/*
-----------------------------------------------------------------------------
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 Torus Knot Software Ltd
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.
You may alternatively use this source under the terms of a specific version of
the OGRE Unrestricted License provided you have obtained such a license from
Torus Knot Software Ltd.
-----------------------------------------------------------------------------
*/
#ifndef __XMLMeshSerializer_H__
#define __XMLMeshSerializer_H__
#include "OgreXMLPrerequisites.h"
#include "OgreMesh.h"
namespace Ogre {
    /** Class for serializing a Mesh to/from XML.
    @remarks
        This class behaves the same way as MeshSerializer 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 Mesh as XML for examination
        and possible editing. It can then be converted back to the native format
        for maximum runtime efficiency.
    */
    class XMLMeshSerializer
    {
    public:
        XMLMeshSerializer();
        virtual ~XMLMeshSerializer();
        /** Imports a Mesh from the given XML file.
        @param filename The name of the file to import, expected to be in XML format.
		@param colourElementType The vertex element to use for packed colours
        @param pMesh The pre-created Mesh object to be populated.
        */
        void importMesh(const String& filename, VertexElementType colourElementType, Mesh* pMesh);
        /** Exports a mesh to the named XML file. */
        void exportMesh(const Mesh* pMesh, const String& filename);
    protected:
        // State for export
        TiXmlDocument* mXMLDoc;
        // State for import
        Mesh* mpMesh;
		VertexElementType mColourElementType;
        // Internal methods
        void writeMesh(const Mesh* pMesh);
        void writeSubMesh(TiXmlElement* mSubmeshesNode, const SubMesh* s);
        void writeGeometry(TiXmlElement* mParentNode, const VertexData* pData);
        void writeSkeletonLink(TiXmlElement* mMeshNode, const String& skelName);
        void writeBoneAssignment(TiXmlElement* mBoneAssignNode, const VertexBoneAssignment* assign);
        void writeTextureAliases(TiXmlElement* mSubmeshesNode, const SubMesh* s);
		void writeLodInfo(TiXmlElement* mMeshNode, const Mesh* pMesh);
		void writeLodUsageManual(TiXmlElement* usageNode, unsigned short levelNum, 
			const MeshLodUsage& usage);
		void writeLodUsageGenerated(TiXmlElement* usageNode, unsigned short levelNum,  
			const MeshLodUsage& usage, const Mesh* pMesh);
        void writeSubMeshNames(TiXmlElement* mMeshNode, const Mesh* m);
		void writePoses(TiXmlElement* meshNode, const Mesh* m);
		void writeAnimations(TiXmlElement* meshNode, const Mesh* m);
		void writeMorphKeyFrames(TiXmlElement* trackNode, const VertexAnimationTrack* track);
		void writePoseKeyFrames(TiXmlElement* trackNode, const VertexAnimationTrack* track);
        void writeExtremes(TiXmlElement* mMeshNode, const Mesh* m);
        void readSubMeshes(TiXmlElement* mSubmeshesNode);
        void readGeometry(TiXmlElement* mGeometryNode, VertexData* pData);
        void readSkeletonLink(TiXmlElement* mSkelNode);
        void readBoneAssignments(TiXmlElement* mBoneAssignmentsNode);
        void readBoneAssignments(TiXmlElement* mBoneAssignmentsNode, SubMesh* sm);
        void readTextureAliases(TiXmlElement* mTextureAliasesNode, SubMesh* sm);
		void readLodInfo(TiXmlElement*  lodNode);
		void readLodUsageManual(TiXmlElement* manualNode, unsigned short index);
		void readLodUsageGenerated(TiXmlElement* genNode, unsigned short index);
		void readSubMeshNames(TiXmlElement* mMeshNamesNode, Mesh* sm);
		void readPoses(TiXmlElement* posesNode, Mesh *m);
		void readAnimations(TiXmlElement* mAnimationsNode, Mesh *m);
		void readTracks(TiXmlElement* tracksNode, Mesh *m, Animation* anim);
		void readMorphKeyFrames(TiXmlElement* keyframesNode, VertexAnimationTrack* track, 
			size_t vertexCount);
		void readPoseKeyFrames(TiXmlElement* keyframesNode, VertexAnimationTrack* track);
        void readExtremes(TiXmlElement* extremesNode, Mesh *m);
    };
}
#endif