本文整理汇总了C++中reflect::MetaStruct类的典型用法代码示例。如果您正苦于以下问题:C++ MetaStruct类的具体用法?C++ MetaStruct怎么用?C++ MetaStruct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MetaStruct类的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: PopulateMetaType
void Skin::PopulateMetaType( Reflect::MetaStruct& comp )
{
comp.AddField( &Skin::m_MeshID, TXT( "m_MeshID" ) );
comp.AddField( &Skin::m_Influences, TXT( "m_Influences" ) );
comp.AddField( &Skin::m_InfluenceObjectIDs, TXT( "m_InfluenceObjectIDs" ) );
comp.AddField( &Skin::m_InfluenceIndices, TXT( "m_InfluenceIndices" ) );
}
示例2: PopulateMetaType
void Instance::PopulateMetaType( Reflect::MetaStruct& comp )
{
comp.AddField( &Instance::m_Solid, "m_Solid" );
comp.AddField( &Instance::m_SolidOverride, "m_SolidOverride" );
comp.AddField( &Instance::m_Transparent, "m_Transparent" );
comp.AddField( &Instance::m_TransparentOverride, "m_TransparentOverride" );
}
示例3: PopulateMetaType
void ExampleAsset::PopulateMetaType( Reflect::MetaStruct& comp )
{
//TODO: m_Shapes won't properly register because BulletShape isn't recognized
comp.AddField(&ExampleAsset::m_StructValues, TXT( "m_StructValues" ));
comp.AddField(&ExampleAsset::m_Float, TXT( "m_Float" ));
comp.AddField(&ExampleAsset::m_Bool, "m_Bool");
}
示例4:
void Vector4::PopulateMetaType( Reflect::MetaStruct& comp )
{
comp.AddField( &Vector4::x, "x" );
comp.AddField( &Vector4::y, "y" );
comp.AddField( &Vector4::z, "z" );
comp.AddField( &Vector4::w, "w" );
}
示例5:
void Helium::SequenceDefinition::PopulateMetaType( Reflect::MetaStruct& comp )
{
comp.AddField( &SequenceDefinition::m_Steps, "m_Steps" );
comp.AddField( &SequenceDefinition::m_StateFlags, "m_StateFlags" );
comp.AddField( &SequenceDefinition::m_StateFlagSet, "m_StateFlagSet" );
comp.AddField( &SequenceDefinition::m_InitialStepName, "m_InitialStepName" );
}
示例6: PopulateMetaType
void Shader::PopulateMetaType( Reflect::MetaStruct& comp )
{
comp.AddField( &Shader::m_WrapU, TXT( "m_WrapU" ) );
comp.AddField( &Shader::m_WrapV, TXT( "m_WrapV" ) );
comp.AddField( &Shader::m_RepeatU, TXT( "m_RepeatU" ) );
comp.AddField( &Shader::m_RepeatV, TXT( "m_RepeatV" ) );
comp.AddField( &Shader::m_BaseColor, TXT( "m_BaseColor" ) );
comp.AddField( &Shader::m_AssetPath, TXT( "m_AssetPath" ) );
}
示例7: PopulateMetaType
void Font::PopulateMetaType( Reflect::MetaStruct& comp )
{
comp.AddField( &Font::m_pointSize, TXT( "m_pointSize" ) );
comp.AddField( &Font::m_dpi, TXT( "m_dpi" ) );
comp.AddField( &Font::m_textureSheetWidth, TXT( "m_textureSheetWidth" ) );
comp.AddField( &Font::m_textureSheetHeight, TXT( "m_textureSheetHeight" ) );
comp.AddField( &Font::m_textureCompression, TXT( "m_textureCompression" ) );
comp.AddField( &Font::m_bAntialiased, TXT( "m_bAntialiased" ) );
}
示例8: TXT
void Font::PersistentResourceData::PopulateMetaType( Reflect::MetaStruct& comp )
{
comp.AddField( &PersistentResourceData::m_ascender, TXT( "m_ascender" ) );
comp.AddField( &PersistentResourceData::m_descender, TXT( "m_descender" ) );
comp.AddField( &PersistentResourceData::m_height, TXT( "m_height" ) );
comp.AddField( &PersistentResourceData::m_maxAdvance, TXT( "m_maxAdvance" ) );
comp.AddField( &PersistentResourceData::m_characters, TXT( "m_characters" ) );
comp.AddField( &PersistentResourceData::m_textureCount, TXT( "m_textureCount" ) );
}
示例9: PopulateMetaType
void Transform::PopulateMetaType( Reflect::MetaStruct& 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10: PopulateMetaType
void GridSettings::PopulateMetaType( Reflect::MetaStruct& comp )
{
comp.AddField( &GridSettings::m_Units, TXT( "Units" ) );
comp.AddField( &GridSettings::m_Width, TXT( "Width" ) );
comp.AddField( &GridSettings::m_Length, TXT( "Length" ) );
comp.AddField( &GridSettings::m_MajorStep, TXT( "Major Step" ) );
