/*
* 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