Ocean Sim modifier patch
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
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@@ -254,6 +254,7 @@ if 'blenderlite' in B.targets:
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target_env_defs['WITH_BF_BINRELOC'] = False
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target_env_defs['BF_BUILDINFO'] = False
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target_env_defs['WITH_BF_FLUID'] = False
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target_env_defs['WITH_BF_OCEANSIM'] = False
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target_env_defs['WITH_BF_DECIMATE'] = False
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target_env_defs['WITH_BF_BOOLEAN'] = False
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target_env_defs['WITH_BF_PYTHON'] = False
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@@ -329,6 +330,10 @@ if 'blendernogame' in B.targets:
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if env['WITH_BF_FLUID'] == 1:
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env['CPPFLAGS'].append('-DWITH_MOD_FLUID')
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# build with ocean sim?
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if env['WITH_BF_OCEANSIM'] == 1:
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env['CPPFLAGS'].append('-DWITH_MOD_OCEANSIM')
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if btools.ENDIAN == "big":
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env['CPPFLAGS'].append('-D__BIG_ENDIAN__')
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