	target.Write(Constant);
	target.Write(Linear);
	target.Write(Quadratic);
	target.Write(Intensity);
	target.Write(Angle);
	target.Write(CosAngle);
	target.Write(SinAngle);
	target.Write(Exponent);
	target.WriteAggregate(Position);
	target.WriteAggregate(DVector);
	target.WriteAggregate(UVector);
	target.WriteAggregate(RVector);

	PX2_END_DEBUG_STREAM_SAVE(Light, target);
}
开发者ID:ascetic85,项目名称:Phoenix3d,代码行数:26,代码来源:PX2Light.cpp

示例4: Save

//----------------------------------------------------------------------------
void RawTerrainPage::Save (OutStream& target) const
{
	PX2_BEGIN_DEBUG_STREAM_SAVE(target);

	TriMesh::Save(target);

	target.Write(mSize);
	int numVertices = mSize*mSize;
	target.WriteN(numVertices, mHeights);
	target.WriteAggregate(mOrigin);
	target.Write(mSpacing);

	target.WritePointer(mMaterialInstance);
	target.WritePointer(mTextureDefault);
	target.WritePointer(mTexture0);
	target.WritePointer(mTextureAlpha);
	target.WritePointer(mTexture1);
	target.WritePointer(mTexture2);
	target.WritePointer(mTexture3);
	target.WritePointer(mTexture4);
	target.WriteAggregate(mUV01);
	target.WriteAggregate(mUV23);
	target.WriteAggregate(mUV4);
	target.WritePointer(mUV01Float);
	target.WritePointer(mUV23Float);
	target.WritePointer(mUV4Float);

	PX2_END_DEBUG_STREAM_SAVE(RawTerrainPage, target);
}
开发者ID:ascetic85,项目名称:Phoenix3d,代码行数:30,代码来源:PX2RawTerrainPage.cpp

示例5: Save

//----------------------------------------------------------------------------
void Shine::Save (OutStream& target) const
{
	PX2_BEGIN_DEBUG_STREAM_SAVE(target);

	Object::Save(target);

	target.WriteAggregate(Emissive);
	target.WriteAggregate(Ambient);
	target.WriteAggregate(Diffuse);
	target.WriteAggregate(Specular);

	PX2_END_DEBUG_STREAM_SAVE(Shine, target);
}
开发者ID:ascetic85,项目名称:Phoenix3d,代码行数:14,代码来源:PX2Shine.cpp

示例6: Save

//----------------------------------------------------------------------------
void UIGridFrame::Save(OutStream& target) const
{
	PX2_BEGIN_DEBUG_STREAM_SAVE(target);

	UIFrame::Save(target);
	PX2_VERSION_SAVE(target);

	target.WriteBool(mIsBagFrameNeedUpdate);
	target.WriteEnum(mAlignItemType);
	target.WriteAggregate(mItemSize);
	target.WriteAggregate(mAlignItemNum);

	PX2_END_DEBUG_STREAM_SAVE(UIGridFrame, target);
}
开发者ID:JamShan,项目名称:Phoenix3D_2.1,代码行数:15,代码来源:PX2UIGridFrame.cpp

示例7: Save

//----------------------------------------------------------------------------
void Movable::Save (OutStream& target) const
{
    PX2_BEGIN_DEBUG_STREAM_SAVE(target);

    Controlledable::Save(target);

    target.WriteAggregate(LocalTransform);
    target.WriteAggregate(WorldTransform);
    target.WriteBool(WorldTransformIsCurrent);
    target.WriteAggregate(WorldBound);
    target.WriteBool(WorldBoundIsCurrent);
    target.WriteEnum(Culling);

	// mParent不被保存,它会在Node::Link中调用Node::SetChild被设置。

    PX2_END_DEBUG_STREAM_SAVE(Movable, target);
}
开发者ID:ascetic85,项目名称:Phoenix3d,代码行数:18,代码来源:PX2Movable.cpp

示例8: Save

//----------------------------------------------------------------------------
void Actor::Save (OutStream& target) const
{
	PX2_BEGIN_DEBUG_STREAM_SAVE(target);

	Netable::Save(target);

	target.WriteAggregate(mScale);
	target.WriteAggregate(mRotation);
	target.WriteAggregate(mPosition);
	target.WriteBool(mVisible);
	target.Write(mTransAlpha);
	target.WritePointer(mMovable);
	target.WritePointer(mHelpMovable);
	target.WriteBool(mShowHelpMovable);

	PX2_END_DEBUG_STREAM_SAVE(Actor, target);
}
开发者ID:manyxu,项目名称:Phoenix3D_2.0,代码行数:18,代码来源:PX2Actor.cpp

示例9: Save

//----------------------------------------------------------------------------
void Spatial::Save (OutStream& target) const
{
    WM5_BEGIN_DEBUG_STREAM_SAVE(target);

    ControlledObject::Save(target);

    target.WriteAggregate(LocalTransform);
    target.WriteAggregate(WorldTransform);
    target.WriteBool(WorldTransformIsCurrent);
    target.WriteAggregate(WorldBound);
    target.WriteBool(WorldBoundIsCurrent);
    target.WriteEnum(Culling);

    // mParent is not saved.  On load, it will be set in Node::Link when the
    // child pointers of the Node are resolved by Node::SetChild.

