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130 lines
4.2 KiB
C++
130 lines
4.2 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef OBJECT_VIEWER_INTERFACE
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#define OBJECT_VIEWER_INTERFACE
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#include "nel/misc/types_nl.h"
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#include "nel/misc/vector.h"
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#ifndef OBJECT_VIEWER_EXPORT
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#define OBJECT_VIEWER_EXPORT __declspec( dllimport )
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#endif // OBJECT_VIEWER_EXPORT
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// Increment this version number each time you distribute a new version of the dll.
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#define OBJECT_VIEWER_VERSION 4
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namespace NL3D
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{
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class IShape;
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class CAnimation;
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class CLight;
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class CTransformShape;
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class CSkeletonModel;
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class CWaterPoolManager;
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class CCameraInfo;
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class CAnimationSet;
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class CInstanceGroup;
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}
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namespace NLMISC
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{
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class CRGBA;
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}
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namespace NLPACS
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{
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class CRetrieverBank;
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class CGlobalRetriever;
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}
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class IObjectViewer
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{
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public:
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virtual ~IObjectViewer () {}
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// Init the UI
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virtual bool initUI (HWND parent=NULL) = 0;
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// Test wether an instance of the viewer is running
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virtual bool isInstanceRunning() = 0;
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// Go. It shouldn't be called if there's an instance of the viewer that is running.
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virtual void go () = 0;
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// Release the UI
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virtual void releaseUI () = 0;
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// Add a mesh
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virtual uint addMesh (NL3D::IShape* pMeshShape, const char* meshName, uint skelIndex, const char* bindSkelName = NULL, bool createInstance = true) = 0;
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// Add a skel
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virtual uint addSkel (NL3D::IShape* pSkelShape, const char* skelName) = 0;
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// Add a camera
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virtual uint addCamera (const NL3D::CCameraInfo &cameraInfo, const char* cameraName) = 0;
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// remove all the instance from the scene
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virtual void removeAllInstancesFromScene() = 0;
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// Load a mesh
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virtual bool loadMesh (std::vector<std::string> &meshFilename, const char* skeleton) = 0;
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// Load a shape
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virtual void resetCamera () = 0;
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// Set single animation
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virtual void setSingleAnimation (NL3D::CAnimation* pAnim, const char* name, uint instance) = 0;
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// Set automatic animation
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virtual void setAutoAnimation (NL3D::CAnimationSet* pAnimSet) = 0;
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// Set ambient color
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virtual void setAmbientColor (const NLMISC::CRGBA& color) = 0;
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// Set background color
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virtual void setBackGroundColor (const NLMISC::CRGBA& color) = 0;
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// Set ambient color
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virtual void setLight (unsigned char id, const NL3D::CLight& light) = 0;
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/** set the water pool manager used by the object viewer. Must be the same than tyhe one of the dll which created the models
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* (because the 3d lib is duplicated : one version in the viewer, and one version in the exporter)
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*/
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virtual void setWaterPoolManager(NL3D::CWaterPoolManager &wpm) = 0;
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/** Add an InstanceGroup. ptr Will be deleted by objectViewer.
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*/
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virtual uint addInstanceGroup(NL3D::CInstanceGroup *ig) = 0;
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/** Setup Scene lighting System. Disabled by default
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*/
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virtual void setupSceneLightingSystem(bool enable, const NLMISC::CVector &sunDir, NLMISC::CRGBA sunAmbiant, NLMISC::CRGBA sunDiffuse, NLMISC::CRGBA sunSpecular) = 0;
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/** Scene lighting System: enable dynamic object testing. Give the ig the shape must be light_tested against
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* globalRetriever is not deleted by the ObjectViewer.
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*/
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virtual void enableDynamicObjectLightingTest(NLPACS::CGlobalRetriever *globalRetriever, NL3D::CInstanceGroup *ig) = 0;
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// Get instance
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static OBJECT_VIEWER_EXPORT IObjectViewer* getInterface (int version=OBJECT_VIEWER_VERSION);
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// Release instance
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static OBJECT_VIEWER_EXPORT void releaseInterface (IObjectViewer* view);
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};
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#endif OBJECT_VIEWER_INTERFACE
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