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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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4e5ed6060a
--HG-- branch : develop
108 lines
2.8 KiB
C++
108 lines
2.8 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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#ifndef NL_SCENE_META_H
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#define NL_SCENE_META_H
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#include <nel/misc/types_nl.h>
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#include <nel/misc/sstring.h>
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#include <nel/misc/smart_ptr.h>
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#include <nel/3d/material.h>
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namespace NLMISC {
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class IStream;
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}
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namespace NL3D {
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class CMaterial;
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}
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enum TMesh
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{
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TMeshDisabled = 0,
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TMeshShape = 1,
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TMeshCollisionInt = 2,
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TMeshCollisionExt = 3,
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TMeshZone = 4,
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TMeshPortal = 5,
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TMeshCluster = 6,
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};
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enum TBone
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{
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TBoneAuto = 0,
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TBoneForce = 1, // Force this node to be part of a skeleton
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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)
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};
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struct CNodeMeta
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{
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CNodeMeta();
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bool AddToIG; // Add this node to an instance group
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TMesh ExportMesh;
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TBone ExportBone;
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std::string InstanceShape;
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std::string InstanceName;
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std::string InstanceGroupName;
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bool AutoAnim;
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// std::vector<NLMISC::CSString> Materials; // In case there's an issue with nameless materials in some format... Map to material entirely in the meta editor.
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void serial(NLMISC::IStream &s);
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};
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enum TSkel
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{
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TSkelLocal = 0, // Export smallest skeleton possible from connected bones
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TSkelRoot = 1, // Export skeleton from a direct child node in the scene root node
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TSkelFull = 2, // Include all connected child nodes in the skeleton
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};
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typedef std::map<NLMISC::CSString, NLMISC::CSmartPtr<NL3D::CMaterial> > TMaterialMap;
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struct CSceneMeta
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{
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CSceneMeta();
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bool ImportShape;
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bool ImportSkel;
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bool ImportAnim;
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bool ImportCmb;
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bool ImportIG;
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bool ExportDefaultIG; // Export a default instance group from nodes the scene that do not have an instance group set
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TSkel SkeletonMode;
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std::map<NLMISC::CSString, CNodeMeta> Nodes;
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TMaterialMap Materials;
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const std::string &metaFilePath() const { return m_MetaFilePath; }
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bool load(const std::string &filePath);
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void save();
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void serial(NLMISC::IStream &s);
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private:
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std::string m_MetaFilePath;
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};
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#endif /* NL_SCENE_META_H */
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/* end of file */
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