/** * $Id$ * * ***** 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., 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 LICENSE BLOCK ***** */ #ifndef __KX_ISCENECONVERTER_H #define __KX_ISCENECONVERTER_H #include "STR_String.h" #include "KX_Python.h" struct Scene; class KX_ISceneConverter { public: KX_ISceneConverter() :addInitFromFrame(false) {}//this addInitFromFrame is a back hack, todo remove 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(const STR_String& scenename, class KX_Scene* destinationscene, PyObject* dictobj, class SCA_IInputDevice* keyinputdev, class RAS_IRenderTools* rendertools, class RAS_ICanvas* canvas)=0; virtual void RemoveScene(class KX_Scene *scene)=0; virtual void SetAlwaysUseExpandFraming(bool to_what) = 0; virtual void SetNewFileName(const STR_String& filename) = 0; virtual bool TryAndLoadNewFile() = 0; bool addInitFromFrame;//rcruiz 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; virtual struct Scene* GetBlenderSceneForName(const STR_String& name)=0; }; #endif //__KX_ISCENECONVERTER_H