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📄 sceneconverter.h

📁 使用stl技术,(还没看,是听说的)
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#ifndef _SCENE_CONVERTER_H
#define _SCENE_CONVERTER_H




#include "Ogre.h"
#include "stdio.h"
#include "SceneConverterOctree.h"
#include "OgreMeshSerializer.h"
#include "OgreSkeletonSerializer.h"
#include "OgreDataChunk.h"
#include "OgreDefaultHardwareBufferManager.h"

namespace SceneConverterLib{
#include "tinyxml.h"
} // namespace SceneConverter

namespace Ogre {

class SceneConverter
{
public:

	SceneConverter();
	~SceneConverter();

	// Call this function before anything else
	// Send it the name of the scene. 2 Different Scenes should not have the same name.
	int Init( const String& NewSceneName );
	void SetMaxDepth( int NewDepth );
	void SetMaxTriPerNode( int NewTriPerNode );

	// MUST decompile the Octree before adding anything to it!
	//void Decompile();
	// Recompile the Octree before saving it
	void Compile();

	// Converts a standard Ogre .mesh file into the Octree
	int AddMesh( const String& SrcMesh, Vector3 NewPos, Quaternion NewRot, Vector3 NewScale );
	// Generic function, usefull for exporters like 3ds or maya. ( NOT YET IMPLIMENTED )
	// Add 1 sub mesh at a time.
	/*
	int AddGeometry( int TotalVerts, float* VertData,
					 int TotalTris, int* TriData,
					 float* NormalData=NULL,
					 float* ColorData=NULL,
					 int TotalTexSets=1, float* TexData=NULL,
					 char* Material=NULL, char* Texture=NULL );
	*/
	// Adds existing Octree Geometry from an external file to this Octree
	int AddScene( const String& SrcScene );

	// The contents of the Octree will be saved to this xml <octree> element.
	// NOTE: Be sure to Compile() the Octree before saving.
	void Save( TiXmlElement* OctreeRoot );

	// Call This to get Rid of any Memory Being Used
	void Unload();

private:

	SceneConverterOctree myOctree;

	MeshSerializer* meshSerializer;
	SkeletonSerializer* skeletonSerializer;


	String SceneName;

};

} // namespace Ogre



#endif

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