// NeL - MMORPG Framework // Copyright (C) 2015 Winch Gate Property Limited // Author: Jan Boon // // 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 . #ifndef NL_SCENE_CONTEXT_H #define NL_SCENE_CONTEXT_H #include #include "mesh_utils.h" #include "scene_meta.h" #include #include #ifndef NL_NODE_INTERNAL_TYPE #define NL_NODE_INTERNAL_TYPE void #endif #ifndef NL_SCENE_INTERNAL_TYPE #define NL_SCENE_INTERNAL_TYPE void #endif struct CNodeContext { CNodeContext() : InternalNode(NULL), IsBone(false) { } const NL_NODE_INTERNAL_TYPE *InternalNode; bool IsBone; }; typedef std::map TNodeContextMap; struct CMeshUtilsContext { CMeshUtilsContext(const CMeshUtilsSettings &settings) : Settings(settings), InternalScene(NULL) { } const CMeshUtilsSettings &Settings; NLMISC::CToolLogger ToolLogger; const NL_SCENE_INTERNAL_TYPE *InternalScene; CSceneMeta SceneMeta; TNodeContextMap Nodes; // Impl note: Should never end up containing the scene root node. // std::map MeshNames; // Maps meshes to a node name ********************* todo *************** }; #endif /* NL_SCENE_CONTEXT_H */ /* end of file */