/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #pragma once namespace Serialization { class IArchive; } namespace SourceAsset { using std::vector; using Serialization::IArchive; struct Node { string name; int mesh; vector children; Node() : mesh(-1) { } void Serialize(IArchive& ar) { ar(name, "name", "^"); ar(mesh, "mesh", "Mesh"); ar(children, "children", "Children"); } }; typedef vector Nodes; struct Mesh { string name; void Serialize(IArchive& ar) { ar(name, "name", "^"); } }; typedef vector Meshes; struct Scene { Nodes nodes; Meshes meshes; void Serialize(IArchive& ar) { ar(nodes, "nodes", "Nodes"); ar(meshes, "meshes", "Meshes"); } }; }