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authorDalai Felinto <dfelinto@gmail.com>2018-04-16 15:07:42 +0300
committerDalai Felinto <dfelinto@gmail.com>2018-04-17 18:51:28 +0300
commit159806140fd33e6ddab951c0f6f180cfbf927d38 (patch)
treeda076be3baa4d987fb5935e220a3d901c926e0e7 /source/blender/blenloader/intern/versioning_250.c
parent28b996a9d2090efdd74115a653629ef9d7d871f7 (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/blenloader/intern/versioning_250.c')
-rw-r--r--source/blender/blenloader/intern/versioning_250.c256
1 files changed, 1 insertions, 255 deletions
diff --git a/source/blender/blenloader/intern/versioning_250.c b/source/blender/blenloader/intern/versioning_250.c
index f5a4a33860f..e7f448f6a86 100644
--- a/source/blender/blenloader/intern/versioning_250.c
+++ b/source/blender/blenloader/intern/versioning_250.c
@@ -39,7 +39,6 @@
#include "DNA_anim_types.h"
#include "DNA_armature_types.h"
-#include "DNA_actuator_types.h"
#include "DNA_brush_types.h"
#include "DNA_camera_types.h"
#include "DNA_cloth_types.h"
@@ -84,7 +83,6 @@
#include "BKE_sequencer.h"
#include "BKE_texture.h"
#include "BKE_sound.h"
-#include "BKE_sca.h"
#include "NOD_socket.h"
@@ -610,13 +608,7 @@ static void do_version_constraints_radians_degrees_250(ListBase *lb)
bConstraint *con;
for (con = lb->first; con; con = con->next) {
- if (con->type == CONSTRAINT_TYPE_RIGIDBODYJOINT) {
- bRigidBodyJointConstraint *data = con->data;
- data->axX *= (float)(M_PI / 180.0);
- data->axY *= (float)(M_PI / 180.0);
- data->axZ *= (float)(M_PI / 180.0);
- }
- else if (con->type == CONSTRAINT_TYPE_KINEMATIC) {
+ if (con->type == CONSTRAINT_TYPE_KINEMATIC) {
bKinematicConstraint *data = con->data;
data->poleangle *= (float)(M_PI / 180.0);
}
@@ -750,7 +742,6 @@ void blo_do_versions_250(FileData *fd, Library *lib, Main *main)
bSound *sound;
Sequence *seq;
- bActuator *act;
int a;
for (sound = main->sound.first; sound; sound = sound->id.next) {
@@ -760,33 +751,6 @@ void blo_do_versions_250(FileData *fd, Library *lib, Main *main)
}
}
- for (ob = main->object.first; ob; ob = ob->id.next) {
- for (act = ob->actuators.first; act; act = act->next) {
- if (act->type == ACT_SOUND) {
- bSoundActuator *sAct = (bSoundActuator*) act->data;
- if (sAct->sound) {
- sound = blo_do_versions_newlibadr(fd, lib, sAct->sound);
- sAct->flag = (sound->flags & SOUND_FLAGS_3D) ? ACT_SND_3D_SOUND : 0;
- sAct->pitch = sound->pitch;
- sAct->volume = sound->volume;
- sAct->sound3D.reference_distance = sound->distance;
- sAct->sound3D.max_gain = sound->max_gain;
- sAct->sound3D.min_gain = sound->min_gain;
- sAct->sound3D.rolloff_factor = sound->attenuation;
- }
- else {
- sAct->sound3D.reference_distance = 1.0f;
- sAct->volume = 1.0f;
- sAct->sound3D.max_gain = 1.0f;
- sAct->sound3D.rolloff_factor = 1.0f;
- }
- sAct->sound3D.cone_inner_angle = 360.0f;
