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100 lines
2.3 KiB
C++
100 lines
2.3 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2015 Winch Gate Property Limited
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// Author: Jan Boon <jan.boon@kaetemi.be>
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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 <nel/misc/types_nl.h>
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#include "scene_meta.h"
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#include <nel/misc/debug.h>
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#include <nel/misc/stream.h>
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#include <nel/misc/file.h>
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#include <nel/3d/material.h>
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using namespace std;
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using namespace NLMISC;
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CNodeMeta::CNodeMeta() :
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AddToIG(true),
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ExportMesh(TMeshShape),
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ExportBone(TBoneAuto),
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AutoAnim(false)
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{
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}
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void CNodeMeta::serial(NLMISC::IStream &s)
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{
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uint version = s.serialVersion(1);
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s.serial(AddToIG);
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s.serial((uint32 &)ExportMesh);
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s.serial((uint32 &)ExportBone);
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s.serial(InstanceShape);
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s.serial(InstanceName);
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s.serial(InstanceGroupName);
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s.serial(AutoAnim);
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}
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CSceneMeta::CSceneMeta() :
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ImportShape(true),
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ImportSkel(true),
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ImportAnim(true),
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ImportCmb(true),
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ImportIG(true),
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ExportDefaultIG(false),
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SkeletonMode(TSkelRoot)
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{
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}
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bool CSceneMeta::load(const std::string &filePath)
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{
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m_MetaFilePath = NLMISC::CPath::standardizePath(filePath + ".nelmeta", false);
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if (CFile::fileExists(m_MetaFilePath))
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{
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CIFile f(m_MetaFilePath);
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serial(f);
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f.close();
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return true;
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}
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return false;
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}
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void CSceneMeta::save()
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{
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COFile f(m_MetaFilePath, false, false, true);
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serial(f);
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f.close();
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}
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void CSceneMeta::serial(NLMISC::IStream &s)
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{
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uint version = s.serialVersion(1);
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s.serial(ImportShape);
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s.serial(ImportSkel);
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s.serial(ImportAnim);
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s.serial(ImportCmb);
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s.serial(ImportIG);
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s.serial(ExportDefaultIG);
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s.serial((uint32 &)SkeletonMode);
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s.serialCont(Nodes);
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s.serialPtrCont(Materials);
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}
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/* end of file */
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