// 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