// NeL - MMORPG Framework
// 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 .
#ifndef SHAPES_EXPORTER_H
#define SHAPES_EXPORTER_H
#include
#include
#include
#include
struct Settings
{
Settings();
std::string output_path;
std::string preview_format;
uint preview_width;
uint preview_height;
uint8 preview_quality;
uint output_steps_z;
uint output_steps_x;
std::string output_format;
uint output_width;
uint output_height;
uint8 output_antialiasing;
uint8 output_quality;
NLMISC::CRGBA output_background;
NLMISC::CRGBA light_ambiant;
NLMISC::CRGBA light_diffuse;
NLMISC::CRGBA light_specular;
NLMISC::CVector light_direction;
};
class ShapesExporter
{
public:
ShapesExporter();
virtual ~ShapesExporter();
bool init();
bool parseConfigFile(const std::string &filename);
bool setupLight();
bool exportShape(const std::string &filename, const std::string &output_path);
bool exportSkeleton(const std::string &skeleton, const std::vector &parts, const std::string &output_path);
void setCamera(NLMISC::CAABBox &bbox, NL3D::UInstance &entity, bool high_z=false);
bool saveOneImage(const std::string &output_path);
bool renderShape(NL3D::UTransform &entity, const NLMISC::CVector &axis, const std::string &output_path);
bool renderPS(NL3D::UInstance &entity, const std::string &output_path, double &duration, NLMISC::CAABBox &bbox);
bool createThumbnail(const std::string &filename, const std::string &path);
Settings settings;
NL3D::UDriver* Driver;
NL3D::UScene* Scene;
};
#endif