- sAct->sound3D.cone_outer_angle = 360.0f;
- sAct->sound3D.max_distance = FLT_MAX;
- }
- }
- }
-
for (scene = main->scene.first; scene; scene = scene->id.next) {
if (scene->ed && scene->ed->seqbasep) {
SEQ_BEGIN (scene->ed, seq)
@@ -1034,93 +998,12 @@ void blo_do_versions_250(FileData *fd, Library *lib, Main *main)
ts->uv_selectmode = UV_SELECT_VERTEX;
ts->vgroup_weight = 1.0f;
}
-
- /* Game Settings */
- /* Dome */
- sce->gm.dome.angle = sce->r.domeangle;
- sce->gm.dome.mode = sce->r.domemode;
- sce->gm.dome.res = sce->r.domeres;
- sce->gm.dome.resbuf = sce->r.domeresbuf;
- sce->gm.dome.tilt = sce->r.dometilt;
- sce->gm.dome.warptext = sce->r.dometext;
-
- /* Stand Alone */
- sce->gm.playerflag |= (sce->r.fullscreen ? GAME_PLAYER_FULLSCREEN : 0);
- sce->gm.xplay = sce->r.xplay;
- sce->gm.yplay = sce->r.yplay;
- sce->gm.freqplay = sce->r.freqplay;
- sce->gm.depth = sce->r.depth;
- sce->gm.attrib = sce->r.attrib;
-
- /* Stereo */
- sce->gm.stereomode = sce->r.stereomode;
- /* reassigning stereomode NO_STEREO and DOME to a separeted flag*/
- if (sce->gm.stereomode == 1) { // 1 = STEREO_NOSTEREO
- sce->gm.stereoflag = STEREO_NOSTEREO;
- sce->gm.stereomode = STEREO_ANAGLYPH;
- }
- else if (sce->gm.stereomode == 8) { // 8 = STEREO_DOME
- sce->gm.stereoflag = STEREO_DOME;
- sce->gm.stereomode = STEREO_ANAGLYPH;
- }
- else
- sce->gm.stereoflag = STEREO_ENABLED;
-
- /* Framing */
- sce->gm.framing = sce->framing;
- sce->gm.xplay = sce->r.xplay;
- sce->gm.yplay = sce->r.yplay;
- sce->gm.freqplay = sce->r.freqplay;
- sce->gm.depth = sce->r.depth;
-
- /* Physic (previously stored in world) */
- sce->gm.gravity =9.8f;
- sce->gm.physicsEngine = WOPHY_BULLET; /* Bullet by default */
- sce->gm.mode = WO_DBVT_CULLING; /* DBVT culling by default */
- sce->gm.occlusionRes = 128;
- sce->gm.ticrate = 60;
- sce->gm.maxlogicstep = 5;
- sce->gm.physubstep = 1;
- sce->gm.maxphystep = 5;
}
}
if (main->versionfile < 250 || (main->versionfile == 250 && main->subversionfile < 2)) {
- Scene *sce;
Object *ob;
- for (sce = main->scene.first; sce; sce = sce->id.next) {
- if (fd->fileflags & G_FILE_ENABLE_ALL_FRAMES)
- sce->gm.flag |= GAME_ENABLE_ALL_FRAMES;
- if (fd->fileflags & G_FILE_SHOW_DEBUG_PROPS)
- sce->gm.flag |= GAME_SHOW_DEBUG_PROPS;
- if (fd->fileflags & G_FILE_SHOW_FRAMERATE)
- sce->gm.flag |= GAME_SHOW_FRAMERATE;
- if (fd->fileflags & G_FILE_SHOW_PHYSICS)
- sce->gm.flag |= GAME_SHOW_PHYSICS;
- if (fd->fileflags & G_FILE_GLSL_NO_SHADOWS)
- sce->gm.flag |= GAME_GLSL_NO_SHADOWS;
- if (fd->fileflags & G_FILE_GLSL_NO_SHADERS)
- sce->gm.flag |= GAME_GLSL_NO_SHADERS;
- if (fd->fileflags & G_FILE_GLSL_NO_RAMPS)
- sce->gm.flag |= GAME_GLSL_NO_RAMPS;
- if (fd->fileflags & G_FILE_GLSL_NO_NODES)
- sce->gm.flag |= GAME_GLSL_NO_NODES;
- if (fd->fileflags & G_FILE_GLSL_NO_EXTRA_TEX)
- sce->gm.flag |= GAME_GLSL_NO_EXTRA_TEX;
- if (fd->fileflags & G_FILE_GLSL_NO_ENV_LIGHTING)
