本文整理汇总了C++中reflect::Composite类的典型用法代码示例。如果您正苦于以下问题:C++ Composite类的具体用法?C++ Composite怎么用?C++ Composite使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了Composite类的9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: PopulateComposite
void Curve::PopulateComposite( Reflect::Composite& comp )
{
comp.AddField( &Curve::m_Closed, TXT( "m_Closed" ) );
comp.AddEnumerationField( &Curve::m_Type, TXT( "m_Type" ) );
comp.AddEnumerationField( &Curve::m_ControlPointLabel, TXT( "m_ControlPointLabel" ) );
comp.AddField( &Curve::m_Resolution, TXT( "m_Resolution" ) );
}
示例2: PopulateComposite
void Transform::PopulateComposite( Reflect::Composite& comp )
{
comp.AddField( (Vector3 Transform::*)&Transform::m_Scale, TXT( "m_Scale" ) );
comp.AddField( (Vector3 Transform::*)&Transform::m_Rotate, TXT( "m_Rotate" ) );
comp.AddField( &Transform::m_Translate, TXT( "m_Translate" ) );
comp.AddField( &Transform::m_ObjectTransform, TXT( "m_ObjectTransform" ) );
comp.AddField( &Transform::m_GlobalTransform, TXT( "m_GlobalTransform" ) );
comp.AddField( &Transform::m_InheritTransform, TXT( "m_InheritTransform" ) );
}
示例3: PopulateComposite
void Material::PopulateComposite( Reflect::Composite& comp )
{
comp.AddField( &Material::m_spShader, TXT( "m_spShader" ), 0, Reflect::GetClass<GameObjectPointerData>() );
comp.AddStructureField( &Material::m_textureParameters, TXT( "m_textureParameters" ) );
#if HELIUM_TOOLS
comp.AddStructureField( &Material::m_userOptions, TXT( "m_userOptions" ) );
comp.AddStructureField( &Material::m_float1Parameters, TXT( "m_float1Parameters" ) );
comp.AddStructureField( &Material::m_float2Parameters, TXT( "m_float2Parameters" ) );
comp.AddStructureField( &Material::m_float3Parameters, TXT( "m_float3Parameters" ) );
comp.AddStructureField( &Material::m_float4Parameters, TXT( "m_float4Parameters" ) );
#endif
}
示例4: TODO
void Material::PersistentResourceData::PopulateComposite( Reflect::Composite& comp )
{
// If these trip, then this struct needs to be updated. Having to do this hack because reflect does not support serializing
// c style arrays
#pragma TODO("Support static arrays in reflect")
HELIUM_COMPILE_ASSERT(RShader::TYPE_MAX == 2);
HELIUM_COMPILE_ASSERT(RShader::TYPE_VERTEX == 0);
HELIUM_COMPILE_ASSERT(RShader::TYPE_PIXEL == 1);
comp.AddField( &Material::PersistentResourceData::m_shaderVariantIndexVertex, TXT( "m_shaderVariantIndexVertex" ) );
comp.AddField( &Material::PersistentResourceData::m_shaderVariantIndexPixel, TXT( "m_shaderVariantIndexPixel" ) );
}
示例5: TXT
void Material::TextureParameter::PopulateComposite( Reflect::Composite& comp )
{
comp.AddField( &Material::TextureParameter::name, TXT( "name" ) );
comp.AddField( &Material::TextureParameter::value, TXT( "value" ), 0, Reflect::GetClass<GameObjectPointerData>() );
}
示例6: PopulateComposite
void SettingsManager::PopulateComposite( Reflect::Composite& comp )
{
comp.AddField( &SettingsManager::m_SettingsMap, TXT( "m_SettingsMap" ), Reflect::FieldFlags::Hide );
}
示例7: PopulateComposite
void GameObject::PopulateComposite( Reflect::Composite& comp )
{
comp.AddField( &GameObject::m_spTemplate, TXT( "m_Template" ) , Reflect::FieldFlags::Hide);
}
示例8: PopulateComposite
void JointTransform::PopulateComposite( Reflect::Composite& comp )
{
comp.AddField( &JointTransform::m_SegmentScaleCompensate, TXT( "m_SegmentScaleCompensate" ) );
}
示例9: PopulateComposite
void VaultSearchQuery::PopulateComposite( Reflect::Composite& comp )
{
comp.AddField( &VaultSearchQuery::m_QueryString, TXT( "m_QueryString" ) );
}