blender/source/gameengine/Converter/BlenderWorldInfo.cpp

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/**
* $Id$
* ***** BEGIN GPL LICENSE BLOCK *****
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*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
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*
* 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
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*/
#include <stdio.h> // printf()
#include "BlenderWorldInfo.h"
#include "KX_BlenderGL.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
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/* This little block needed for linking to Blender... */
#ifdef WIN32
#include "BLI_winstuff.h"
#endif
/* This list includes only data type definitions */
#include "DNA_object_types.h"
#include "DNA_material_types.h"
#include "DNA_image_types.h"
#include "DNA_lamp_types.h"
#include "DNA_group_types.h"
#include "DNA_scene_types.h"
#include "DNA_camera_types.h"
#include "DNA_property_types.h"
#include "DNA_text_types.h"
#include "DNA_sensor_types.h"
#include "DNA_controller_types.h"
#include "DNA_actuator_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
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#include "DNA_view3d_types.h"
#include "DNA_world_types.h"
#include "DNA_screen_types.h"
#include "BKE_global.h"
/* end of blender include block */
BlenderWorldInfo::BlenderWorldInfo(struct World* blenderworld)
{
if (blenderworld)
{
m_hasworld = true;
// do we have mist?
if ((blenderworld->mode) & WO_MIST)
{
m_hasmist = true;
m_miststart = blenderworld->miststa;
m_mistdistance = blenderworld->mistdist;
m_mistred = blenderworld->horr;
m_mistgreen = blenderworld->horg;
m_mistblue = blenderworld->horb;
}
else
{
m_hasmist = false;
m_miststart = 0.0;
m_mistdistance = 0.0;
m_mistred = 0.0;
m_mistgreen = 0.0;
m_mistblue = 0.0;
}
m_backgroundred = blenderworld->horr;
m_backgroundgreen = blenderworld->horg;
m_backgroundblue = blenderworld->horb;
m_ambientred = blenderworld->ambr;
m_ambientgreen = blenderworld->ambg;
m_ambientblue = blenderworld->ambb;
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}
else
{
m_hasworld = false;
}
}
BlenderWorldInfo::~BlenderWorldInfo()
{
}
bool BlenderWorldInfo::hasWorld()
{
return m_hasworld;
}
bool BlenderWorldInfo::hasMist()
{
return m_hasmist;
}
float BlenderWorldInfo::getBackColorRed()
{
return m_backgroundred;
}
float BlenderWorldInfo::getBackColorGreen()
{
return m_backgroundgreen;
}
float BlenderWorldInfo::getBackColorBlue()
{
return m_backgroundblue;
}
float BlenderWorldInfo::getAmbientColorRed()
{
return m_ambientred;
}
float BlenderWorldInfo::getAmbientColorGreen()
{
return m_ambientgreen;
}
float BlenderWorldInfo::getAmbientColorBlue()
{
return m_ambientblue;
}
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float BlenderWorldInfo::getMistStart()
{
return m_miststart;
}
float BlenderWorldInfo::getMistDistance()
{
return m_mistdistance;
}
float BlenderWorldInfo::getMistColorRed()
{
return m_mistred;
}
float BlenderWorldInfo::getMistColorGreen()
{
return m_mistgreen;
}
float BlenderWorldInfo::getMistColorBlue()
{
return m_mistblue;
}
void
BlenderWorldInfo::setMistStart(
float d
) {
m_miststart = d;
}
void
BlenderWorldInfo::setMistDistance(
float d
) {
m_mistdistance = d;
}
void
BlenderWorldInfo::setMistColorRed(
float d
) {
m_mistred = d;
}
void
BlenderWorldInfo::setMistColorGreen(
float d
) {
m_mistgreen = d;
}
void
BlenderWorldInfo::setMistColorBlue(
float d
) {
m_mistblue = d;
}