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/makesdna/DNA_actuator_types.h | |
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/makesdna/DNA_actuator_types.h')
-rw-r--r-- | source/blender/makesdna/DNA_actuator_types.h | 583 |
1 files changed, 0 insertions, 583 deletions
diff --git a/source/blender/makesdna/DNA_actuator_types.h b/source/blender/makesdna/DNA_actuator_types.h deleted file mode 100644 index 6bdea21da1e..00000000000 --- a/source/blender/makesdna/DNA_actuator_types.h +++ /dev/null @@ -1,583 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. - * All rights reserved. - * - * The Original Code is: all of this file. - * - * Contributor(s): none yet. - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file DNA_actuator_types.h - * \ingroup DNA - * - * #bActuator type is specifically for use by Object logic-bricks in the game-engine. - */ - -#ifndef __DNA_ACTUATOR_TYPES_H__ -#define __DNA_ACTUATOR_TYPES_H__ - -struct Object; -struct Mesh; -struct Scene; -struct Group; -struct Text; - -/* ****************** ACTUATORS ********************* */ - -/* unused now, moved to editobjectactuator in 2.02. Still needed for dna */ -typedef struct bAddObjectActuator { - int time, pad; - struct Object *ob; -} bAddObjectActuator; - -typedef struct bActionActuator { - struct bAction *act; /* Pointer to action */ - short type, flag; /* Playback type */ // not in use - float sta, end; /* Start & End frames */ - char name[64]; /* For property-driven playback, MAX_NAME */ - char frameProp[64]; /* Set this property to the actions current frame, MAX_NAME */ - short blendin; /* Number of frames of blending */ - short priority; /* Execution priority */ - short layer; /* Animation layer */ - short end_reset; /* Ending the actuator (negative pulse) wont reset the action to its starting frame */ - short strideaxis; /* Displacement axis */ - short blend_mode; /* Layer blending mode */ - float stridelength; /* Displacement incurred by cycle */ // not in use - float layer_weight; /* How much of the previous layer to use for blending. (<0 = disable, 0 = add mode) */ -} bActionActuator; - -typedef struct Sound3D { - float min_gain; - float max_gain; - float reference_distance; - float max_distance; - float rolloff_factor; - float cone_inner_angle; - float cone_outer_angle; - float cone_outer_gain; -} Sound3D; - -typedef struct bSoundActuator { - short flag, sndnr; - int pad1, pad2; - short pad3[2]; - float volume, pitch; - struct bSound *sound; - struct Sound3D sound3D; - short type, pad4; - short pad5, pad6[1]; -} bSoundActuator; - -typedef struct bEditObjectActuator { - int time; - short type, flag; - struct Object *ob; - struct Mesh *me; - char name[64]; /* MAX_NAME */ - float linVelocity[3]; /* initial lin. velocity on creation */ - float angVelocity[3]; /* initial ang. velocity on creation */ - float mass; - short localflag; /* flag for the lin & ang. vel: apply locally */ - short dyn_operation; - short upflag, trackflag; /* flag for up axis and track axis */ - int pad; -} bEditObjectActuator; - -typedef struct