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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/writefile.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/writefile.c')
-rw-r--r--source/blender/blenloader/intern/writefile.c186
1 files changed, 0 insertions, 186 deletions
diff --git a/source/blender/blenloader/intern/writefile.c b/source/blender/blenloader/intern/writefile.c
index c1c165bb523..c6523dc99e2 100644
--- a/source/blender/blenloader/intern/writefile.c
+++ b/source/blender/blenloader/intern/writefile.c
@@ -109,13 +109,11 @@
#include "DNA_anim_types.h"
#include "DNA_armature_types.h"
-#include "DNA_actuator_types.h"
#include "DNA_brush_types.h"
#include "DNA_cachefile_types.h"
#include "DNA_camera_types.h"
#include "DNA_cloth_types.h"
#include "DNA_constraint_types.h"
-#include "DNA_controller_types.h"
#include "DNA_dynamicpaint_types.h"
#include "DNA_genfile.h"
#include "DNA_group_types.h"
@@ -136,12 +134,10 @@
#include "DNA_packedFile_types.h"
#include "DNA_particle_types.h"
#include "DNA_lightprobe_types.h"
-#include "DNA_property_types.h"
#include "DNA_rigidbody_types.h"
#include "DNA_scene_types.h"
#include "DNA_sdna_types.h"
#include "DNA_sequence_types.h"
-#include "DNA_sensor_types.h"
#include "DNA_smoke_types.h"
#include "DNA_space_types.h"
#include "DNA_screen_types.h"
@@ -1466,180 +1462,6 @@ static void write_particlesystems(WriteData *wd, ListBase *particles)
}
}
-static void write_properties(WriteData *wd, ListBase *lb)
-{
- bProperty *prop;
-
- prop = lb->first;
- while (prop) {
- writestruct(wd, DATA, bProperty, 1, prop);
-
- if (prop->poin && prop->poin != &prop->data) {
- writedata(wd, DATA, MEM_allocN_len(prop->poin), prop->poin);
- }
-
- prop = prop->next;
- }
-}
-
-static void write_sensors(WriteData *wd, ListBase *lb)
-{
- bSensor *sens;
-
- sens = lb->first;
- while (sens) {
- writestruct(wd, DATA, bSensor, 1, sens);
-
- writedata(wd, DATA, sizeof(void *) * sens->totlinks, sens->links);
-
- switch (sens->type) {
- case SENS_NEAR:
- writestruct(wd, DATA, bNearSensor, 1, sens->data);
- break;
- case SENS_MOUSE:
- writestruct(wd, DATA, bMouseSensor, 1, sens->data);
- break;
- case SENS_KEYBOARD:
- writestruct(wd, DATA, bKeyboardSensor, 1, sens->data);
- break;
- case SENS_PROPERTY:
- writestruct(wd, DATA, bPropertySensor, 1, sens->data);
- break;
- case SENS_ARMATURE:
- writestruct(wd, DATA, bArmatureSensor, 1, sens->data);
- break;
- case SENS_ACTUATOR:
- writestruct(wd, DATA, bActuatorSensor, 1, sens->data);
- break;
- case SENS_DELAY:
- writestruct(wd, DATA, bDelaySensor, 1, sens->data);
- break;
- case SENS_COLLISION:
- writestruct(wd, DATA, bCollisionSensor, 1, sens->data);
- break;
- case SENS_RADAR:
- writestruct(wd, DATA, bRadarSensor, 1, sens->data);
- break;
- case SENS_RANDOM:
- writestruct(wd, DATA, bRandomSensor, 1, sens->data);
- break;
- case SENS_RAY:
- writestruct(wd, DATA, bRaySensor, 1, sens->data);
- break;
- case SENS_MESSAGE:
- writestruct(wd, DATA, bMessageSensor, 1, sens->data);
- break;
- case SENS_JOYSTICK:
- writestruct(wd, DATA, bJoystickSensor, 1, sens->data);
- break;
- default:
- ; /* error: don't know how to write this file */
- }
-
- sens = sens->next;
- }
-}
-
-static void write_controllers(WriteData *wd, ListBase *lb)
-{
- bController *cont;
-
- cont = lb->first;
- while (cont) {
- writestruct(wd, DATA, bController, 1, cont);
-
- writedata(wd, DATA, sizeof(void *) * cont->totlinks, cont->links);
-
- switch (cont->type) {
