6e8fbca745
match the genesis editor version 1.3.0.653.
113 lines
3.6 KiB
C++
113 lines
3.6 KiB
C++
/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "stdneb.h"
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#include "graphicfeature/components/skinnedmeshrendercomponent.h"
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namespace App
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{
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class SkinnedMeshRenderComponentSerialization
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{
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public:
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SkinnedMeshRenderComponentSerialization( const SkinnedMeshRenderComponent* pComponent )
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:mObject(pComponent)
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{
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}
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inline void Load( Version ver, AppReader* pReader )
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{
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if ( 1 == ver )
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{
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Load_1(pReader);
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return;
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}
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if ( 2 == ver )
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{
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Load_2(pReader);
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return;
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}
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n_error(" SkinMeshRenderComponentSerialization::Load unknonw version " );
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}
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void Load_1( AppReader* pReader );
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void Load_2( AppReader* pReader );
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void Save( AppWriter* pWriter );
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protected:
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const SkinnedMeshRenderComponent* mObject;
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};
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const char* s_sShaderCount = "ShaderCount";
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const char* s_sShaderID = "ShaderID";
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const char* s_sTextureCount = "TextureCount";
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const char* s_sTextureParamName = "TextureParam";
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const char* s_sTextureID = "TextureID";
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const char* s_sDummyID = "EmptyNull";
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//------------------------------------------------------------------------
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void SkinnedMeshRenderComponentSerialization::Load_1(AppReader* pSerialize)
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{
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}
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//------------------------------------------------------------------------
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void SkinnedMeshRenderComponentSerialization::Load_2( AppReader* pReader )
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{
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}
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//------------------------------------------------------------------------
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void SkinnedMeshRenderComponentSerialization::Save(AppWriter* pSerialize)
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{
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}
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}
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namespace App
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{
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//------------------------------------------------------------------------
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// @ISerialization::GetVersion. when change storage, must add SerializeVersion count
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Version SkinnedMeshRenderComponent::GetVersion() const
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{
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return 2; // Use material, Version num 2
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}
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//------------------------------------------------------------------------
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// @ISerialization::Load
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void SkinnedMeshRenderComponent::Load( Version ver, AppReader* pReader, const Serialization::SerializationArgs* args )
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{
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pReader->SerializeSuper<Super>(this, args);
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SkinnedMeshRenderComponentSerialization Serialize(this);
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Serialize.Load( ver, pReader );
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}
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//------------------------------------------------------------------------
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// @ISerialization::Save
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void SkinnedMeshRenderComponent::Save( AppWriter* pWriter ) const
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{
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pWriter->SerializeSuper<Super>(this);
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SkinnedMeshRenderComponentSerialization Serialize(this);
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Serialize.Save( pWriter );
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}
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} |