Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorBrecht Van Lommel <brechtvanlommel@pandora.be>2008-09-05 00:51:28 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-09-05 00:51:28 +0400
commitcb89decfdcf5e6b2f26376d416633f4ccf0c532d (patch)
treea299a5c8729dd0cb4359d57501fd9e6970141e5d /source/gameengine/Ketsji/KX_GameObject.h
parent2167e5c341f656b2f664b1052d181e8aa32fe698 (diff)
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with scons, make, but not cmake, that seems to have an issue not related to these changes. The changes include: * GLSL support in the viewport and game engine, enable in the game menu in textured draw mode. * Synced and merged part of the duplicated blender and gameengine/ gameplayer drawing code. * Further refactoring of game engine drawing code, especially mesh storage changed a lot. * Optimizations in game engine armatures to avoid recomputations. * A python function to get the framerate estimate in game. * An option take object color into account in materials. * An option to restrict shadow casters to a lamp's layers. * Increase from 10 to 18 texture slots for materials, lamps, word. An extra texture slot shows up once the last slot is used. * Memory limit for undo, not enabled by default yet because it needs the .B.blend to be changed. * Multiple undo for image painting. * An offset for dupligroups, so not all objects in a group have to be at the origin.
Diffstat (limited to 'source/gameengine/Ketsji/KX_GameObject.h')
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.h77
1 files changed, 50 insertions, 27 deletions
diff --git a/source/gameengine/Ketsji/KX_GameObject.h b/source/gameengine/Ketsji/KX_GameObject.h
index 508bc7cdfd0..9dcf6526448 100644
--- a/source/gameengine/Ketsji/KX_GameObject.h
+++ b/source/gameengine/Ketsji/KX_GameObject.h
@@ -75,15 +75,17 @@ protected:
int m_layer;
std::vector<RAS_MeshObject*> m_meshes;
struct Object* m_pBlenderObject;
+ struct Object* m_pBlenderGroupObject;
bool m_bSuspendDynamics;
bool m_bUseObjectColor;
bool m_bIsNegativeScaling;
MT_Vector4 m_objectColor;
- // Is this object set to be visible? Only useful for the
- // visibility subsystem right now.
- bool m_bVisible;
+ // visible = user setting
+ // culled = while rendering, depending on camera
+ bool m_bVisible;
+ bool m_bCulled;
KX_IPhysicsController* m_pPhysicsController1;
// used for ray casting
@@ -395,6 +397,16 @@ public:
{
m_pBlenderObject = obj;
}
+
+ struct Object* GetBlenderGroupObject( )
+ {
+ return m_pBlenderGroupObject;
+ }
+
+ void SetBlenderGroupObject( struct Object* obj)
+ {
+ m_pBlenderGroupObject = obj;
+ }
bool IsDupliGroup()
{
@@ -538,18 +550,22 @@ public:
/**
* @section Mesh accessor functions.
*/
+
+ /**
+ * Update buckets to indicate that there is a new
+ * user of this object's meshes.
+ */
+ void
+ AddMeshUser(
+ );
/**
- * Run through the meshes associated with this
- * object and bucketize them. See RAS_Mesh for
- * more details on this function. Interesting to
- * note that polygon bucketizing seems to happen on a per
- * object basis. Which may explain why there is such
- * a big performance gain when all static objects
- * are joined into 1.
+ * Update buckets with data about the mesh after
+ * creating or duplicating the object, changing
+ * visibility, object color, .. .
*/
void
- Bucketize(
+ UpdateBuckets(
);
/**
@@ -610,38 +626,37 @@ public:
ResetDebugColor(
);
- /**
- * Set the visibility of the meshes associated with this
- * object.
+ /**
+ * Was this object marked visible? (only for the explicit
+ * visibility system).
*/
- void
- MarkVisible(
- bool visible
+ bool
+ GetVisible(
+ void
);
- /**
- * Set the visibility according to the visibility flag.
+ /**
+ * Set visibility flag of this object
*/
- void
- MarkVisible(
void
+ SetVisible(
+ bool b
);
/**
- * Was this object marked visible? (only for the ewxplicit
- * visibility system).
+ * Was this object culled?
*/
bool
- GetVisible(
+ GetCulled(
void
);
/**
- * Set visibility flag of this object
+ * Set culled flag of this object
*/
void
- SetVisible(
- bool b
+ SetCulled(
+ bool c
);
/**
@@ -670,6 +685,14 @@ public:
) { return m_bIsNegativeScaling; }
/**
+ * Is this a light?
+ */
+ virtual bool
+ IsLight(
+ void
+ ) { return false; }
+
+ /**
* @section Logic bubbling methods.
*/