本文整理汇总了C++中OutStream::WriteW方法的典型用法代码示例。如果您正苦于以下问题:C++ OutStream::WriteW方法的具体用法?C++ OutStream::WriteW怎么用?C++ OutStream::WriteW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类OutStream
的用法示例。
在下文中一共展示了OutStream::WriteW方法的8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 KeyframeController::Save (OutStream& target) const
{
WM5_BEGIN_DEBUG_STREAM_SAVE(target);
TransformController::Save(target);
target.Write(mNumCommonTimes);
if (mNumCommonTimes > 0)
{
target.WriteN(mNumCommonTimes, mCommonTimes);
target.WriteAggregateW(mNumTranslations, mTranslations);
target.WriteAggregateW(mNumRotations, mRotations);
target.WriteW(mNumScales, mScales);
}
else
{
target.WriteW(mNumTranslations, mTranslationTimes);
target.WriteAggregateN(mNumTranslations, mTranslations);
target.WriteW(mNumRotations, mRotationTimes);
target.WriteAggregateN(mNumRotations, mRotations);
target.WriteW(mNumScales, mScaleTimes);
target.WriteN(mNumScales, mScales);
}
WM5_END_DEBUG_STREAM_SAVE(KeyframeController, target);
}
示例2: Save
//----------------------------------------------------------------------------
void FloatArray::Save (OutStream& target) const
{
WM5_BEGIN_DEBUG_STREAM_SAVE(target);
Object::Save(target);
target.WriteW(mNumElements, mElements);
WM5_END_DEBUG_STREAM_SAVE(FloatArray, target);
}
示例3: Save
//----------------------------------------------------------------------------
void PlanarReflectionEffect::Save (OutStream& target) const
{
WM5_BEGIN_DEBUG_STREAM_SAVE(target);
GlobalEffect::Save(target);
target.WriteW(mNumPlanes, mReflectances);
target.WritePointerN(mNumPlanes, mPlanes);
WM5_END_DEBUG_STREAM_SAVE(PlanarReflectionEffect, target);
}
示例4: Save
//----------------------------------------------------------------------------
void ShaderFloat::Save (OutStream& target) const
{
WM5_BEGIN_DEBUG_STREAM_SAVE(target);
Object::Save(target);
target.WriteW(mNumElements, mData);
target.WriteBool(mAllowUpdater);
WM5_END_DEBUG_STREAM_SAVE(ShaderFloat, target);
}
示例5: Save
//----------------------------------------------------------------------------
void Particles::Save (OutStream& target) const
{
WM5_BEGIN_DEBUG_STREAM_SAVE(target);
TriMesh::Save(target);
target.WriteW(mNumParticles, mPositionSizes);
target.Write(mSizeAdjust);
target.Write(mNumActive);
WM5_END_DEBUG_STREAM_SAVE(Particles, target);
}
示例6: Save
//----------------------------------------------------------------------------
void Buffer::Save (OutStream& target) const
{
WM5_BEGIN_DEBUG_STREAM_SAVE(target);
Object::Save(target);
target.Write(mNumElements);
target.Write(mElementSize);
target.WriteEnum(mUsage);
target.WriteW(mNumBytes, mData);
WM5_END_DEBUG_STREAM_SAVE(Buffer, target);
}
示例7: Save
//----------------------------------------------------------------------------
void DlodNode::Save (OutStream& target) const
{
PX2_BEGIN_DEBUG_STREAM_SAVE(target);
SwitchNode::Save(target);
target.WriteAggregate(mModelLodCenter);
target.WriteW(mNumLevelsOfDetail, mModelMinDist);
target.WriteN(mNumLevelsOfDetail, mModelMaxDist);
target.WriteN(mNumLevelsOfDetail, mWorldMinDist);
target.WriteN(mNumLevelsOfDetail, mWorldMaxDist);
// 模型世界中心为实时计算,不需要存储。
PX2_END_DEBUG_STREAM_SAVE(DlodNode, target);
}
示例8: Save
//----------------------------------------------------------------------------
void Portal::Save (OutStream& target) const
{
WM5_BEGIN_DEBUG_STREAM_SAVE(target);
Object::Save(target);
target.WriteW(mNumVertices, mModelVertices);
target.WriteAggregate(mModelPlane);
target.WriteBool(Open);
target.WritePointer(AdjacentRegion);
// World vertices are computed form model vertices in the update call,
// so no need to save them. The world plane is also computed in the
// update call, so no need to save it.
WM5_END_DEBUG_STREAM_SAVE(Portal, target);
}