blender/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp
Kester Maddock 44f45894c2 Miscellaneous Fixes:
Add Python Mapping method to CListValue
Fix Bernoulli bool distribution python method for random actuator
Fix Python IpoActuator methods setProperty and force acts local
Make data objects private
Better sort method for polygon materials - much easier to understand
2004-06-04 03:00:13 +00:00

135 lines
3.3 KiB
C++

/**
* $Id$
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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/BL DUAL LICENSE BLOCK *****
*/
#include "RAS_IPolygonMaterial.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
RAS_IPolyMaterial::RAS_IPolyMaterial(const STR_String& texname,
bool ba,
const STR_String& matname,
int tile,
int tilexrep,
int tileyrep,
int mode,
bool transparant,
bool zsort,
int lightlayer,
bool bIsTriangle,
void* clientobject=NULL) :
m_texturename(texname),
m_materialname(matname),
m_tile(tile),
m_tilexrep(tilexrep),
m_tileyrep(tileyrep),
m_drawingmode (mode),
m_transparant(transparant),
m_zsort(zsort),
m_lightlayer(lightlayer),
m_bIsTriangle(bIsTriangle),
m_polymatid(m_newpolymatid++)
{
m_shininess = 35.0;
m_specular = MT_Vector3(0.5,0.5,0.5);
m_specularity = 1.0;
m_diffuse = MT_Vector3(0.5,0.5,0.5);
}
bool RAS_IPolyMaterial::Equals(const RAS_IPolyMaterial& lhs) const
{
return (
this->m_tile == lhs.m_tile &&
this->m_tilexrep == lhs.m_tilexrep &&
this->m_tileyrep == lhs.m_tileyrep &&
this->m_transparant == lhs.m_transparant &&
this->m_zsort == lhs.m_zsort &&
this->m_drawingmode == lhs.m_drawingmode &&
this->m_bIsTriangle == lhs.m_bIsTriangle &&
this->m_lightlayer == lhs.m_lightlayer &&
this->m_texturename.hash() == lhs.m_texturename.hash() &&
this->m_materialname.hash() == lhs.m_materialname.hash()
);
}
bool RAS_IPolyMaterial::Less(const RAS_IPolyMaterial& rhs) const
{
if (Equals(rhs))
return false;
return m_polymatid < rhs.m_polymatid;
}
int RAS_IPolyMaterial::GetLightLayer() const
{
return m_lightlayer;
}
bool RAS_IPolyMaterial::IsTransparant() const
{
return m_transparant;
}
bool RAS_IPolyMaterial::IsZSort() const
{
return m_zsort;
}
bool RAS_IPolyMaterial::UsesTriangles() const
{
return m_bIsTriangle;
}
unsigned int RAS_IPolyMaterial::hash() const
{
return m_texturename.hash();
}
int RAS_IPolyMaterial::GetDrawingMode() const
{
return m_drawingmode;
}
const STR_String& RAS_IPolyMaterial::GetMaterialName() const
{
return m_materialname;
}
const STR_String& RAS_IPolyMaterial::GetTextureName() const
{
return m_texturename;
}
unsigned int RAS_IPolyMaterial::m_newpolymatid = 0;