/* * ***** BEGIN GPL 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. * * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 LICENSE BLOCK ***** */ /** \file KX_ISceneConverter.h * \ingroup ketsji */ #ifndef __KX_ISCENECONVERTER_H__ #define __KX_ISCENECONVERTER_H__ #include "STR_String.h" #include "EXP_Python.h" #ifdef WITH_CXX_GUARDEDALLOC #include "MEM_guardedalloc.h" #endif struct Scene; class KX_ISceneConverter { public: KX_ISceneConverter() {} virtual ~KX_ISceneConverter () {} /* * scenename: name of the scene to be converted, * if the scenename is empty, convert the 'default' scene (whatever this means) * destinationscene: pass an empty scene, everything goes into this * dictobj: python dictionary (for pythoncontrollers) */ virtual void ConvertScene( class KX_Scene* destinationscene, class RAS_IRasterizer* rendertools, class RAS_ICanvas* canvas, bool libloading=false)=0; virtual void RemoveScene(class KX_Scene *scene)=0; // handle any pending merges from asynchronous loads virtual void MergeAsyncLoads()=0; virtual void FinalizeAsyncLoads() = 0; virtual void SetAlwaysUseExpandFraming(bool to_what) = 0; virtual void SetNewFileName(const STR_String& filename) = 0; virtual bool TryAndLoadNewFile() = 0; virtual void ResetPhysicsObjectsAnimationIpo(bool clearIpo) = 0; ///this generates ipo curves for position, rotation, allowing to use game physics in animation virtual void WritePhysicsObjectToAnimationIpo(int frameNumber) = 0; virtual void TestHandlesPhysicsObjectToAnimationIpo() = 0; ///this is for reseting the position,rotation and scale of the gameobjet that is not dynamic virtual void resetNoneDynamicObjectToIpo()=0; // use blender materials virtual void SetMaterials(bool val) =0; virtual bool GetMaterials()=0; // use blender glsl materials virtual void SetGLSLMaterials(bool val) =0; virtual bool GetGLSLMaterials()=0; // cache materials during conversion virtual void SetCacheMaterials(bool val) =0; virtual bool GetCacheMaterials()=0; virtual struct Scene* GetBlenderSceneForName(const STR_String& name)=0; #ifdef WITH_CXX_GUARDEDALLOC MEM_CXX_CLASS_ALLOC_FUNCS("GE:KX_ISceneConverter") #endif }; #endif /* __KX_ISCENECONVERTER_H__ */