diff options
author | Dalai Felinto <dfelinto@gmail.com> | 2018-04-16 15:07:42 +0300 |
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committer | Dalai Felinto <dfelinto@gmail.com> | 2018-04-17 18:51:28 +0300 |
commit | 159806140fd33e6ddab951c0f6f180cfbf927d38 (patch) | |
tree | da076be3baa4d987fb5935e220a3d901c926e0e7 /source/blender/blenkernel/intern/scene.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/scene.c')
-rw-r--r-- | source/blender/blenkernel/intern/scene.c | 66 |
1 files changed, 0 insertions, 66 deletions
diff --git a/source/blender/blenkernel/intern/scene.c b/source/blender/blenkernel/intern/scene.c index ee60a9b9f4d..e94a722ca28 100644 --- a/source/blender/blenkernel/intern/scene.c +++ b/source/blender/blenkernel/intern/scene.c @@ -112,7 +112,6 @@ #include "bmesh.h" const char *RE_engine_id_BLENDER_RENDER = "BLENDER_RENDER"; -const char *RE_engine_id_BLENDER_GAME = "BLENDER_GAME"; const char *RE_engine_id_BLENDER_CLAY = "BLENDER_CLAY"; const char *RE_engine_id_BLENDER_EEVEE = "BLENDER_EEVEE"; const char *RE_engine_id_BLENDER_WORKBENCH = "BLENDER_WORKBENCH"; @@ -351,7 +350,6 @@ Scene *BKE_scene_copy(Main *bmain, Scene *sce, int type) sce_copy->r.views = rv; sce_copy->unit = sce->unit; sce_copy->physics_settings = sce->physics_settings; - sce_copy->gm = sce->gm; sce_copy->audio = sce->audio; if (sce->id.properties) @@ -767,59 +765,6 @@ void BKE_scene_init(Scene *sce) srv = sce->r.views.last; BLI_strncpy(srv->suffix, STEREO_RIGHT_SUFFIX, sizeof(srv->suffix)); - /* game data */ - sce->gm.stereoflag = STEREO_NOSTEREO; - sce->gm.stereomode = STEREO_ANAGLYPH; - sce->gm.eyeseparation = 0.10; - - sce->gm.dome.angle = 180; - sce->gm.dome.mode = DOME_FISHEYE; - sce->gm.dome.res = 4; - sce->gm.dome.resbuf = 1.0f; - sce->gm.dome.tilt = 0; - - sce->gm.xplay = 640; - sce->gm.yplay = 480; - sce->gm.freqplay = 60; - sce->gm.depth = 32; - - sce->gm.gravity = 9.8f; - sce->gm.physicsEngine = WOPHY_BULLET; - sce->gm.mode = 32; //XXX ugly harcoding, still not sure we should drop mode. 32 == 1 << 5 == use_occlusion_culling - sce->gm.occlusionRes = 128; - sce->gm.ticrate = 60; - sce->gm.maxlogicstep = 5; - sce->gm.physubstep = 1; - sce->gm.maxphystep = 5; - sce->gm.lineardeactthreshold = 0.8f; - sce->gm.angulardeactthreshold = 1.0f; - sce->gm.deactivationtime = 0.0f; - - sce->gm.flag = 0; - sce->gm.matmode = GAME_MAT_MULTITEX; - - sce->gm.obstacleSimulation = OBSTSIMULATION_NONE; - sce->gm.levelHeight = 2.f; - - sce->gm.recastData.cellsize = 0.3f; - sce->gm.recastData.cellheight = 0.2f; - sce->gm.recastData.agentmaxslope = M_PI_4; - sce->gm.recastData.agentmaxclimb = 0.9f; - sce->gm.recastData.agentheight = 2.0f; - sce->gm.recastData.agentradius = 0.6f; - sce->gm.recastData.edgemaxlen = 12.0f; - sce->gm.recastData.edgemaxerror = 1.3f; - sce->gm.recastData.regionminsize = 8.f; - sce->gm.recastData.regionmergesize = 20.f; - sce->gm.recastData.vertsperpoly = 6; - sce->gm.recastData.detailsampledist = 6.0f; - sce->gm.recastData.detailsamplemaxerror = 1.0f; - - sce->gm.lodflag = SCE_LOD_USE_HYST; - sce->gm.scehysteresis = 10; - - sce->gm.exitkey = 218; // Blender key code for ESC - BKE_sound_create_scene(sce); /* color management */ @@ -1605,11 +1550,6 @@ bool BKE_scene_uses_blender_internal(const Scene *scene) return BKE_viewrender_uses_blender_internal(&scene->view_render); } -bool BKE_scene_uses_blender_game(const Scene *scene) -{ - return BKE_viewrender_uses_blender_game(&scene->view_render); -} - bool BKE_scene_uses_blender_eevee(const Scene *scene) { return BKE_viewrender_uses_blender_eevee(&scene->view_render); @@ -1778,12 +1718,6 @@ bool BKE_viewrender_uses_blender_internal(const ViewRender *view_render) return STREQ(engine_id, RE_engine_id_BLENDER_RENDER); } -bool BKE_viewrender_uses_blender_game(const ViewRender *view_render) -{ - const char *engine_id = view_render->engine_id; - return STREQ(engine_id, RE_engine_id_BLENDER_GAME); -} - bool BKE_viewrender_uses_blender_eevee(const ViewRender *view_render) { const char *engine_id = view_render->engine_id; |