move transform to generated data

This commit is contained in:
Asuro
2025-03-31 02:01:14 +02:00
parent 29a3aaf241
commit 4ba65713ef
23 changed files with 323 additions and 190 deletions

View File

@@ -1,3 +1,4 @@
#include "Def.h"
#include "Generated.h"
namespace Gen
@@ -22,6 +23,26 @@ namespace Gen
}
return isOk;
}
bool Save(const EMaterial::Enum* obj, uint32_t count, Serializer& serializer)
{
bool isOk = true;
for (uint32_t i = 0; i < count; ++i)
{
auto val = (int32_t)obj[i];
isOk = Save(&val, 1, serializer) && isOk;
}
return isOk;
}
bool Load(EMaterial::Enum* obj, uint32_t count, Deserializer& serializer)
{
bool isOk = true;
for (uint32_t i = 0; i < count; ++i)
{
int32_t& val = (int32_t&)obj[i];
isOk = Load(&val, 1, serializer) && isOk;
}
return isOk;
}
bool Save(const Vec2* obj, uint32_t count, Serializer& serializer)
{
bool isOk = true;
@@ -124,6 +145,32 @@ namespace Gen
}
return isOk;
}
bool Save(const Transform* obj, uint32_t count, Serializer& serializer)
{
bool isOk = true;
for (uint32_t i = 0; i < count; ++i)
{
isOk = Save(&obj[i].M, 1, serializer) && isOk;
isOk = Save(&obj[i].MI, 1, serializer) && isOk;
isOk = Save(&obj[i].Position, 1, serializer) && isOk;
isOk = Save(&obj[i].Rotation, 1, serializer) && isOk;
isOk = Save(&obj[i].Scale, 1, serializer) && isOk;
}
return isOk;
}
bool Load(Transform* obj, uint32_t count, Deserializer& serializer)
{
bool isOk = true;
for (uint32_t i = 0; i < count; ++i)
{
isOk = Load(&obj[i].M, 1, serializer) && isOk;
isOk = Load(&obj[i].MI, 1, serializer) && isOk;
isOk = Load(&obj[i].Position, 1, serializer) && isOk;
isOk = Load(&obj[i].Rotation, 1, serializer) && isOk;
isOk = Load(&obj[i].Scale, 1, serializer) && isOk;
}
return isOk;
}
bool Save(const AssetHandle* obj, uint32_t count, Serializer& serializer)
{
bool isOk = true;
@@ -366,4 +413,34 @@ namespace Gen
}
return isOk;
}
} // namespace Gen
bool Save(const SavedEntityRenderData* obj, uint32_t count, Serializer& serializer)
{
bool isOk = true;
for (uint32_t i = 0; i < count; ++i)
{
isOk = Save(&obj[i].BaseColor, 1, serializer) && isOk;
isOk = Save(&obj[i].HighlightColor, 1, serializer) && isOk;
isOk = Save(&obj[i].TF, 1, serializer) && isOk;
isOk = Save(&obj[i].Material, 1, serializer) && isOk;
isOk = Save(&obj[i].Texture, 1, serializer) && isOk;
isOk = Save(&obj[i].Model, 1, serializer) && isOk;
isOk = Save(&obj[i].Visible, 1, serializer) && isOk;
}
return isOk;
}
bool Load(SavedEntityRenderData* obj, uint32_t count, Deserializer& serializer)
{
bool isOk = true;
for (uint32_t i = 0; i < count; ++i)
{
isOk = Load(&obj[i].BaseColor, 1, serializer) && isOk;
isOk = Load(&obj[i].HighlightColor, 1, serializer) && isOk;
isOk = Load(&obj[i].TF, 1, serializer) && isOk;
isOk = Load(&obj[i].Material, 1, serializer) && isOk;
isOk = Load(&obj[i].Texture, 1, serializer) && isOk;
isOk = Load(&obj[i].Model, 1, serializer) && isOk;
isOk = Load(&obj[i].Visible, 1, serializer) && isOk;
}
return isOk;
}
}