Added functionality to generate asset names

This commit is contained in:
parax0
2016-12-12 01:33:46 -07:00
parent efa85036c2
commit 2e44e5b119
35 changed files with 82035 additions and 311 deletions

View File

@@ -84,6 +84,7 @@ public:
// Inline Accessors
inline u32 WorldIndex() const { return mWorldIndex; }
inline CTransform4f Transform() const { return mTransform; }
inline CMaterialSet* Materials() const { return mpMaterialSet; }
inline u32 NumWorldModels() const { return mWorldModels.size(); }
inline u32 NumStaticModels() const { return mStaticWorldModels.size(); }
inline CModel* TerrainModel(u32 iMdl) const { return mWorldModels[iMdl]; }
@@ -94,7 +95,9 @@ public:
inline u32 NumLightLayers() const { return mLightLayers.size(); }
inline u32 NumLights(u32 LayerIndex) const { return (LayerIndex < mLightLayers.size() ? mLightLayers[LayerIndex].size() : 0); }
inline CLight* Light(u32 LayerIndex, u32 LightIndex) const { return mLightLayers[LayerIndex][LightIndex]; }
inline CAssetID PathID() const { return mPathID; }
inline CPoiToWorld* PoiToWorldMap() const { return mpPoiToWorldMap; }
inline CAssetID PortalAreaID() const { return mPortalAreaID; }
inline CAABox AABox() const { return mAABox; }
inline void SetWorldIndex(u32 NewWorldIndex) { mWorldIndex = NewWorldIndex; }