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https://port.numenaute.org/aleajactaest/khanat-code-old.git
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140 lines
4.8 KiB
C++
140 lines
4.8 KiB
C++
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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/register_3d.h"
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#include "nel/3d/texture_font.h"
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#include "nel/3d/texture_file.h"
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#include "nel/3d/texture_blank.h"
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#include "nel/3d/texture_mem.h"
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#include "nel/3d/texture_grouped.h"
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#include "nel/3d/texture_cube.h"
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#include "nel/3d/mesh.h"
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#include "nel/3d/mesh_multi_lod.h"
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#include "nel/3d/skeleton_shape.h"
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#include "nel/3d/track_keyframer.h"
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#include "nel/3d/ps_util.h"
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#include "nel/3d/mesh_mrm.h"
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#include "nel/3d/mesh_mrm_skinned.h"
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#include "nel/3d/flare_shape.h"
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#include "nel/3d/water_shape.h"
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#include "nel/3d/seg_remanence_shape.h"
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#include "nel/3d/texture_bump.h"
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#include "nel/3d/texture_emboss.h"
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#include "nel/3d/texture_blend.h"
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#include "nel/3d/texture_multi_file.h"
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#include "nel/3d/meshvp_wind_tree.h"
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#include "nel/3d/meshvp_per_pixel_light.h"
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#include "nel/3d/track_sampled_quat.h"
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#include "nel/3d/track_sampled_vector.h"
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#include "nel/3d/packed_zone.h"
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namespace NL3D
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{
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//****************************************************************************
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void registerSerial3d()
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{
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static bool bInitialized=false;
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if (!bInitialized)
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{
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// Textures.
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NLMISC_REGISTER_CLASS(CTextureFile);
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NLMISC_REGISTER_CLASS(CTextureBlank);
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NLMISC_REGISTER_CLASS(CTextureMem);
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NLMISC_REGISTER_CLASS(CTextureFont);
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NLMISC_REGISTER_CLASS(CTextureGrouped);
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NLMISC_REGISTER_CLASS(CTextureCube);
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NLMISC_REGISTER_CLASS(CTextureBump);
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NLMISC_REGISTER_CLASS(CTextureEmboss);
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NLMISC_REGISTER_CLASS(CTextureBlend);
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NLMISC_REGISTER_CLASS(CTextureMultiFile);
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// Track
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NLMISC_REGISTER_CLASS(CTrackKeyFramerTCBFloat);
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NLMISC_REGISTER_CLASS(CTrackKeyFramerTCBVector);
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NLMISC_REGISTER_CLASS(CTrackKeyFramerTCBQuat);
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NLMISC_REGISTER_CLASS(CTrackKeyFramerTCBInt);
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NLMISC_REGISTER_CLASS(CTrackKeyFramerTCBRGBA);
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NLMISC_REGISTER_CLASS(CTrackKeyFramerBezierFloat);
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NLMISC_REGISTER_CLASS(CTrackKeyFramerBezierVector);
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NLMISC_REGISTER_CLASS(CTrackKeyFramerBezierQuat);
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NLMISC_REGISTER_CLASS(CTrackKeyFramerBezierInt);
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NLMISC_REGISTER_CLASS(CTrackKeyFramerBezierRGBA);
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NLMISC_REGISTER_CLASS(CTrackKeyFramerLinearFloat);
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NLMISC_REGISTER_CLASS(CTrackKeyFramerLinearVector);
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NLMISC_REGISTER_CLASS(CTrackKeyFramerLinearQuat);
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NLMISC_REGISTER_CLASS(CTrackKeyFramerLinearInt);
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NLMISC_REGISTER_CLASS(CTrackKeyFramerLinearRGBA);
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NLMISC_REGISTER_CLASS(CTrackKeyFramerConstFloat);
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NLMISC_REGISTER_CLASS(CTrackKeyFramerConstVector);
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NLMISC_REGISTER_CLASS(CTrackKeyFramerConstQuat);
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NLMISC_REGISTER_CLASS(CTrackKeyFramerConstInt);
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NLMISC_REGISTER_CLASS(CTrackKeyFramerConstString);
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NLMISC_REGISTER_CLASS(CTrackKeyFramerConstBool);
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NLMISC_REGISTER_CLASS(CTrackKeyFramerConstRGBA);
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NLMISC_REGISTER_CLASS(CTrackDefaultFloat);
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NLMISC_REGISTER_CLASS(CTrackDefaultVector);
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NLMISC_REGISTER_CLASS(CTrackDefaultQuat);
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NLMISC_REGISTER_CLASS(CTrackDefaultInt);
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NLMISC_REGISTER_CLASS(CTrackDefaultString);
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NLMISC_REGISTER_CLASS(CTrackDefaultBool);
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NLMISC_REGISTER_CLASS(CTrackDefaultRGBA);
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NLMISC_REGISTER_CLASS(CTrackSampledQuat);
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NLMISC_REGISTER_CLASS(CTrackSampledVector);
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// Particle system
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CPSUtil::registerSerialParticleSystem();
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// Don't register CTextureCroos,, since local, and not designed to be serialised.
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// Shapes.
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NLMISC_REGISTER_CLASS(CMesh);
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NLMISC_REGISTER_CLASS(CMeshGeom);
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NLMISC_REGISTER_CLASS(CSkeletonShape);
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NLMISC_REGISTER_CLASS(CMeshMRM);
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NLMISC_REGISTER_CLASS(CMeshMRMGeom);
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NLMISC_REGISTER_CLASS(CMeshMRMSkinned);
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NLMISC_REGISTER_CLASS(CMeshMRMSkinnedGeom);
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NLMISC_REGISTER_CLASS(CMeshMultiLod);
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NLMISC_REGISTER_CLASS(CFlareShape);
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NLMISC_REGISTER_CLASS(CWaterShape);
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NLMISC_REGISTER_CLASS(CWaveMakerShape);
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NLMISC_REGISTER_CLASS(CSegRemanenceShape);
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// Shapes VPs.
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NLMISC_REGISTER_CLASS(CMeshVPWindTree);
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NLMISC_REGISTER_CLASS(CMeshVPPerPixelLight);
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// Packed collisions
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NLMISC_REGISTER_CLASS(CPackedZone16);
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NLMISC_REGISTER_CLASS(CPackedZone32);
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bInitialized=true;
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}
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}
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} // NL3D
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