blender/source/gameengine/GameLogic/SCA_IScene.h
Erwin Coumans ab71e2a9b5 -added basic support for GameActuator 'load game', relative paths were broken, just load file into memory and load blend from memory.
-near sensor support
- python binding for PhysicsConstraints.setNumTimeSubSteps (dividing the physics timestep to tradeoff quality for performance)
2006-05-22 21:03:43 +00:00

67 lines
2.0 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#ifndef __KX_ISCENE_H
#define __KX_ISCENE_H
#include <vector>
#include "STR_String.h"
struct SCA_DebugProp
{
class CValue* m_obj;
STR_String m_name;
};
class SCA_IScene
{
std::vector<SCA_DebugProp*> m_debugList;
public:
SCA_IScene();
virtual ~SCA_IScene();
virtual class SCA_IObject* AddReplicaObject(class CValue* gameobj,
class CValue* locationobj,
int lifespan=0)=0;
virtual void RemoveObject(class CValue* gameobj)=0;
virtual void DelayedRemoveObject(class CValue* gameobj)=0;
virtual void DelayedReleaseObject(class CValue* gameobj)=0;
virtual void ReplaceMesh(class CValue* gameobj,
void* meshobj)=0;
std::vector<SCA_DebugProp*>& GetDebugProperties();
void AddDebugProperty(class CValue* debugprop,
const STR_String &name);
};
#endif //__KX_ISCENE_H