bSceneActuator { - short type, pad1; - int pad; - struct Scene *scene; - struct Object *camera; -} bSceneActuator; - -typedef struct bPropertyActuator { - int pad, type; - char name[64], value[64]; /* MAX_NAME */ - struct Object *ob; -} bPropertyActuator; - -typedef struct bObjectActuator { - short flag, type, otype; - short damping; - float forceloc[3], forcerot[3]; - float pad[3], pad1[3]; - float dloc[3], drot[3]; /* angle in radians */ - float linearvelocity[3], angularvelocity[3]; - struct Object *reference; -} bObjectActuator; - -/* deprecated, handled by bActionActuator now */ -typedef struct bIpoActuator { - short flag, type; - float sta, end; - char name[64]; /* MAX_NAME */ - char frameProp[64]; /* Set this property to the actions current frame, MAX_NAME */ - - short pad1, pad2, pad3, pad4; - -} bIpoActuator; - -typedef struct bCameraActuator { - struct Object *ob; - float height, min, max; - float damping; - short pad1, axis; - float pad2; -} bCameraActuator; - -typedef struct bConstraintActuator { - short type, mode; - short flag, damp; - short time, rotdamp; - int pad; - float minloc[3], maxloc[3]; - float minrot[3], maxrot[3]; - char matprop[64]; /* MAX_NAME */ -} bConstraintActuator; - -typedef struct bGroupActuator { - short flag, type; - int sta, end; - char name[64]; /* property or groupkey, MAX_NAME */ - - short pad[3], cur, butsta, butend;/* not referenced, can remove? */ - /* struct Group *group; not used, remove */ - -} bGroupActuator; - -/* I added a few extra fields here, to facilitate conversions */ -typedef struct bRandomActuator { - int seed; - int distribution; - int int_arg_1; - int int_arg_2; - float float_arg_1; - float float_arg_2; - char propname[64]; /* MAX_NAME */ -} bRandomActuator; - -typedef struct bMessageActuator { - char toPropName[64]; /* Send to all objects with this propertyname. Empty to broadcast. MAX_NAME. */ - struct Object *toObject;/* (Possible future use) pointer to a single destination object. */ - char subject[64]; /* Message Subject to send. MAX_NAME. */ - short bodyType, pad1; /* bodyType is either 'User defined text' or PropName */ - int pad2; - char body[64]; /* Either User Defined Text or our PropName to send value of, MAX_NAME */ -} bMessageActuator; - -typedef struct bGameActuator { - short flag, type; - int sta, end; - char filename[64]; - char loadaniname[64]; -} bGameActuator; - -typedef struct bVisibilityActuator { - /** bit 0: Is this object visible? - ** bit 1: Apply recursively - ** bit 2: Is this object an occluder? */ - int flag; -} bVisibilityActuator; - -typedef struct bTwoDFilterActuator { - char pad[4]; - /* Tells what type of 2D Filter */ - short type; - /* (flag == 0) means 2D filter is activate and - * (flag != 0) means 2D filter is inactive */ - short flag; - int int_arg; - /* a float argument */ - float float_arg; - struct Text *text; -} bTwoDFilterActuator; - -typedef struct bParentActuator { - char pad[2]; - short flag; - int type; - struct Object *ob; -} bParentActuator; - -typedef struct bStateActuator { - int type; /* 0=Set, 1=Add, 