- sce->gm.flag |= GAME_GLSL_NO_ENV_LIGHTING;
- if (fd->fileflags & G_FILE_IGNORE_DEPRECATION_WARNINGS)
- sce->gm.flag |= GAME_IGNORE_DEPRECATION_WARNINGS;
-
- if (fd->fileflags & G_FILE_GAME_MAT_GLSL)
- sce->gm.matmode = GAME_MAT_GLSL;
- else if (fd->fileflags & G_FILE_GAME_MAT)
- sce->gm.matmode = GAME_MAT_MULTITEX;
- else
- sce->gm.matmode = GAME_MAT_TEXFACE;
- }
-
for (ob = main->object.first; ob; ob = ob->id.next) {
if (ob->flag & 8192) // OB_POSEMODE = 8192
ob->mode |= OB_MODE_POSE;
@@ -1565,16 +1448,10 @@ void blo_do_versions_250(FileData *fd, Library *lib, Main *main)
}
if (main->versionfile < 250 || (main->versionfile == 250 && main->subversionfile < 12)) {
- Scene *sce;
Object *ob;
Brush *brush;
Material *ma;
- /* game engine changes */
- for (sce = main->scene.first; sce; sce = sce->id.next) {
- sce->gm.eyeseparation = 0.10f;
- }
-
/* anim viz changes */
for (ob = main->object.first; ob; ob = ob->id.next) {
/* initialize object defaults */
@@ -2195,7 +2072,6 @@ void blo_do_versions_250(FileData *fd, Library *lib, Main *main)
Brush *br;
ParticleSettings *part;
bScreen *sc;
- Object *ob;
for (br = main->brush.first; br; br = br->id.next) {
if (br->ob_mode == 0)
@@ -2235,41 +2111,6 @@ void blo_do_versions_250(FileData *fd, Library *lib, Main *main)
}
}
}
-
- /* fix rotation actuators for objects so they use real angles (radians)
- * since before blender went opensource this strange scalar was used: (1 / 0.02) * 2 * math.pi/360 */
- for (ob = main->object.first; ob; ob = ob->id.next) {
- bActuator *act = ob->actuators.first;
- while (act) {
- if (act->type == ACT_OBJECT) {
- /* multiply velocity with 50 in old files */
- bObjectActuator *oa = act->data;
- mul_v3_fl(oa->drot, 0.8726646259971648f);
- }
- act = act->next;
- }
- }
- }
-
- /* init facing axis property of steering actuators */
- {
- Object *ob;
- for (ob = main->object.first; ob; ob = ob->id.next) {
- bActuator *act;
- for (act = ob->actuators.first; act; act = act->next) {
- if (act->type == ACT_STEERING) {
- bSteeringActuator *stact = act->data;
- if (stact == NULL) {//HG1
- init_actuator(act);
- }
- else {
- if (stact->facingaxis == 0) {
- stact->facingaxis = 1;
- }
- }
- }
- }
- }
}
if (main->versionfile < 255 || (main->versionfile == 255 && main->subversionfile < 3)) {
@@ -2562,21 +2403,6 @@ void blo_do_versions_250(FileData *fd, Library *lib, Main *main)
}
{
- /* add default value for behind strength of camera actuator */
- Object *ob;
- bActuator *act;
- for (ob = main->object.first; ob; ob = ob->id.next) {
- for (act = ob->actuators.first; act; act = act->next) {
- if (act->type == ACT_CAMERA) {
- bCameraActuator *ba = act->data;
-
- ba->damping = 1.0/32.0;
- }
- }
- }
- }
-
- {
ParticleSettings *part;
for (part = main->particle.first; part; part = part->id.next) {
/* Initialize particle billboard scale */