comp.AddField( &GridSettings::m_MinorStep, TXT( "Minor Step" ) );
comp.AddField( &GridSettings::m_AxisColor, TXT( "Axis Color" ) );
comp.AddField( &GridSettings::m_MajorColor, TXT( "Major Color" ) );
comp.AddField( &GridSettings::m_MinorColor, TXT( "Minor Color" ) );
}
示例11: TODO
void Material::PersistentResourceData::PopulateMetaType( Reflect::MetaStruct& 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12: PopulateMetaType
void Material::PopulateMetaType( Reflect::MetaStruct& comp )
{
comp.AddField( &Material::m_spShader, TXT( "m_spShader" ) );
comp.AddField( &Material::m_textureParameters, TXT( "m_textureParameters" ) );
#if HELIUM_TOOLS
comp.AddField( &Material::m_userOptions, TXT( "m_userOptions" ) );
comp.AddField( &Material::m_float1Parameters, TXT( "m_float1Parameters" ) );
comp.AddField( &Material::m_float2Parameters, TXT( "m_float2Parameters" ) );
comp.AddField( &Material::m_float3Parameters, TXT( "m_float3Parameters" ) );
comp.AddField( &Material::m_float4Parameters, TXT( "m_float4Parameters" ) );
#endif
}
示例13: TXT
void Mesh::PersistentResourceData::PopulateMetaType( Reflect::MetaStruct& comp )
{
comp.AddField( &PersistentResourceData::m_sectionVertexCounts, TXT( "m_sectionVertexCounts" ) );
comp.AddField( &PersistentResourceData::m_sectionTriangleCounts, TXT( "m_sectionTriangleCounts" ) );
comp.AddField( &PersistentResourceData::m_skinningPaletteMap, TXT( "m_skinningPaletteMap" ) );
comp.AddField( &PersistentResourceData::m_vertexCount, TXT( "m_vertexCount" ) );
comp.AddField( &PersistentResourceData::m_triangleCount, TXT( "m_triangleCount" ) );
comp.AddField( &PersistentResourceData::m_bounds, TXT( "m_bounds" ) );
#if !HELIUM_USE_GRANNY_ANIMATION
comp.AddField( &PersistentResourceData::m_boneCount, TXT( "m_boneCount" ) );
comp.AddField( &PersistentResourceData::m_pBoneNames, TXT( "m_pBoneNames" ) );
comp.AddField( &PersistentResourceData::m_pParentBoneIndices, TXT( "m_pParentBoneIndices" ) );
comp.AddField( &PersistentResourceData::m_pReferencePose, TXT( "m_pReferencePose" ) );
#endif
}
示例14: TXT
void Helium::BulletBodyDefinition::PopulateMetaType( Reflect::MetaStruct& comp )
{
comp.AddField(&BulletBodyDefinition::m_Shapes, TXT( "m_Shapes" ));
comp.AddField(&BulletBodyDefinition::m_Restitution, TXT( "m_Restitution" ));
comp.AddField(&BulletBodyDefinition::m_LinearDamping, TXT( "m_LinearDamping" ));
comp.AddField(&BulletBodyDefinition::m_AngularDamping, TXT( "m_AngularDamping" ));
comp.AddField(&BulletBodyDefinition::m_LockPositionX, "m_LockPositionX");
comp.AddField(&BulletBodyDefinition::m_LockPositionY, "m_LockPositionY");
comp.AddField(&BulletBodyDefinition::m_LockPositionZ, "m_LockPositionZ");
comp.AddField(&BulletBodyDefinition::m_LockRotationX, "m_LockRotationX");
comp.AddField(&BulletBodyDefinition::m_LockRotationY, "m_LockRotationY");
comp.AddField(&BulletBodyDefinition::m_LockRotationZ, "m_LockRotationZ");
comp.AddField(&BulletBodyDefinition::m_IsKinematic, "m_IsKinematic");
comp.AddField(&BulletBodyDefinition::m_DisableCollisionResponse, "m_DisableCollisionResponse");
}
示例15: PopulateMetaType
void BulletBodyComponentDefinition::PopulateMetaType( Reflect::MetaStruct& comp )
{
comp.AddField(&BulletBodyComponentDefinition::m_BodyDefinition, "m_BodyDefinition");
comp.AddField(&BulletBodyComponentDefinition::m_InitialVelocity, "m_InitialVelocity");
comp.AddField(&BulletBodyComponentDefinition::m_AssignedGroupFlags, "m_AssignedGroupFlags");
comp.AddField(&BulletBodyComponentDefinition::m_TrackPhysicalContactGroupFlags, "m_TrackPhysicalContactGroupFlags");
comp.AddField(&BulletBodyComponentDefinition::m_AssignedGroups, "m_AssignedGroups", Reflect::FieldFlags::Discard);
comp.AddField(&BulletBodyComponentDefinition::m_TrackPhysicalContactGroupMask, "m_TrackPhysicalContactGroupMask", Reflect::FieldFlags::Discard);
}