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