
by Matt Ebb, Hamed Zaghaghi This adds a new Modifier "Ocean" to simulate large-scale wave motion. Details can be found in the wiki documentation [1], the project homepage [2] and the patch tracker [3] The modifier is disabled by default for now. To enable it, the WITH_OCEANSIM (cmake) / WITH_BF_OCEANSIM (scons) flags have to be set. The code depends on fftw3, so this also has to be enabled. [1] http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Simulation/Ocean [2] http://www.savetheoceansim.com [3] http://projects.blender.org/tracker/?group_id=9&atid=127&func=detail&aid=28338
35 lines
963 B
Python
35 lines
963 B
Python
#!/usr/bin/python
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Import ('env')
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sources = env.Glob('intern/*.c')
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incs = '. ./intern'
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incs += ' #/intern/guardedalloc #/intern/decimation/extern #/intern/bsp/extern #/intern/elbeem/extern #/extern/glew/include'
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incs += ' ../render/extern/include ../blenloader'
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incs += ' ../include ../blenlib ../makesdna ../makesrna ../blenkernel ../blenkernel/intern'
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incs += ' ../gpu'
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incs += ' ' + env['BF_ZLIB_INC']
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defs = []
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if env ['WITH_BF_BOOLEAN']:
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defs.append('WITH_MOD_BOOLEAN')
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if env ['WITH_BF_DECIMATE']:
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defs.append('WITH_MOD_DECIMATE')
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if env['WITH_BF_FLUID']:
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defs.append('WITH_MOD_FLUID')
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if env['WITH_BF_OCEANSIM']:
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defs.append('WITH_OCEANSIM')
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if env['WITH_BF_GAMEENGINE']:
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incs += ' #/extern/recastnavigation'
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defs.append('WITH_GAMEENGINE')
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env.BlenderLib ( libname = 'bf_modifiers', sources = sources,
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includes = Split(incs), defines=defs,
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libtype=['core','player'], priority = [80, 40] )
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