    WM5_END_DEBUG_STREAM_SAVE(Spatial, target);
}
开发者ID:Kiichi77,项目名称:WildMagic,代码行数:19,代码来源:Wm5Spatial.cpp

示例10: Save

//----------------------------------------------------------------------------
void InputPushTransformController::Save(OutStream& target) const
{
	PX2_BEGIN_DEBUG_STREAM_SAVE(target);

	PushTransformController::Save(target);
	PX2_VERSION_SAVE(target);

	target.WriteAggregate(mLockDir);
	target.Write(mPushTriggerSpeed);

	PX2_END_DEBUG_STREAM_SAVE(InputPushTransformController, target);
}
开发者ID:PhoenixSteam,项目名称:Phoenix3D,代码行数:13,代码来源:PX2InputPushTransformController.cpp

示例11: Save

//----------------------------------------------------------------------------
void InterpCurveSpeedController::Save (OutStream& target) const
{
	PX2_BEGIN_DEBUG_STREAM_SAVE(target);

	InterpCurveFloat3Controller::Save(target);
	PX2_VERSION_SAVE(target);

	target.Write(mMaxLength);
	target.WriteAggregate(mInitPos);

	PX2_END_DEBUG_STREAM_SAVE(InterpCurveSpeedController, target);
}
开发者ID:SylviaTanenbaum,项目名称:3d-simulation-and-game,代码行数:13,代码来源:PX2InterpCurveSpeedCtrl.cpp

示例12: Save

//----------------------------------------------------------------------------
void UIAnimPicBox::Save (OutStream& target) const
{
	PX2_BEGIN_DEBUG_STREAM_SAVE(target);

	UIPicBox::Save(target);

	target.WritePointer(mAPBCtrl);
	target.WriteString(mFrameTexPack);
	target.Write(mIntervalTime);
	int numAnim = (int)mElements.size();
	target.Write(numAnim);
	for (int i=0; i<numAnim; i++)
	{
		target.Write(mElements[i].Index);
		target.WriteAggregate(mElements[i].UV0);
		target.WriteAggregate(mElements[i].UV1);
		target.WriteAggregate(mElements[i].UV2);
		target.WriteAggregate(mElements[i].UV3);
		target.WritePointer(mElements[i].Tex);
	}

	PX2_END_DEBUG_STREAM_SAVE(UIAnimPicBox, target);
}
开发者ID:manyxu,项目名称:Phoenix3D_2.0,代码行数:24,代码来源:PX2UIAnimPicBox.cpp

示例13: Save

//----------------------------------------------------------------------------
void PushTransformController::Save (OutStream& target) const
{
	PX2_BEGIN_DEBUG_STREAM_SAVE(target);

	Controller::Save(target);
	PX2_VERSION_SAVE(target);

	target.WriteEnum(mTransType);
	target.Write(mMaxVelocity);
	target.Write(mFriction);
	target.WriteAggregate(mVelocity);

	PX2_END_DEBUG_STREAM_SAVE(PushTransformController, target);
}
开发者ID:JamShan,项目名称:Phoenix3D_2.1,代码行数:15,代码来源:PX2PushTransformController.cpp

示例14: Save

//----------------------------------------------------------------------------
void Renderable::Save (OutStream& target) const
{
	PX2_BEGIN_DEBUG_STREAM_SAVE(target);

	Movable::Save(target);

	target.WriteEnum(mType);
	target.WriteAggregate(mModelBound);
	target.WritePointer(mVFormat);
	target.WritePointer(mVBuffer);
	target.WritePointer(mIBuffer);
	target.WritePointer(mMaterial);

	PX2_END_DEBUG_STREAM_SAVE(Renderable, target);
}
开发者ID:ascetic85,项目名称:Phoenix3d,代码行数:16,代码来源:PX2Renderable.cpp

示例15: Save

//----------------------------------------------------------------------------
void Visual::Save (OutStream& target) const
{
    WM5_BEGIN_DEBUG_STREAM_SAVE(target);

    Spatial::Save(target);

    target.WriteEnum(mType);
    target.WriteAggregate(mModelBound);
    target.WritePointer(mVFormat);
    target.WritePointer(mVBuffer);
    target.WritePointer(mIBuffer);
    target.WritePointer(mEffect);

    WM5_END_DEBUG_STREAM_SAVE(Visual, target);
}
开发者ID:Kiichi77,项目名称:WildMagic,代码行数:16,代码来源:Wm5Visual.cpp


注:本文中的OutStream::WriteAggregate方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。