/*
-----------------------------------------------------------------------------
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 __XMLSkeletonSerializer_H__
#define __XMLSkeletonSerializer_H__
#include "OgreXMLPrerequisites.h"
#include "OgreMaterial.h"
#include "OgreSkeleton.h"
namespace Ogre {
/** Class for serializing a Skeleton to/from XML.
@remarks
This class behaves the same way as SkeletonSerializer in the main project,
but is here to allow conversions to / from XML. This class is
deliberately not included in the main project because
- Dependence on Xerces would unnecessarily bloat the main library
- Runtime use of XML is discouraged because of the parsing overhead
This class gives people the option of saving out a Skeleton as XML for examination
and possible editing. It can then be converted back to the native format
for maximum runtime efficiency.
*/
class XMLSkeletonSerializer
{
public:
XMLSkeletonSerializer();
virtual ~XMLSkeletonSerializer();
/** Imports a Skeleton from the given XML file.
@param filename The name of the file to import, expected to be in XML format.
@param pSkeleton The pre-created Skeleton object to be populated.
*/
void importSkeleton(const String& filename, Skeleton* pSkeleton);
/** Exports a skeleton to the named XML file. */
void exportSkeleton(const Skeleton* pSkeleton, const String& filename);
private:
// State for export
TiXmlDocument* mXMLDoc;
// State for import
Skeleton* mpSkel;
void writeSkeleton(const Skeleton* pSkel);
void writeBone(TiXmlElement* bonesElement, const Bone* pBone);
void writeBoneParent(TiXmlElement* boneHierarchyNode, String boneName , String parentName);
void writeAnimation(TiXmlElement* animsNode, const Animation* anim);
void writeAnimationTrack(TiXmlElement* tracksNode, const AnimationTrack* track);
void writeKeyFrame(TiXmlElement* keysNode, const KeyFrame* key);
void writeSkeletonAnimationLink(TiXmlElement* linksNode,
const LinkedSkeletonAnimationSource& link);
void readBones(Skeleton* skel, TiXmlElement* mBonesNode);
void readBones2(Skeleton* skel, TiXmlElement* mBonesNode);
void createHierarchy(Skeleton* skel, TiXmlElement* mHierNode);
void readKeyFrames(AnimationTrack* track, TiXmlElement* mKeyfNode);
void readAnimations(Skeleton* skel, TiXmlElement* mAnimNode) ;
void readSkeletonAnimationLinks(Skeleton* skel, TiXmlElement* linksNode);
};
}
#endif