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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_ISCENECONVERTER_H
#define __KX_ISCENECONVERTER_H
#include "STR_String.h"
#include "KX_Python.h"
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(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 SetAlwaysUseExpandFraming(bool to_what) = 0;
virtual void SetNewFileName(const STR_String& filename) = 0;
virtual bool TryAndLoadNewFile() = 0;
virtual void ResetPhysicsObjectsAnimationIpo() = 0;
///this generates ipo curves for position, rotation, allowing to use game physics in animation
virtual void WritePhysicsObjectToAnimationIpo(int frameNumber) = 0;
};
#endif //__KX_ISCENECONVERTER_H
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