/** * $Id$ * ***** 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 // printf() #include "BlenderWorldInfo.h" #include "KX_BlenderGL.h" /* 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_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; } 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::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; }