2=Rem, 3=Chg */ - unsigned int mask; /* the bits to change */ -} bStateActuator; - -typedef struct bArmatureActuator { - char posechannel[64]; /* MAX_NAME */ - char constraint[64]; /* MAX_NAME */ - int type; /* 0=run, 1=enable, 2=disable, 3=set target, 4=set weight */ - float weight; - float influence; - float pad; - struct Object *target; - struct Object *subtarget; -} bArmatureActuator; - -typedef struct bSteeringActuator { - char pad[5]; - char flag; - short facingaxis; - int type; /* 0=seek, 1=flee, 2=path following */ - float dist; - float velocity; - float acceleration; - float turnspeed; - int updateTime; - struct Object *target; - struct Object *navmesh; -} bSteeringActuator; - -typedef struct bMouseActuator { - short type; /* 0=Visibility, 1=Look */ - short flag; - - int object_axis[2]; - float threshold[2]; - float sensitivity[2]; - float limit_x[2]; - float limit_y[2]; -} bMouseActuator; - - -typedef struct bActuator { - struct bActuator *next, *prev, *mynew; - short type; - /** - * Tells what type of actuator data \ref data holds. - */ - short flag; - short otype, go; - char name[64]; /* MAX_NAME */ - - /** - * data must point to an object actuator type struct. - */ - void *data; - - /** - * For ipo's and props: to find out which object the actuator - * belongs to */ - struct Object *ob; - -} bActuator; - -/* objectactuator->flag */ -#define ACT_FORCE_LOCAL 1 -#define ACT_TORQUE_LOCAL 2 -#define ACT_SERVO_LIMIT_X 2 -#define ACT_DLOC_LOCAL 4 -#define ACT_SERVO_LIMIT_Y 4 -#define ACT_DROT_LOCAL 8 -#define ACT_SERVO_LIMIT_Z 8 -#define ACT_LIN_VEL_LOCAL 16 -#define ACT_ANG_VEL_LOCAL 32 -//#define ACT_ADD_LIN_VEL_LOCAL 64 -#define ACT_ADD_LIN_VEL 64 -#define ACT_ADD_CHAR_LOC 128 -#define ACT_CHAR_JUMP 256 - -/* objectactuator->type */ -#define ACT_OBJECT_NORMAL 0 -#define ACT_OBJECT_SERVO 1 -#define ACT_OBJECT_CHARACTER 2 - -/* actuator->type */ -#define ACT_OBJECT 0 -#define ACT_IPO 1 -#define ACT_LAMP 2 -#define ACT_CAMERA 3 -#define ACT_MATERIAL 4 -#define ACT_SOUND 5 -#define ACT_PROPERTY 6 - /* these two obsolete since 2.02 */ -#define ACT_ADD_OBJECT 7 -#define ACT_END_OBJECT 8 - -#define ACT_CONSTRAINT 9 -#define ACT_EDIT_OBJECT 10 -#define ACT_SCENE 11 -#define ACT_GROUP 12 -#define ACT_RANDOM 13 -#define ACT_MESSAGE 14 -#define ACT_ACTION 15 /* __ NLA */ -#define ACT_GAME 17 -#define ACT_VISIBILITY 18 -#define ACT_2DFILTER 19 -#define ACT_PARENT 20 -#define ACT_SHAPEACTION 21 -#define ACT_STATE 22 -#define ACT_ARMATURE 23 -#define ACT_STEERING 24 -#define ACT_MOUSE 25 - -/* actuator flag */ -#define ACT_SHOW 1 -#define ACT_DEL 2 -#define ACT_NEW 4 -#define ACT_LINKED 8 -#define ACT_VISIBLE 16 -#define ACT_PIN 32 -#define ACT_DEACTIVATE 64 - -/* link codes */ -#define LINK_SENSOR 0 -#define LINK_CONTROLLER 1 -#define LINK_ACTUATOR 2 - -/* keyboardsensor->type */ -#define SENS_ALL_KEYS 1 - -/* actionactuator->type */ -#define ACT_ACTION_PLAY 0 -#define ACT_ACTION_PINGPONG 1 -#define ACT_ACTION_FLIPPER 2 -#define ACT_ACTION_LOOP_STOP 3 -#define ACT_ACTION_LOOP_END 4 -#define ACT_ACTION_KEY2KEY 5 -#define ACT_ACTION_FROM_PROP 6 -#define ACT_ACTION_MOTION 7 - -/* actionactuator->blend_mode */ -#define ACT_ACTION_BLEND 0 -#define ACT_ACTION_ADD 1 - -/* ipoactuator->type */ -/* used for conversion from 2.01 */ -#define ACT_IPO_FROM_PROP 6 - -/* groupactuator->type */ -#define ACT_GROUP_PLAY 0 -#define ACT_GROUP_PINGPONG 1 -#define ACT_GROUP_FLIPPER 2 -#define ACT_GROUP_LOOP_STOP 3 -#define ACT_GROUP_LOOP_END 4 -#define ACT_GROUP_FROM_PROP 5 -#define ACT_GROUP_SET 6 - -/* ipoactuator->flag */ -#define ACT_IPOFORCE (1 << 0) -#define ACT_IPOEND (1 << 1) -#define ACT_IPOLOCAL (1 << 2) -#define ACT_IPOCHILD (1 << 4) -#define ACT_IPOADD (1 << 5) - -/* property actuator->type */ -#define ACT_PROP_ASSIGN 0 -#define ACT_PROP_ADD 1 -#define ACT_PROP_COPY 2 -#define ACT_PROP_TOGGLE 3 -#define ACT_PROP_LEVEL 4 - -/* constraint flag */ -#define ACT_CONST_NONE 0 -#define ACT_CONST_LOCX 1 -#define ACT_CONST_LOCY 2 -#define ACT_CONST_LOCZ 4 -#define ACT_CONST_ROTX 8 -#define ACT_CONST_ROTY 16 -#define ACT_CONST_ROTZ 32 -#define ACT_CONST_NORMAL 64 -#define ACT_CONST_MATERIAL 128 -#define ACT_CONST_PERMANENT 256 -#define ACT_CONST_DISTANCE 512 -#define ACT_CONST_LOCAL 1024 -#define ACT_CONST_DOROTFH 2048 - -/* constraint mode */ -#define ACT_CONST_DIRPX 1 -#define ACT_CONST_DIRPY 2 -#define ACT_CONST_DIRPZ 4 -#define ACT_CONST_DIRNX 8 -#define ACT_CONST_DIRNY 16 -#define ACT_CONST_DIRNZ 32 - -/* constraint type */ -#define ACT_CONST_TYPE_LOC 0 -#define ACT_CONST_TYPE_DIST 1 -#define ACT_CONST_TYPE_ORI 2 -#define ACT_CONST_TYPE_FH 3 - -/* editObjectActuator->type */ -#define ACT_EDOB_ADD_OBJECT 0 -#define ACT_EDOB_END_OBJECT 1 -#define ACT_EDOB_REPLACE_MESH 2 -#define ACT_EDOB_TRACK_TO 3 -#define ACT_EDOB_DYNAMICS 4 - -/* editObjectActuator->localflag */ -#define ACT_EDOB_LOCAL_LINV 2 -#define ACT_EDOB_LOCAL_ANGV 4 - -/* editObjectActuator->flag */ -#define ACT_TRACK_3D 1 - -/* editObjectActuator->upflag */ -#define ACT_TRACK_UP_X 0 -#define ACT_TRACK_UP_Y 1 -#define ACT_TRACK_UP_Z 2 - -/* editObjectActuator->trackflag */ -#define ACT_TRACK_TRAXIS_X 0 -#define ACT_TRACK_TRAXIS_Y 1 -#define ACT_TRACK_TRAXIS_Z 2 -#define ACT_TRACK_TRAXIS_NEGX 3 -#define ACT_TRACK_TRAXIS_NEGY 4 -#define ACT_TRACK_TRAXIS_NEGZ 5 - -/* editObjectActuator->flag for replace mesh actuator */ -#define ACT_EDOB_REPLACE_MESH_NOGFX 2 /* use for replace mesh actuator */ -#define ACT_EDOB_REPLACE_MESH_PHYS 4 - -/* editObjectActuator->dyn_operation */ -#define ACT_EDOB_RESTORE_DYN 0 -#define ACT_EDOB_SUSPEND_DYN 1 -#define ACT_EDOB_ENABLE_RB 2 -#define ACT_EDOB_DISABLE_RB 3 -#define ACT_EDOB_SET_MASS 4 - - -/* SceneActuator->type */ -#define ACT_SCENE_RESTART 0 -#define ACT_SCENE_SET 1 -#define ACT_SCENE_CAMERA 2 -#define ACT_SCENE_ADD_FRONT 3 -#define ACT_SCENE_ADD_BACK 4 -#define ACT_SCENE_REMOVE 5 -#define ACT_SCENE_SUSPEND 6 -#define ACT_SCENE_RESUME 7 - - -/* randomAct->distribution */ -#define ACT_RANDOM_BOOL_CONST 0 -#define ACT_RANDOM_BOOL_UNIFORM 1 -#define ACT_RANDOM_BOOL_BERNOUILLI 2 -#define ACT_RANDOM_INT_CONST 3 -#define ACT_RANDOM_INT_UNIFORM 