diff options
author | Dalai Felinto <dfelinto@gmail.com> | 2018-04-16 15:07:42 +0300 |
---|---|---|
committer | Dalai Felinto <dfelinto@gmail.com> | 2018-04-17 18:51:28 +0300 |
commit | 159806140fd33e6ddab951c0f6f180cfbf927d38 (patch) | |
tree | da076be3baa4d987fb5935e220a3d901c926e0e7 /source/blender/blenkernel/intern/object.c | |
parent | 28b996a9d2090efdd74115a653629ef9d7d871f7 (diff) |
Removing Blender Game Engine from Blender 2.8
Folders removed entirely:
* //extern/recastnavigation
* //intern/decklink
* //intern/moto
* //source/blender/editors/space_logic
* //source/blenderplayer
* //source/gameengine
This includes DNA data and any reference to the BGE code in Blender itself.
We are bumping the subversion.
Pending tasks:
* Tile/clamp code in image editor draw code.
* Viewport drawing code (so much of this will go away because of BI removal
that we can wait until then to remove this.
Diffstat (limited to 'source/blender/blenkernel/intern/object.c')
-rw-r--r-- | source/blender/blenkernel/intern/object.c | 190 |
1 files changed, 1 insertions, 189 deletions
diff --git a/source/blender/blenkernel/intern/object.c b/source/blender/blenkernel/intern/object.c index 8b6ae075f9c..addf84224ac 100644 --- a/source/blender/blenkernel/intern/object.c +++ b/source/blender/blenkernel/intern/object.c @@ -59,7 +59,6 @@ #include "DNA_world_types.h" #include "DNA_object_types.h" #include "DNA_lightprobe_types.h" -#include "DNA_property_types.h" #include "DNA_rigidbody_types.h" #include "BLI_blenlib.h" @@ -77,7 +76,6 @@ #include "BKE_idprop.h" #include "BKE_armature.h" #include "BKE_action.h" -#include "BKE_bullet.h" #include "BKE_deform.h" #include "BKE_DerivedMesh.h" #include "BKE_animsys.h" @@ -109,9 +107,7 @@ #include "BKE_particle.h" #include "BKE_pointcache.h" #include "BKE_lightprobe.h" -#include "BKE_property.h" #include "BKE_rigidbody.h" -#include "BKE_sca.h" #include "BKE_scene.h" #include "BKE_sequencer.h" #include "BKE_speaker.h" @@ -176,14 +172,6 @@ void BKE_object_free_softbody(Object *ob) } } -void BKE_object_free_bulletsoftbody(Object *ob) -{ - if (ob->bsoft) { - bsbFree(ob->bsoft); - ob->bsoft = NULL; - } -} - void BKE_object_free_curve_cache(Object *ob) { if (ob->curve_cache) { @@ -436,11 +424,6 @@ void BKE_object_free(Object *ob) animviz_free_motionpath(ob->mpath); ob->mpath = NULL; } - BKE_bproperty_free_list(&ob->prop); - - free_sensors(&ob->sensors); - free_controllers(&ob->controllers); - free_actuators(&ob->actuators); BKE_constraints_free_ex(&ob->constraints, false); @@ -452,10 +435,6 @@ void BKE_object_free(Object *ob) sbFree(ob->soft); ob->soft = NULL; } - if (ob->bsoft) { - bsbFree(ob->bsoft); - ob->bsoft = NULL; - } GPU_lamp_free(ob); for (ObjectEngineData *oed = ob->drawdata.first; oed; oed = oed->next) { @@ -722,23 +701,6 @@ void BKE_object_init(Object *ob) ob->dupsta = 1; ob->dupend = 100; ob->dupfacesca = 1.0; - /* Game engine defaults*/ - ob->mass = ob->inertia = 1.0f; - ob->formfactor = 0.4f; - ob->damping = 0.04f; - ob->rdamping = 0.1f; - ob->anisotropicFriction[0] = 1.0f; - ob->anisotropicFriction[1] = 1.0f; - ob->anisotropicFriction[2] = 1.0f; - ob->gameflag = OB_PROP | OB_COLLISION; - ob->margin = 0.04f; - ob->init_state = 1; - ob->state = 1; - ob->obstacleRad = 1.0f; - ob->step_height = 0.15f; - ob->jump_speed = 10.0f; - ob->fall_speed = 55.0f; - ob->max_jumps = 1; ob->col_group = 0x01; ob->col_mask = 0xffff; ob->preview = NULL; @@ -834,139 +796,6 @@ Object *BKE_object_add_from( return ob; } -#ifdef WITH_GAMEENGINE - -void BKE_object_lod_add(Object *ob) -{ - LodLevel *lod = MEM_callocN(sizeof(LodLevel), "LoD Level"); - LodLevel *last = ob->lodlevels.last; - - /* If the lod list is empty, initialize it with the base lod level */ - if (!last) { - LodLevel *base = MEM_callocN(sizeof(LodLevel), "Base LoD Level"); - BLI_addtail(&ob->lodlevels, base); - base->flags = OB_LOD_USE_MESH | OB_LOD_USE_MAT; - base->source = ob; - base->obhysteresis = 10; - last = ob->currentlod = base; - } - - lod->distance = last->distance + 25.0f; - lod->obhysteresis = 10; - lod->flags = OB_LOD_USE_MESH | OB_LOD_USE_MAT; - - BLI_addtail(&ob->lodlevels, lod); -} - -static int lod_cmp(const void *a, const void *b) -{ - const LodLevel *loda = a; - const LodLevel *lodb = b; - - if (loda->distance < lodb->distance) return -1; - return loda->distance > lodb->distance; -} - -void