/* Copyright (C) 2005-2007 Feeling Software Inc. Portions of the code are: Copyright (C) 2005-2007 Sony Computer Entertainment America MIT License: http://www.opensource.org/licenses/mit-license.php */ #ifndef _FC_TEST_SCENE_ #define _FC_TEST_SCENE_ #ifndef _FC_DOCUMENT_H_ #include "FCDocument/FCDocument.h" #endif // _FC_DOCUMENT_H_ #ifndef _FCD_LIBRARY_ #include "FCDocument/FCDLibrary.h" #endif // _FCD_LIBRARY_ #include "FUtils/FULogFile.h" class FCDAnimation; class FCDEffectProfileFX; class FCDEffectStandard; class FCDEmitterInstance; class FCDExtra; class FCDGeometryInstance; class FCDGeometryMesh; class FCDGeometrySpline; class FCDMorphController; class FCDPhysicsMaterial; class FCDPhysicsModel; class FCDPhysicsRigidBody; class FCDPhysicsRigidConstraint; class FCDSceneNode; class FCDSkinController; namespace FCTestExportImport { // Information pushing functions for the export bool FillCameraLibrary(FULogFile& fileOut, FCDCameraLibrary* library); bool FillLightLibrary(FULogFile& fileOut, FCDLightLibrary* library); bool FillExtraTree(FULogFile& fileOut, FCDExtra* extra, bool hasTypes); bool FillGeometryLibrary(FULogFile& fileOut, FCDGeometryLibrary* library); bool FillGeometryMesh(FULogFile& fileOut, FCDGeometryMesh* mesh); bool FillGeometrySpline(FULogFile& fileOut, FCDGeometrySpline* spline); bool FillControllerLibrary(FULogFile& fileOut, FCDControllerLibrary* library); bool FillControllerMorph(FULogFile& fileOut, FCDMorphController* controller); bool FillControllerSkin(FULogFile& fileOut, FCDSkinController* controller); bool FillImageLibrary(FULogFile& fileOut, FCDImageLibrary* library); bool FillMaterialLibrary(FULogFile& fileOut, FCDMaterialLibrary* library); bool FillEffectStandard(FULogFile& fileOut, FCDEffectStandard* profile); bool FillEffectFX(FULogFile& fileOut, FCDEffectProfileFX* profile); bool FillAnimationLibrary(FULogFile& fileOut, FCDAnimationLibrary* library); bool FillAnimationLight(FULogFile& fileOut, FCDocument* document, FCDAnimation* animationTree); bool FillVisualScene(FULogFile& fileOut, FCDSceneNode* scene); bool FillLayers(FULogFile& fileOut, FCDocument* doc); bool FillTransforms(FULogFile& fileOut, FCDSceneNode* node); bool FillGeometryInstance(FULogFile& fileOut, FCDGeometryInstance* instance); bool FillControllerInstance(FULogFile& fileOut, FCDGeometryInstance* instance); bool FillPhysics(FULogFile& fileOut, FCDocument* document); bool FillPhysicsMaterialLibrary(FULogFile& fileOut, FCDPhysicsMaterialLibrary* library); bool FillPhysicsModelLibrary(FULogFile& fileOut, FCDPhysicsModelLibrary* library); bool FillPhysicsModel(FULogFile& fileOut, FCDPhysicsModel* model); bool FillPhysicsRigidBody(FULogFile& fileOut, FCDPhysicsRigidBody* rigidBody); bool FillPhysicsRigidConstraint(FULogFile& fileOut, FCDPhysicsRigidConstraint* rigidConstraint); bool FillEmitterLibrary(FULogFile& fileOut, FCDEmitterLibrary* library); bool FillEmitterInstance(FULogFile& fileOut, FCDEmitterInstance* instance); bool FillForceFieldLibrary(FULogFile& fileOut, FCDForceFieldLibrary* library); // Re-import verification functions bool CheckCameraLibrary(FULogFile& fileOut, FCDCameraLibrary* library); bool CheckLightLibrary(FULogFile& fileOut, FCDLightLibrary* library); bool CheckExtraTree(FULogFile& fileOut, FCDExtra* extra, bool hasTypes); bool CheckGeometryLibrary(FULogFile& fileOut, FCDGeometryLibrary* library); bool CheckGeometryMesh(FULogFile& fileOut, FCDGeometryMesh* mesh); bool CheckGeometrySpline(FULogFile& fileOut, FCDGeometrySpline* spline); bool CheckControllerLibrary(FULogFile& fileOut, FCDControllerLibrary* library); bool CheckControllerMorph(FULogFile& fileOut, FCDMorphController* controller); bool CheckControllerSkin(FULogFile& fileOut, FCDSkinController* controller); bool CheckImageLibrary(FULogFile& fileOut, FCDImageLibrary* library); bool CheckMaterialLibrary(FULogFile& fileOut, FCDMaterialLibrary* library); bool CheckEffectStandard(FULogFile& fileOut, FCDEffectStandard* profile); bool CheckEffectFX(FULogFile& fileOut, FCDEffectProfileFX* profile); bool CheckAnimationLibrary(FULogFile& fileOut, FCDAnimationLibrary* library); bool CheckAnimationLight(FULogFile& fileOut, FCDocument* document, FCDAnimation* animationTree); bool CheckVisualScene(FULogFile& fileOut, FCDSceneNode* imported); bool CheckLayers(FULogFile& fileOut, FCDocument* doc); bool CheckTransforms(FULogFile& fileOut, FCDSceneNode* node); bool CheckGeometryInstance(FULogFile& fileOut, FCDGeometryInstance* scene); bool CheckControllerInstance(FULogFile& fileOut, FCDGeometryInstance* scene); bool CheckPhysics(FULogFile& fileOut, FCDocument* doc); bool CheckPhysicsMaterialLibrary(FULogFile& fileOut, FCDPhysicsMaterialLibrary* library); bool CheckPhysicsModelLibrary(FULogFile& fileOut, FCDPhysicsModelLibrary* library); bool CheckPhysicsModel(FULogFile& fileOut, FCDPhysicsModel* model); bool CheckPhysicsRigidBody(FULogFile& fileOut, FCDPhysicsRigidBody* rigidBody); bool CheckPhysicsRigidConstraint(FULogFile& fileOut, FCDPhysicsRigidConstraint* rigidConstraint); bool CheckEmitterLibrary(FULogFile& fileOut, FCDEmitterLibrary* library); bool CheckEmitterInstance(FULogFile& fileOut, FCDEmitterInstance* instance); bool CheckForceFieldLibrary(FULogFile& fileOut, FCDForceFieldLibrary* library); }; #endif // _FC_TEST_SCENE_