/*
-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org/
Copyright (c) 2000-2005 The OGRE Team
Also see acknowledgements in Readme.html
This program is free software; you can redistribute it and/or modify it under
the terms of the GNU Lesser General Public License as published by the Free Software
Foundation; either version 2 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 Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along with
this program; if not, write to the Free Software Foundation, Inc., 59 Temple
Place - Suite 330, Boston, MA 02111-1307, USA, or go to
http://www.gnu.org/copyleft/lesser.txt.
-----------------------------------------------------------------------------
*/
#ifndef __SkeletonSerializer_H__
#define __SkeletonSerializer_H__
#include "OgrePrerequisites.h"
#include "OgreSkeleton.h"
#include "OgreSerializer.h"
namespace Ogre {
/** Class for serialising skeleton data to/from an OGRE .skeleton file.
@remarks
This class allows exporters to write OGRE .skeleton files easily, and allows the
OGRE engine to import .skeleton files into instatiated OGRE Skeleton objects.
Note that a .skeleton file includes not only the Skeleton, but also definitions of
any Animations it uses.
@par
To export a Skeleton:
- Create a Skeleton object and populate it using it's methods.
- Call the exportSkeleton method
*/
class _OgreExport SkeletonSerializer : public Serializer
{
public:
SkeletonSerializer();
virtual ~SkeletonSerializer();
/** Exports a skeleton to the file specified.
@remarks
This method takes an externally created Skeleton object, and exports both it
and animations it uses to a .skeleton file.
@param pSkeleton Weak reference to the Skeleton to export
@param filename The destination filename
*/
void exportSkeleton(const Skeleton* pSkeleton, const String& filename);
/** Imports Skeleton and animation data from a .skeleton file DataStream.
@remarks
This method imports data from a DataStream opened from a .skeleton file and places it's
contents into the Skeleton object which is passed in.
@param stream The DataStream holding the .skeleton data. Must be initialised (pos at the start of the buffer).
@param pDest Weak reference to the Skeleton object which will receive the data. Should be blank already.
*/
void importSkeleton(DataStreamPtr& stream, Skeleton* pDest);
// TODO: provide Cal3D importer?
private:
// Internal export methods
void writeSkeleton(const Skeleton* pSkel);
void writeBone(const Skeleton* pSkel, const Bone* pBone);
void writeBoneParent(const Skeleton* pSkel, unsigned short boneId, unsigned short parentId);
void writeAnimation(const Skeleton* pSkel, const Animation* anim);
void writeAnimationTrack(const Skeleton* pSkel, const AnimationTrack* track);
void writeKeyFrame(const Skeleton* pSkel, const KeyFrame* key);
void writeSkeletonAnimationLink(const Skeleton* pSkel,
const LinkedSkeletonAnimationSource& link);
// Internal import methods
void readBone(DataStreamPtr& stream, Skeleton* pSkel);
void readBoneParent(DataStreamPtr& stream, Skeleton* pSkel);
void readAnimation(DataStreamPtr& stream, Skeleton* pSkel);
void readAnimationTrack(DataStreamPtr& stream, Animation* anim, Skeleton* pSkel);
void readKeyFrame(DataStreamPtr& stream, AnimationTrack* track, Skeleton* pSkel);
void readSkeletonAnimationLink(DataStreamPtr& stream, Skeleton* pSkel);
size_t calcBoneSize(const Skeleton* pSkel, const Bone* pBone);
size_t calcBoneParentSize(const Skeleton* pSkel);
size_t calcAnimationSize(const Skeleton* pSkel, const Animation* pAnim);
size_t calcAnimationTrackSize(const Skeleton* pSkel, const AnimationTrack* pTrack);
size_t calcKeyFrameSize(const Skeleton* pSkel, const KeyFrame* pKey);
size_t calcSkeletonAnimationLinkSize(const Skeleton* pSkel,
const LinkedSkeletonAnimationSource& link);
};
}
#endif