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/**
* $Id$
*
* ***** 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
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