forked from bartvdbraak/blender
100 lines
3.0 KiB
C++
100 lines
3.0 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file KX_ISceneConverter.h
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* \ingroup ketsji
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*/
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#ifndef __KX_ISCENECONVERTER_H__
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#define __KX_ISCENECONVERTER_H__
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#include "STR_String.h"
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#include "KX_Python.h"
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#ifdef WITH_CXX_GUARDEDALLOC
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#include "MEM_guardedalloc.h"
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#endif
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struct Scene;
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class KX_ISceneConverter
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{
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public:
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KX_ISceneConverter() :addInitFromFrame(false) {}//this addInitFromFrame is a back hack, todo remove
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virtual ~KX_ISceneConverter () {};
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/*
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* scenename: name of the scene to be converted,
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* if the scenename is empty, convert the 'default' scene (whatever this means)
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* destinationscene: pass an empty scene, everything goes into this
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* dictobj: python dictionary (for pythoncontrollers)
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*/
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virtual void ConvertScene(
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class KX_Scene* destinationscene,
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class RAS_IRenderTools* rendertools,
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class RAS_ICanvas* canvas)=0;
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virtual void RemoveScene(class KX_Scene *scene)=0;
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virtual void SetAlwaysUseExpandFraming(bool to_what) = 0;
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virtual void SetNewFileName(const STR_String& filename) = 0;
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virtual bool TryAndLoadNewFile() = 0;
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bool addInitFromFrame;//rcruiz
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virtual void ResetPhysicsObjectsAnimationIpo(bool clearIpo) = 0;
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///this generates ipo curves for position, rotation, allowing to use game physics in animation
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virtual void WritePhysicsObjectToAnimationIpo(int frameNumber) = 0;
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virtual void TestHandlesPhysicsObjectToAnimationIpo() = 0;
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///this is for reseting the position,rotation and scale of the gameobjet that is not dynamic
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virtual void resetNoneDynamicObjectToIpo()=0;
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// use blender materials
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virtual void SetMaterials(bool val) =0;
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virtual bool GetMaterials()=0;
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// use blender glsl materials
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virtual void SetGLSLMaterials(bool val) =0;
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virtual bool GetGLSLMaterials()=0;
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virtual struct Scene* GetBlenderSceneForName(const STR_String& name)=0;
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#ifdef WITH_CXX_GUARDEDALLOC
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public:
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void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:KX_ISceneConverter"); }
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void operator delete( void *mem ) { MEM_freeN(mem); }
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#endif
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};
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#endif //__KX_ISCENECONVERTER_H__
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