/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2006 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. ----------------------------------------------------------------------------- */ #if !defined(__OGREMAX_MESHXML_EXPORTER_H__) #define __OGREMAX_MESHXML_EXPORTER_H__ #include "OgreMaxConfig.h" #include "OgreMaxExport.h" #include #include #include #include "tab.h" class MaterialMap; class IGameScene; class IGameNode; class IGameObject; class IGameMaterial; namespace OgreMax { class MeshXMLExporter : public OgreMaxExporter, public ITreeEnumProc { typedef struct { std::string name; int start; int end; } NamedAnimation; public: typedef std::map< std::string, std::string > OutputMap; MeshXMLExporter(const Config& config, MaterialMap& materialMap); virtual ~MeshXMLExporter(); // generates a list of INode* for assembly into Ogre::Mesh form; returns // a map of filename --> XML stringstream. bool buildMeshXML(OutputMap& output); protected: // mesh file stream functions bool streamFileHeader(std::ostream &of); bool streamFileFooter(std::ostream &of); bool streamSubmesh(std::ostream &of, IGameObject *obj, std::string &mtlName); bool streamBoneAssignments(std::ostream &of, Modifier *mod, IGameNode *node); int getBoneIndex(char *name); std::string removeSpaces(const std::string &s); int callback(INode *node); private: bool export(OutputMap& output); bool m_createSkeletonLink; std::string m_exportFilename; // filename provided by std::string m_filename; // filename provided by std::string m_skeletonFilename; std::queue< std::string > m_submeshNames; MaterialMap& m_materialMap; std::map< std::string, int > m_boneIndexMap; int m_currentBoneIndex; IGameScene* m_pGame; Tab m_nodeTab; }; } #endif