4 -#define ACT_RANDOM_INT_POISSON 5 -#define ACT_RANDOM_FLOAT_CONST 6 -#define ACT_RANDOM_FLOAT_UNIFORM 7 -#define ACT_RANDOM_FLOAT_NORMAL 8 -#define ACT_RANDOM_FLOAT_NEGATIVE_EXPONENTIAL 9 - -/* SoundActuator->flag */ -#define ACT_SND_3D_SOUND 1 - -/* SoundActuator->type */ -#define ACT_SND_PLAY_STOP_SOUND 0 -#define ACT_SND_PLAY_END_SOUND 1 -#define ACT_SND_LOOP_STOP_SOUND 2 -#define ACT_SND_LOOP_END_SOUND 3 -#define ACT_SND_LOOP_BIDIRECTIONAL_SOUND 4 -#define ACT_SND_LOOP_BIDIRECTIONAL_STOP_SOUND 5 - -/* messageactuator->type */ -#define ACT_MESG_MESG 0 -#define ACT_MESG_PROP 1 - -/* gameactuator->type */ -#define ACT_GAME_LOAD 0 -#define ACT_GAME_START 1 -#define ACT_GAME_RESTART 2 -#define ACT_GAME_QUIT 3 -#define ACT_GAME_SAVECFG 4 -#define ACT_GAME_LOADCFG 5 -#define ACT_GAME_SCREENSHOT 6 - -/* visibilityact->flag */ -/* Set means the object will become invisible */ -#define ACT_VISIBILITY_INVISIBLE (1 << 0) -#define ACT_VISIBILITY_RECURSIVE (1 << 1) -#define ACT_VISIBILITY_OCCLUSION (1 << 2) - -/* twodfilter->type */ -#define ACT_2DFILTER_ENABLED -2 -#define ACT_2DFILTER_DISABLED -1 -#define ACT_2DFILTER_NOFILTER 0 -#define ACT_2DFILTER_MOTIONBLUR 1 -#define ACT_2DFILTER_BLUR 2 -#define ACT_2DFILTER_SHARPEN 3 -#define ACT_2DFILTER_DILATION 4 -#define ACT_2DFILTER_EROSION 5 -#define ACT_2DFILTER_LAPLACIAN 6 -#define ACT_2DFILTER_SOBEL 7 -#define ACT_2DFILTER_PREWITT 8 -#define ACT_2DFILTER_GRAYSCALE 9 -#define ACT_2DFILTER_SEPIA 10 -#define ACT_2DFILTER_INVERT 11 -#define ACT_2DFILTER_CUSTOMFILTER 12 -#define ACT_2DFILTER_NUMBER_OF_FILTERS 13 - -/* parentactuator->type */ -#define ACT_PARENT_SET 0 -#define ACT_PARENT_REMOVE 1 - -/* parentactuator->flag */ -#define ACT_PARENT_COMPOUND 1 -#define ACT_PARENT_GHOST 2 - -/* armatureactuator->type */ -#define ACT_ARM_RUN 0 -#define ACT_ARM_ENABLE 1 -#define ACT_ARM_DISABLE 2 -#define ACT_ARM_SETTARGET 3 -#define ACT_ARM_SETWEIGHT 4 -#define ACT_ARM_SETINFLUENCE 5 -/* update this define if more types are added */ -#define ACT_ARM_MAXTYPE 5 - -/* stateactuator->type */ -#define ACT_STATE_SET 0 -#define ACT_STATE_ADD 1 -#define ACT_STATE_REMOVE 2 -#define ACT_STATE_CHANGE 3 - -/* steeringactuator->type */ -#define ACT_STEERING_SEEK 0 -#define ACT_STEERING_FLEE 1 -#define ACT_STEERING_PATHFOLLOWING 2 -/* steeringactuator->flag */ -#define ACT_STEERING_SELFTERMINATED 1 -#define ACT_STEERING_ENABLEVISUALIZATION 2 -#define ACT_STEERING_AUTOMATICFACING 4 -#define ACT_STEERING_NORMALUP 8 -#define ACT_STEERING_LOCKZVEL 16 - -/* mouseactuator->type */ -#define ACT_MOUSE_VISIBILITY 0 -#define ACT_MOUSE_LOOK 1 - -/* mouseactuator->flag */ -#define ACT_MOUSE_VISIBLE (1 << 0) -#define ACT_MOUSE_USE_AXIS_X (1 << 1) -#define ACT_MOUSE_USE_AXIS_Y (1 << 2) -#define ACT_MOUSE_RESET_X (1 << 3) -#define ACT_MOUSE_RESET_Y (1 << 4) -#define ACT_MOUSE_LOCAL_X (1 << 5) -#define ACT_MOUSE_LOCAL_Y (1 << 6) - -/* mouseactuator->object_axis */ -#define ACT_MOUSE_OBJECT_AXIS_X 0 -#define ACT_MOUSE_OBJECT_AXIS_Y 1 -#define ACT_MOUSE_OBJECT_AXIS_Z 2 - -#endif /* __DNA_ACTUATOR_TYPES_H__ */ |