- case CONT_EXPRESSION:
- writestruct(wd, DATA, bExpressionCont, 1, cont->data);
- break;
- case CONT_PYTHON:
- writestruct(wd, DATA, bPythonCont, 1, cont->data);
- break;
- default:
- ; /* error: don't know how to write this file */
- }
-
- cont = cont->next;
- }
-}
-
-static void write_actuators(WriteData *wd, ListBase *lb)
-{
- bActuator *act;
-
- act = lb->first;
- while (act) {
- writestruct(wd, DATA, bActuator, 1, act);
-
- switch (act->type) {
- case ACT_ACTION:
- case ACT_SHAPEACTION:
- writestruct(wd, DATA, bActionActuator, 1, act->data);
- break;
- case ACT_SOUND:
- writestruct(wd, DATA, bSoundActuator, 1, act->data);
- break;
- case ACT_OBJECT:
- writestruct(wd, DATA, bObjectActuator, 1, act->data);
- break;
- case ACT_PROPERTY:
- writestruct(wd, DATA, bPropertyActuator, 1, act->data);
- break;
- case ACT_CAMERA:
- writestruct(wd, DATA, bCameraActuator, 1, act->data);
- break;
- case ACT_CONSTRAINT:
- writestruct(wd, DATA, bConstraintActuator, 1, act->data);
- break;
- case ACT_EDIT_OBJECT:
- writestruct(wd, DATA, bEditObjectActuator, 1, act->data);
- break;
- case ACT_SCENE:
- writestruct(wd, DATA, bSceneActuator, 1, act->data);
- break;
- case ACT_GROUP:
- writestruct(wd, DATA, bGroupActuator, 1, act->data);
- break;
- case ACT_RANDOM:
- writestruct(wd, DATA, bRandomActuator, 1, act->data);
- break;
- case ACT_MESSAGE:
- writestruct(wd, DATA, bMessageActuator, 1, act->data);
- break;
- case ACT_GAME:
- writestruct(wd, DATA, bGameActuator, 1, act->data);
- break;
- case ACT_VISIBILITY:
- writestruct(wd, DATA, bVisibilityActuator, 1, act->data);
- break;
- case ACT_2DFILTER:
- writestruct(wd, DATA, bTwoDFilterActuator, 1, act->data);
- break;
- case ACT_PARENT:
- writestruct(wd, DATA, bParentActuator, 1, act->data);
- break;
- case ACT_STATE:
- writestruct(wd, DATA, bStateActuator, 1, act->data);
- break;
- case ACT_ARMATURE:
- writestruct(wd, DATA, bArmatureActuator, 1, act->data);
- break;
- case ACT_STEERING:
- writestruct(wd, DATA, bSteeringActuator, 1, act->data);
- break;
- case ACT_MOUSE:
- writestruct(wd, DATA, bMouseActuator, 1, act->data);
- break;
- default:
- ; /* error: don't know how to write this file */
- }
-
- act = act->next;
- }
-}
-
static void write_motionpath(WriteData *wd, bMotionPath *mpath)
{
/* sanity checks */
@@ -1954,10 +1776,6 @@ static void write_object(WriteData *wd, Object *ob)
writedata(wd, DATA, sizeof(void *) * ob->totcol, ob->mat);
writedata(wd, DATA, sizeof(char) * ob->totcol, ob->matbits);
/* write_effects(wd, &ob->effect); */ /* not used anymore */
- write_properties(wd, &ob->prop);
- write_sensors(wd, &ob->sensors);
- write_controllers(wd, &ob->controllers);
- write_actuators(wd, &ob->actuators);
if (ob->type == OB_ARMATURE) {
bArmature *arm = ob->data;
@@ -1978,7 +1796,6 @@ static void write_object(WriteData *wd, Object *ob)
write_pointcaches(wd, &ob->soft->ptcaches);
writestruct(wd, DATA, EffectorWeights, 1, ob->soft->effector_weights);
}
- writestruct(wd, DATA, BulletSoftBody, 1, ob->bsoft);
if (ob->rigidbody_object) {
/* TODO: if any extra data is added to handle duplis, will need separate function then */
@@ -3089,9 +2906,6 @@ static void write_area_regions(WriteData *wd, ScrArea *area)
writestruct(wd, DATA, bNodeTreePath, 1, path);
}
}
- else if (sl->spacetype == SPACE_LOGIC) {
- writestruct(wd, DATA, SpaceLogic, 1, sl);
- }
else if (sl->spacetype == SPACE_CONSOLE) {
SpaceConsole *con = (SpaceConsole *)sl;
ConsoleLine *cl;