/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2013 Torus Knot Software Ltd Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ----------------------------------------------------------------------------- */ #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 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; 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 NodeAnimationTrack* track); void writeKeyFrame(TiXmlElement* keysNode, const TransformKeyFrame* 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(NodeAnimationTrack* track, TiXmlElement* mKeyfNode); void readAnimations(Skeleton* skel, TiXmlElement* mAnimNode) ; void readSkeletonAnimationLinks(Skeleton* skel, TiXmlElement* linksNode); }; } #endif