khanat-opennel-code/code/nel/tools/3d/mesh_utils/scene_meta.cpp

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2016-12-09 15:04:26 +00:00
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2015 Winch Gate Property Limited
// Author: Jan Boon <jan.boon@kaetemi.be>
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include <nel/misc/types_nl.h>
#include "scene_meta.h"
#include <nel/misc/debug.h>
#include <nel/misc/stream.h>
#include <nel/misc/file.h>
#include <nel/3d/material.h>
using namespace std;
using namespace NLMISC;
CNodeMeta::CNodeMeta() :
AddToIG(true),
ExportMesh(TMeshShape),
ExportBone(TBoneAuto),
AutoAnim(false)
{
}
void CNodeMeta::serial(NLMISC::IStream &s)
{
uint version = s.serialVersion(1);
s.serial(AddToIG);
s.serial((uint32 &)ExportMesh);
s.serial((uint32 &)ExportBone);
s.serial(InstanceShape);
s.serial(InstanceName);
s.serial(InstanceGroupName);
s.serial(AutoAnim);
}
CSceneMeta::CSceneMeta() :
ImportShape(true),
ImportSkel(true),
ImportAnim(true),
ImportCmb(true),
ImportIG(true),
ExportDefaultIG(false),
SkeletonMode(TSkelRoot)
{
}
bool CSceneMeta::load(const std::string &filePath)
{
m_MetaFilePath = NLMISC::CPath::standardizePath(filePath + ".nelmeta", false);
if (CFile::fileExists(m_MetaFilePath))
{
CIFile f(m_MetaFilePath);
serial(f);
f.close();
return true;
}
return false;
}
void CSceneMeta::save()
{
COFile f(m_MetaFilePath, false, false, true);
serial(f);
f.close();
}
void CSceneMeta::serial(NLMISC::IStream &s)
{
uint version = s.serialVersion(1);
s.serial(ImportShape);
s.serial(ImportSkel);
s.serial(ImportAnim);
s.serial(ImportCmb);
s.serial(ImportIG);
s.serial(ExportDefaultIG);
s.serial((uint32 &)SkeletonMode);
s.serialCont(Nodes);
s.serialPtrCont(Materials);
}
/* end of file */