/// <summary> /// Serializes the object and writes it to the output. /// </summary> /// <param name="output">Savable Output</param> public override void Write(ISavableWriter output) { base.Write(output); output.WriteExternal <Material>("Material", _material); output.WriteSavable <MeshData>("MeshData", _meshData); output.WriteSavable <BoundingVolume>("ModelBound", _modelBound); }
/// <summary> /// Serializes the object and writes it to the output. /// </summary> /// <param name="output">Savable Output</param> public virtual void Write(ISavableWriter output) { output.Write("Name", _name); output.WriteSavable <Transform>("LocalTransform", _localTransform); output.WriteSavable <SceneHints>("SceneHints", _sceneHints); output.WriteSavable <LightCollection>("LocalLights", _localLights); List <ISavable> savableControllers = new List <ISavable>(); for (int i = 0; i < _controllers.Count; i++) { ISpatialController controller = _controllers[i]; if (controller is ISavable) { savableControllers.Add(controller as ISavable); } } if (savableControllers.Count > 0) { output.Write("HasControllers", true); output.WriteSavable <ISavable>("Controllers", savableControllers.ToArray()); } else { output.Write("HasControllers", false); } }
/// <summary> /// Serializes the object and writes it to the output. /// </summary> /// <param name="output">Savable Output</param> public void Write(ISavableWriter output) { output.Write("GlobalAmbient", _globalAmbient); output.Write("MaxLights", _maxLights); output.Write("IsEnabled", _isEnabled); Light[] lights = new Light[_lightCount]; Array.Copy(_lights, lights, _lightCount); output.WriteSavable <Light>("Lights", lights); }
/// <summary> /// Serializes the object and writes it to the output. /// </summary> /// <param name="output">Savable Output</param> public void Write(ISavableWriter output) { output.Write("Name", base.Name); output.WriteSavable <VertexDeclaration>("VertexDeclaration", _impl.VertexDeclaration); output.Write("VertexCount", _impl.VertexCount); output.WriteEnum <ResourceUsage>("BufferUsage", _impl.BufferUsage); byte[] byteBuffer = new byte[_impl.VertexDeclaration.VertexStride * _impl.VertexCount]; GetData <byte>(byteBuffer); output.Write("VertexData", byteBuffer); }
/// <summary> /// Serializes the object and writes it to the output. /// </summary> /// <param name="output">Savable Output</param> public override void Write(ISavableWriter output) { base.Write(output); output.WriteEnum <NormalGeneration>("NormalGeneration", _normalGen); output.Write("CreaseAngle", _creaseAngle); output.Write("GenerateTangentBasis", _generateTangentBasis); output.Write("FlipUVCoordinates", _flipUVs); output.Write("SwapWindingOrder", _swapWindingOrder); output.Write("Scale", _scale); output.Write("XAxisRotation", _xAngle); output.Write("YAxisRotation", _yAngle); output.Write("ZAxisRotation", _zAngle); output.Write("UserMaterialFile", _userMaterialFile); output.Write("MaterialNamesCorrespondToGeometry", _materialNamesCorrespondToGeometry); output.Write("PreferLitMaterials", _preferLitMaterials); output.Write("ImportLights", _importLights); output.WriteSavable <ImageLoaderParameters>("ImageLoaderParameters", _imageParameters); output.Write("TexturePath", _texturePath); }
/// <summary> /// Serializes the object and writes it to the output. /// </summary> /// <param name="output">Savable Output</param> public void Write(ISavableWriter output) { output.Write("Name", _name); output.WriteSavable <Material>("Materials", _materials.ToArray()); }
/// <summary> /// Serializes the object and writes it to the output. /// </summary> /// <param name="output">Savable Output</param> public override void Write(ISavableWriter output) { base.Write(output); output.WriteSavable <Spatial>("Children", _children.ToArray()); }
/// <summary> /// Serializes the object and writes it to the output. /// </summary> /// <param name="output">Savable Output</param> public void Write(ISavableWriter output) { output.Write("ExternalReference", _fileName); output.WriteSavable <LoaderParameters>("LoaderParameters", _loaderParams); }