/* * 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. #ifndef CRYINCLUDE_TOOLS_RC_RESOURCECOMPILERPC_CGF_ASSETWRITER_H #define CRYINCLUDE_TOOLS_RC_RESOURCECOMPILERPC_CGF_ASSETWRITER_H #pragma once #include "CGFContent.h" class CSaverCGF; class AssetWriter : public IAssetWriter { public: bool WriteCGF(CContentCGF* content) override; bool WriteCHR(CContentCGF* content, IConvertContext* convertContext) override; bool WriteSKIN(CContentCGF* content, IConvertContext* convertContext, bool exportMorphTargets = false) override; bool WriteCAF(CContentCGF* content, const AZ::SceneAPI::DataTypes::IAnimationGroup* animationGroup, CInternalSkinningInfo* controllerSkinningInfo, IConvertContext* convertContext) override; protected: bool PrepareSkeletonDataChunks(CSaverCGF* cgfSaver); bool OptimizeAndWriteCharacterAsset(CContentCGF* content, CChunkFile* chunkFile, IConvertContext* convertContext); static const bool s_swapEndian = false; }; #endif // CRYINCLUDE_TOOLS_RC_RESOURCECOMPILERPC_CGF_ASSETWRITER_H