当前位置: 首页>>代码示例>>C++>>正文


C++ reflect::MetaStruct类代码示例

本文整理汇总了C++中reflect::MetaStruct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?那么恭喜您, 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" ) );
}
开发者ID:kevindqc,项目名称:Helium,代码行数:7,代码来源:Skin.cpp

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" );
}
开发者ID:HeliumProject,项目名称:Helium,代码行数:7,代码来源:Instance.cpp

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");
}
开发者ID:Fantasticer,项目名称:Helium,代码行数:7,代码来源:ExampleAsset.cpp

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" );
}
开发者ID:daillen,项目名称:Math,代码行数:7,代码来源:Vector4.cpp

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" );
}
开发者ID:kevindqc,项目名称:Helium,代码行数:7,代码来源:Sequence.cpp

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" ) );
}
开发者ID:stine,项目名称:Helium,代码行数:9,代码来源:Shader.cpp

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" ) );
}
开发者ID:kevindqc,项目名称:Helium,代码行数:9,代码来源:Font.cpp

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" ) );
}
开发者ID:kevindqc,项目名称:Helium,代码行数:9,代码来源:Font.cpp

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" ) );
}
开发者ID:kevindqc,项目名称:Helium,代码行数:10,代码来源:Transform.cpp

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" ) );
}
开发者ID:Fantasticer,项目名称:Helium,代码行数:11,代码来源:GridSettings.cpp

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" ) );
}
开发者ID:justinliew,项目名称:Helium,代码行数:12,代码来源:Material.cpp

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
}
开发者ID:justinliew,项目名称:Helium,代码行数:13,代码来源:Material.cpp

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
}
开发者ID:kevindqc,项目名称:Helium,代码行数:15,代码来源:Mesh.cpp

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");
}
开发者ID:Fantasticer,项目名称:Helium,代码行数:15,代码来源:BulletBodyDefinition.cpp

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);
}
开发者ID:kevindqc,项目名称:Helium,代码行数:9,代码来源:BulletBodyComponent.cpp


注:本文中的reflect::MetaStruct类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。