@@ -2667,50 +2493,6 @@ void blo_do_versions_250(FileData *fd, Library *lib, Main *main)
}
}
}
-
- {
- /* convert fcurve and shape action actuators to action actuators */
- Object *ob;
- bActuator *act;
- bIpoActuator *ia;
- bActionActuator *aa;
-
- for (ob = main->object.first; ob; ob = ob->id.next) {
- for (act = ob->actuators.first; act; act = act->next) {
- if (act->type == ACT_IPO) {
- /* Create the new actuator */
- ia = act->data;
- aa = MEM_callocN(sizeof(bActionActuator), "fcurve -> action actuator do_version");
-
- /* Copy values */
- aa->type = ia->type;
- aa->flag = ia->flag;
- aa->sta = ia->sta;
- aa->end = ia->end;
- BLI_strncpy(aa->name, ia->name, sizeof(aa->name));
- BLI_strncpy(aa->frameProp, ia->frameProp, sizeof(aa->frameProp));
- if (ob->adt)
- aa->act = ob->adt->action;
-
- /* Get rid of the old actuator */
- MEM_freeN(ia);
-
- /* Assign the new actuator */
- act->data = aa;
- act->type = act->otype = ACT_ACTION;
-
- /* Fix for converting 2.4x files: if we don't have an action, but we have an
- * object IPO, then leave the actuator as an IPO actuator for now and let the
- * IPO conversion code handle it */
- if (ob->ipo && !aa->act)
- act->type = ACT_IPO;
- }
- else if (act->type == ACT_SHAPEACTION) {
- act->type = act->otype = ACT_ACTION;
- }
- }
- }
- }
}
if (main->versionfile < 259 || (main->versionfile == 259 && main->subversionfile < 2)) {
@@ -2758,41 +2540,5 @@ void blo_do_versions_250(FileData *fd, Library *lib, Main *main)
part->time_flag &= ~PART_TIME_AUTOSF;
}
}
-
- {
- /* set defaults for obstacle avoidance, recast data */
- Scene *sce;
- for (sce = main->scene.first; sce; sce = sce->id.next) {
- if (sce->gm.levelHeight == 0.f)
- sce->gm.levelHeight = 2.f;
-
- if (sce->gm.recastData.cellsize == 0.0f)
- sce->gm.recastData.cellsize = 0.3f;
- if (sce->gm.recastData.cellheight == 0.0f)
- sce->gm.recastData.cellheight = 0.2f;
- if (sce->gm.recastData.agentmaxslope == 0.0f)
- sce->gm.recastData.agentmaxslope = (float)M_PI/4;
- if (sce->gm.recastData.agentmaxclimb == 0.0f)
- sce->gm.recastData.agentmaxclimb = 0.9f;
- if (sce->gm.recastData.agentheight == 0.0f)
- sce->gm.recastData.agentheight = 2.0f;
- if (sce->gm.recastData.agentradius == 0.0f)
- sce->gm.recastData.agentradius = 0.6f;
- if (sce->gm.recastData.edgemaxlen == 0.0f)
- sce->gm.recastData.edgemaxlen = 12.0f;
- if (sce->gm.recastData.edgemaxerror == 0.0f)
- sce->gm.recastData.edgemaxerror = 1.3f;
- if (sce->gm.recastData.regionminsize == 0.0f)
- sce->gm.recastData.regionminsize = 8.f;
- if (sce->gm.recastData.regionmergesize == 0.0f)
- sce->gm.recastData.regionmergesize = 20.f;
- if (sce->gm.recastData.vertsperpoly<3)
- sce->gm.recastData.vertsperpoly = 6;
- if (sce->gm.recastData.detailsampledist == 0.0f)
- sce->gm.recastData.detailsampledist = 6.0f;
- if (sce->gm.recastData.detailsamplemaxerror == 0.0f)
- sce->gm.recastData.detailsamplemaxerror = 1.0f;
- }
- }
}
}