khanat-opennel-code/code/nel/tools/3d/object_viewer/object_viewer_interface.h
2014-09-05 11:07:25 +02:00

130 lines
4.1 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef OBJECT_VIEWER_INTERFACE
#define OBJECT_VIEWER_INTERFACE
#include "nel/misc/types_nl.h"
#include "nel/misc/vector.h"
#ifndef OBJECT_VIEWER_EXPORT
#define OBJECT_VIEWER_EXPORT __declspec( dllimport )
#endif // OBJECT_VIEWER_EXPORT
// Increment this version number each time you distribute a new version of the dll.
#define OBJECT_VIEWER_VERSION 4
namespace NL3D
{
class IShape;
class CAnimation;
class CLight;
class CTransformShape;
class CSkeletonModel;
class CWaterPoolManager;
class CCameraInfo;
class CAnimationSet;
class CInstanceGroup;
}
namespace NLMISC
{
class CRGBA;
}
namespace NLPACS
{
class CRetrieverBank;
class CGlobalRetriever;
}
class IObjectViewer
{
public:
virtual ~IObjectViewer () {}
// Init the UI
virtual bool initUI (HWND parent=NULL) = 0;
// Test whether an instance of the viewer is running
virtual bool isInstanceRunning() = 0;
// Go. It shouldn't be called if there's an instance of the viewer that is running.
virtual void go () = 0;
// Release the UI
virtual void releaseUI () = 0;
// Add a mesh
virtual uint addMesh (NL3D::IShape* pMeshShape, const char* meshName, uint skelIndex, const char* bindSkelName = NULL, bool createInstance = true) = 0;
// Add a skel
virtual uint addSkel (NL3D::IShape* pSkelShape, const char* skelName) = 0;
// Add a camera
virtual uint addCamera (const NL3D::CCameraInfo &cameraInfo, const char* cameraName) = 0;
// remove all the instance from the scene
virtual void removeAllInstancesFromScene() = 0;
// Load a mesh
virtual bool loadMesh (std::vector<std::string> &meshFilename, const char* skeleton) = 0;
// Load a shape
virtual void resetCamera () = 0;
// Set single animation
virtual void setSingleAnimation (NL3D::CAnimation* pAnim, const char* name, uint instance) = 0;
// Set automatic animation
virtual void setAutoAnimation (NL3D::CAnimationSet* pAnimSet) = 0;
// Set ambient color
virtual void setAmbientColor (const NLMISC::CRGBA& color) = 0;
// Set background color
virtual void setBackGroundColor (const NLMISC::CRGBA& color) = 0;
// Set ambient color
virtual void setLight (unsigned char id, const NL3D::CLight& light) = 0;
/** set the water pool manager used by the object viewer. Must be the same than tyhe one of the dll which created the models
* (because the 3d lib is duplicated : one version in the viewer, and one version in the exporter)
*/
virtual void setWaterPoolManager(NL3D::CWaterPoolManager &wpm) = 0;
/** Add an InstanceGroup. ptr Will be deleted by objectViewer.
*/
virtual uint addInstanceGroup(NL3D::CInstanceGroup *ig) = 0;
/** Setup Scene lighting System. Disabled by default
*/
virtual void setupSceneLightingSystem(bool enable, const NLMISC::CVector &sunDir, NLMISC::CRGBA sunAmbiant, NLMISC::CRGBA sunDiffuse, NLMISC::CRGBA sunSpecular) = 0;
/** Scene lighting System: enable dynamic object testing. Give the ig the shape must be light_tested against
* globalRetriever is not deleted by the ObjectViewer.
*/
virtual void enableDynamicObjectLightingTest(NLPACS::CGlobalRetriever *globalRetriever, NL3D::CInstanceGroup *ig) = 0;
// Get instance
static OBJECT_VIEWER_EXPORT IObjectViewer* getInterface (int version=OBJECT_VIEWER_VERSION);
// Release instance
static OBJECT_VIEWER_EXPORT void releaseInterface (IObjectViewer* view);
};
#endif OBJECT_VIEWER_INTERFACE