// 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 */