After beginning development of the SCF interface for the COLLADA Conversion Library (which, I believe will be called iColladaConvertor), I have decided that constructing a rudementary Use Case diagram would be beneficial. This will, at least, allow me to visualize what it is I am trying to keep in my brain - that is, what the library will actually DO, and how that will be structured. A diagram is attached:
Ideally, the user will be able to interface with the library in multiple ways. I am designing it such that the user could concievable convert COLLADA files to Crystal Space formats 'on-the-fly', although this would be time consuming. I will develop an alternative method, such that instead of calling all of the individual ConvertGeometry(), ConvertRiggingAnimation(), etc... functions, they would be able to do a complete conversion of all COLLADA files before the game starts, (or possibly, as things develop, before a zone is loaded). Of course, the general idea would still be that COLLADA is an interchange format, and thus, most of the conversion should happen offline, before the game ships, this would allow users to support COLLADA formats in-game, for example, with users who wish to use COLLADA formats for modding a game already constructed. At any rate, the idea is to abstract as much as possible, so that it 'just works', but yet allow those users who may only want to display the geometry of a COLLADA file (i.e. for testing purposes) and not anything else (e.g. the shaders, lighting, animation/rigging, etc...) to access individual conversion functions.
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