// Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved // Please see LICENSE.md in repository root for license information // https://github.com/AtomicGameEngine/AtomicGameEngine #pragma once #include #include #include #include #include #include #include #include using namespace Atomic; namespace AtomicEditor { class JSONSceneImporter; class JSONNode; class JSONTransform; class JSONMeshRenderer; class JSONSkinnedMeshRenderer; class JSONAnimation; class JSONTerrain; class JSONBoxCollider; class JSONMeshCollider; class JSONRigidBody; class JSONLight; class JSONTimeOfDay; class JSONSceneProcess : public Object { OBJECT(JSONSceneProcess); public: JSONSceneProcess(Context* context, JSONSceneImporter* importer) : Object(context) { importer_ = importer; } bool Process(); bool Write(); private: HashMap > materials_; HashMap > models_; SharedPtr scene_ ; List > hierarchy_; bool WriteMaterials(); bool WriteModels(); bool WriteHierarchy(Scene *scene); bool ProcessTextures(); bool ProcessLightmaps(); bool ProcessMaterials(); bool ProcessModels(); bool ProcessComponent(Node* node, const JSONTransform* jtransform ); bool ProcessComponent(Node* node, const JSONMeshRenderer* jmeshrenderer ); bool ProcessComponent(Node* node, const JSONSkinnedMeshRenderer* jmeshrenderer ); bool ProcessComponent(Node* node, const JSONAnimation* janim ); bool ProcessComponent(Node* node, const JSONTerrain* jterrain ); bool ProcessComponent(Node* node, const JSONBoxCollider* jbox ); bool ProcessComponent(Node* node, const JSONMeshCollider* jmesh ); bool ProcessComponent(Node* node, const JSONLight* jlight ); bool ProcessComponent(Node* node, const JSONRigidBody* jbody ); bool ProcessComponent(Node* node, const JSONTimeOfDay* jtime ); Node* ProcessNode(const JSONNode* jnode, Node *parent); bool ProcessHierarchy(Scene *scene); SharedPtr importer_; }; }