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Diffstat (limited to 'source/gameengine/Converter/KX_BlenderSceneConverter.h')
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+/**
+ * $Id$
+ *
+ * ***** 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_BLENDERSCENECONVERTER_H
+#define __KX_BLENDERSCENECONVERTER_H
+
+#include "GEN_Map.h"
+
+#include "KX_ISceneConverter.h"
+#include "KX_HashedPtr.h"
+#include "KX_IpoConvert.h"
+
+class KX_WorldInfo;
+class SCA_IActuator;
+class SCA_IController;
+class RAS_MeshObject;
+class RAS_IPolyMaterial;
+class BL_InterpolatorList;
+
+class KX_BlenderSceneConverter : public KX_ISceneConverter
+{
+ vector<KX_WorldInfo*> m_worldinfos;
+ vector<RAS_IPolyMaterial*> m_polymaterials;
+ vector<RAS_MeshObject*> m_meshobjects;
+
+ GEN_Map<CHashedPtr,struct Object*> m_map_gameobject_to_blender;
+ GEN_Map<CHashedPtr,KX_GameObject*> m_map_blender_to_gameobject;
+
+ GEN_Map<CHashedPtr,RAS_MeshObject*> m_map_mesh_to_gamemesh;
+// GEN_Map<CHashedPtr,DT_ShapeHandle> m_map_gamemesh_to_sumoshape;
+
+ GEN_Map<CHashedPtr,SCA_IActuator*> m_map_blender_to_gameactuator;
+ GEN_Map<CHashedPtr,SCA_IController*> m_map_blender_to_gamecontroller;
+
+ GEN_Map<CHashedPtr,BL_InterpolatorList*> m_map_blender_to_gameipolist;
+
+ struct Main* m_maggie;
+ STR_String m_newfilename;
+ class KX_KetsjiEngine* m_ketsjiEngine;
+ bool m_alwaysUseExpandFraming;
+
+public:
+ KX_BlenderSceneConverter(
+ struct Main* maggie,
+ class KX_KetsjiEngine* engine
+ );
+
+ virtual ~KX_BlenderSceneConverter();
+
+ /* Scenename: name of the scene to be converted.
+ * destinationscene: pass an empty scene, everything goes into this
+ * dictobj: python dictionary (for pythoncontrollers)
+ */
+ virtual void ConvertScene(
+ const STR_String& scenename,
+ class KX_Scene* destinationscene,
+ PyObject* dictobj,
+ class SCA_IInputDevice* keyinputdev,
+ class RAS_IRenderTools* rendertools,
+ class RAS_ICanvas* canvas
+ );
+
+ void SetNewFileName(const STR_String& filename);
+ bool TryAndLoadNewFile();
+
+ void SetAlwaysUseExpandFraming(bool to_what);
+
+ void RegisterGameObject(KX_GameObject *gameobject, struct Object *for_blenderobject);
+ KX_GameObject *FindGameObject(struct Object *for_blenderobject);
+ struct Object *FindBlenderObject(KX_GameObject *for_gameobject);
+
+ void RegisterGameMesh(RAS_MeshObject *gamemesh, struct Mesh *for_blendermesh);
+ RAS_MeshObject *FindGameMesh(struct Mesh *for_blendermesh, unsigned int onlayer);
+
+// void RegisterSumoShape(DT_ShapeHandle shape, RAS_MeshObject *for_gamemesh);
+// DT_ShapeHandle FindSumoShape(RAS_MeshObject *for_gamemesh);
+
+ void RegisterPolyMaterial(RAS_IPolyMaterial *polymat);
+
+ void RegisterInterpolatorList(BL_InterpolatorList *ipoList, struct Ipo *for_ipo);
+ BL_InterpolatorList *FindInterpolatorList(struct Ipo *for_ipo);
+
+ void RegisterGameActuator(SCA_IActuator *act, struct bActuator *for_actuator);
+ SCA_IActuator *FindGameActuator(struct bActuator *for_actuator);
+
+ void RegisterGameController(SCA_IController *cont, struct bController *for_controller);
+ SCA_IController *FindGameController(struct bController *for_controller);
+
+ void RegisterWorldInfo(KX_WorldInfo *worldinfo);
+};
+
+#endif //__KX_BLENDERSCENECONVERTER_H