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1 /* | 1 /* |
2 * ***** BEGIN GPL LICENSE BLOCK ***** | 2 * ***** BEGIN GPL LICENSE BLOCK ***** |
3 * | 3 * |
4 * This program is free software; you can redistribute it and/or | 4 * This program is free software; you can redistribute it and/or |
5 * modify it under the terms of the GNU General Public License | 5 * modify it under the terms of the GNU General Public License |
6 * as published by the Free Software Foundation; either version 2 | 6 * as published by the Free Software Foundation; either version 2 |
7 * of the License, or (at your option) any later version. | 7 * of the License, or (at your option) any later version. |
8 * | 8 * |
9 * This program is distributed in the hope that it will be useful, | 9 * This program is distributed in the hope that it will be useful, |
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of | 10 * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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81 { | 81 { |
82 Py_Header | 82 Py_Header |
83 protected: | 83 protected: |
84 | 84 |
85 bool m_bDyna; | 85 bool m_bDyna; |
86 KX_ClientObjectInfo* m_pClient_info; | 86 KX_ClientObjectInfo* m_pClient_info; |
87 STR_String m_name; | 87 STR_String m_name; |
88 STR_String m_text; | 88 STR_String m_text; |
89 int m_layer; | 89 int m_layer; |
90 std::vector<RAS_MeshObject*> m_meshes; | 90 std::vector<RAS_MeshObject*> m_meshes; |
91 std::vector<RAS_MeshObject*> m_lodmeshes; | |
91 SG_QList m_meshSl ots; // head of mesh slots of this· | 92 SG_QList m_meshSl ots; // head of mesh slots of this· |
92 struct Object* m_pBlenderObject ; | 93 struct Object* m_pBlenderObject ; |
93 struct Object* m_pBlenderGroupO bject; | 94 struct Object* m_pBlenderGroupO bject; |
94 ········ | 95 ········ |
95 bool m_bSuspe ndDynamics; | 96 bool m_bSuspe ndDynamics; |
96 bool m_bUseOb jectColor; | 97 bool m_bUseOb jectColor; |
97 bool m_bIsNeg ativeScaling; | 98 bool m_bIsNeg ativeScaling; |
98 MT_Vector4 m_object Color; | 99 MT_Vector4 m_object Color; |
99 | 100 |
100 // Bit fields for user control over physics collisions | 101 // Bit fields for user control over physics collisions |
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749 * mesh though, | 750 * mesh though, |
750 */ | 751 */ |
751 void | 752 void |
752 AddMesh( | 753 AddMesh( |
753 RAS_MeshObject* mesh | 754 RAS_MeshObject* mesh |
754 ) { | 755 ) { |
755 m_meshes.push_back(mesh); | 756 m_meshes.push_back(mesh); |
756 } | 757 } |
757 | 758 |
758 /** | 759 /** |
760 * Add a level of detail mesh to the object. These should | |
761 * be added in order. | |
762 */ | |
763 void | |
764 AddLodMesh( | |
Moguri
2013/08/13 21:34:52
I prefer definitions to be in the source file, not
Kupoman
2013/09/14 02:33:05
Done.
| |
765 RAS_MeshObject* mesh | |
766 ) { | |
767 m_lodmeshes.push_back(mesh); | |
768 } | |
769 | |
770 /** | |
771 * Updates the current lod level based on distance from camera. | |
772 */ | |
773 void | |
774 UpdateLod( | |
775 MT_Vector3 &cam_pos | |
776 ); | |
777 | |
778 /** | |
759 * Pick out a mesh associated with the integer 'num'. | 779 * Pick out a mesh associated with the integer 'num'. |
760 */ | 780 */ |
761 RAS_MeshObject* | 781 RAS_MeshObject* |
762 GetMesh( | 782 GetMesh( |
763 int num | 783 int num |
764 ) const {· | 784 ) const {· |
765 return m_meshes[num];· | 785 return m_meshes[num];· |
766 } | 786 } |
767 | 787 |
768 /** | 788 /** |
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1047 ········ | 1067 ········ |
1048 /* getitem/setitem */ | 1068 /* getitem/setitem */ |
1049 static PyMappingMethods Mapping; | 1069 static PyMappingMethods Mapping; |
1050 static PySequenceMethods Sequence; | 1070 static PySequenceMethods Sequence; |
1051 #endif | 1071 #endif |
1052 }; | 1072 }; |
1053 | 1073 |
1054 | 1074 |
1055 | 1075 |
1056 #endif /* __KX_GAMEOBJECT_H__ */ | 1076 #endif /* __KX_GAMEOBJECT_H__ */ |
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