// 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_META_H #define NL_SCENE_META_H #include #include #include #include namespace NLMISC { class IStream; } namespace NL3D { class CMaterial; } enum TMesh { TMeshDisabled = 0, TMeshShape = 1, TMeshCollisionInt = 2, TMeshCollisionExt = 3, TMeshZone = 4, TMeshPortal = 5, TMeshCluster = 6, }; enum TBone { TBoneAuto = 0, TBoneForce = 1, // Force this node to be part of a skeleton TBoneRoot = 2, // Make this node the skeleton root, it will be exported using the scene name. There can only be one (editor should keep track and disable) }; struct CNodeMeta { CNodeMeta(); bool AddToIG; // Add this node to an instance group TMesh ExportMesh; TBone ExportBone; std::string InstanceShape; std::string InstanceName; std::string InstanceGroupName; bool AutoAnim; // std::vector Materials; // In case there's an issue with nameless materials in some format... Map to material entirely in the meta editor. void serial(NLMISC::IStream &s); }; enum TSkel { TSkelLocal = 0, // Export smallest skeleton possible from connected bones TSkelRoot = 1, // Export skeleton from a direct child node in the scene root node TSkelFull = 2, // Include all connected child nodes in the skeleton }; typedef std::map > TMaterialMap; struct CSceneMeta { CSceneMeta(); bool ImportShape; bool ImportSkel; bool ImportAnim; bool ImportCmb; bool ImportIG; bool ExportDefaultIG; // Export a default instance group from nodes the scene that do not have an instance group set TSkel SkeletonMode; std::map Nodes; TMaterialMap Materials; const std::string &metaFilePath() const { return m_MetaFilePath; } bool load(const std::string &filePath); void save(); void serial(NLMISC::IStream &s); private: std::string m_MetaFilePath; }; #endif /* NL_SCENE_META_H */ /* end of file */