forked from bartvdbraak/blender
2e6d576182
Armatures are back Split screen Double sided lightning Ambient lighting Alpha test Material IPO support (one per object atm) Blender materials GLSL shaders - Python access Up to three texture samplers from the material panel ( 2D & Cube map ) Python access to a second set of uv coordinates See http://www.elysiun.com/forum/viewtopic.php?t=58057
78 lines
2.4 KiB
C++
78 lines
2.4 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL 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. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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/BL DUAL LICENSE BLOCK *****
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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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class KX_ISceneConverter
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{
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public:
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KX_ISceneConverter() {}
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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(const STR_String& scenename,
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class KX_Scene* destinationscene,
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PyObject* dictobj,
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class SCA_IInputDevice* keyinputdev,
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class RAS_IRenderTools* rendertools,
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class RAS_ICanvas* canvas)=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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virtual void ResetPhysicsObjectsAnimationIpo() = 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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// 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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};
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#endif //__KX_ISCENECONVERTER_H
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