BKE_object_lod_sort(Object *ob) -{ - BLI_listbase_sort(&ob->lodlevels, lod_cmp); -} - -bool BKE_object_lod_remove(Object *ob, int level) -{ - LodLevel *rem; - - if (level < 1 || level > BLI_listbase_count(&ob->lodlevels) - 1) - return false; - - rem = BLI_findlink(&ob->lodlevels, level); - - if (rem == ob->currentlod) { - ob->currentlod = rem->prev; - } - - BLI_remlink(&ob->lodlevels, rem); - MEM_freeN(rem); - - /* If there are no user defined lods, remove the base lod as well */ - if (BLI_listbase_is_single(&ob->lodlevels)) { - LodLevel *base = ob->lodlevels.first; - BLI_remlink(&ob->lodlevels, base); - MEM_freeN(base); - ob->currentlod = NULL; - } - - return true; -} - -static LodLevel *lod_level_select(Object *ob, const float camera_position[3]) -{ - LodLevel *current = ob->currentlod; - float dist_sq; - - if (!current) return NULL; - - dist_sq = len_squared_v3v3(ob->obmat[3], camera_position); - - if (dist_sq < SQUARE(current->distance)) { - /* check for higher LoD */ - while (current->prev && dist_sq < SQUARE(current->distance)) { - current = current->prev; - } - } - else { - /* check for lower LoD */ - while (current->next && dist_sq > SQUARE(current->next->distance)) { - current = current->next; - } - } - - return current; -} - -bool BKE_object_lod_is_usable(Object *ob, ViewLayer *view_layer) -{ - bool active = (view_layer) ? ob == OBACT(view_layer) : false; - return (ob->mode == OB_MODE_OBJECT || !active); -} - -void BKE_object_lod_update(Object *ob, const float camera_position[3]) -{ - LodLevel *cur_level = ob->currentlod; - LodLevel *new_level = lod_level_select(ob, camera_position); - - if (new_level != cur_level) { - ob->currentlod = new_level; - } -} - -static Object *lod_ob_get(Object *ob, ViewLayer *view_layer, int flag) -{ - LodLevel *current = ob->currentlod; - - if (!current || !BKE_object_lod_is_usable(ob, view_layer)) - return ob; - - while (current->prev && (!(current->flags & flag) || !current->source || current->source->type != OB_MESH)) { - current = current->prev; - } - - return current->source; -} - -struct Object *BKE_object_lod_meshob_get(Object *ob, ViewLayer *view_layer) -{ - return lod_ob_get(ob, view_layer, OB_LOD_USE_MESH); -} - -struct Object *BKE_object_lod_matob_get(Object *ob, ViewLayer *view_layer) -{ - return lod_ob_get(ob, view_layer, OB_LOD_USE_MAT); -} - -#endif /* WITH_GAMEENGINE */ - - SoftBody *copy_softbody(const SoftBody *sb, const int flag) { SoftBody *sbn; @@ -1012,17 +841,6 @@ SoftBody *copy_softbody(const SoftBody *sb, const int flag) return sbn; } -BulletSoftBody *copy_bulletsoftbody(const BulletSoftBody *bsb, const int UNUSED(flag)) -{ - BulletSoftBody *bsbn; - - if (bsb == NULL) - return NULL; - bsbn = MEM_dupallocN(bsb); - /* no pointer in this structure yet */ - return bsbn; -} - ParticleSystem *BKE_object_copy_particlesystem(ParticleSystem *psys, const int flag) { ParticleSystem *psysn; @@ -1356,11 +1174,6 @@ void BKE_object_copy_data(Main *UNUSED(bmain), Object *ob_dst, const Object *ob_ BLI_addtail(&ob_dst->modifiers, nmd); } - BLI_listbase_clear(&ob_dst->prop); - BKE_bproperty_copy_list(&ob_dst->prop, &ob_src->prop); - - BKE_sca_logic_copy(ob_dst, ob_src, flag_subdata); - if (ob_src->pose) { copy_object_pose(ob_dst, ob_src, flag_subdata); /* backwards compat... non-armatures can get poses in older files? */ @@ -1381,7 +1194,6 @@ void BKE_object_copy_data(Main *UNUSED(bmain), Object *ob_dst, const Object *ob_ } } ob_dst->soft = copy_softbody(ob_src->soft, flag_subdata); - ob_dst->bsoft = copy_bulletsoftbody(ob_src->bsoft, flag_subdata); ob_dst->rigidbody_object = BKE_rigidbody_copy_object(ob_src, flag_subdata); ob_dst->rigidbody_constraint = BKE_rigidbody_copy_constraint(ob_src, flag_subdata); @@ -2756,7 +2568,7 @@ typedef struct ObTfmBack { float obmat[4][4]; /* final worldspace matrix with constraints & animsys applied */ float parentinv[4][4]; /* inverse result of parent, so that object doesn't 'stick' to parent */ float constinv[4][4]; /* inverse result of constraints. doesn't include effect of parent or object local transform */ - float imat[4][4]; /* inverse matrix of 'obmat' for during render, old game engine, temporally: ipokeys of transform */ + float imat[4][4]; /* inverse matrix of 'obmat' for during render, temporally: ipokeys of transform */ } ObTfmBack; void *BKE_object_tfm_backup(Object *ob) |