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BL_BlenderDataConversion.h
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BL_BlenderDataConversion.h
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/*
* ***** 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 BL_BlenderDataConversion.h
* \ingroup bgeconv
*/
#ifndef __BL_BLENDERDATACONVERSION_H__
#define __BL_BLENDERDATACONVERSION_H__
#include "RAS_Mesh.h"
#include "KX_PhysicsEngineEnums.h"
#include "SCA_IInputDevice.h"
class RAS_Rasterizer;
class RAS_ICanvas;
class KX_KetsjiEngine;
class KX_Scene;
class BL_SceneConverter;
class BL_ActionData;
struct Mesh;
struct DerivedMesh;
struct Object;
struct Main;
struct bAction;
struct BL_MeshMaterial {
RAS_DisplayArray *array;
RAS_MaterialBucket *bucket;
bool visible;
bool twoside;
bool collider;
bool wire;
};
KX_Mesh *BL_ConvertMesh(Mesh *mesh, Object *lightobj, KX_Scene *scene, BL_SceneConverter& converter);
void BL_ConvertDerivedMeshToArray(DerivedMesh *dm, Mesh *me, const std::vector<BL_MeshMaterial>& mats,
const RAS_Mesh::LayersInfo& layersInfo);
RAS_Deformer *BL_ConvertDeformer(KX_GameObject *object, KX_Mesh *meshobj);
BL_ActionData *BL_ConvertAction(bAction *action, KX_Scene *scene, BL_SceneConverter& converter);
/// Convert all actions of a library and register them in a converter.
void BL_ConvertActions(KX_Scene *scene, Main *maggie, BL_SceneConverter& converter);
void BL_ConvertBlenderObjects(Main *maggie, KX_Scene *kxscene, KX_KetsjiEngine *ketsjiEngine,
RAS_Rasterizer *rendertools, RAS_ICanvas *canvas, BL_SceneConverter& sceneconverter,
bool alwaysUseExpandFraming, float camZoom, bool libloading);
// Non-multithreadable conversion.
void BL_PostConvertBlenderObjects(KX_Scene *kxscene, const BL_SceneConverter& sceneconverter);
SCA_IInputDevice::SCA_EnumInputs BL_ConvertKeyCode(int key_code);
#endif // __BL_BLENDERDATACONVERSION_H__