diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-01-15 15:14:35 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2019-01-15 15:15:35 +0300 |
commit | 328a0f975be68404604ee2571c1d0c4cf828dfec (patch) | |
tree | 5a0a74b069108f122cad0b1b11829cfa9529abbe /source/blender/makesdna/DNA_boid_types.h | |
parent | 39acbebe46ef90003201077867a394ebc60d540c (diff) |
Cleanup: comment line length (DNA)
Prevents clang-format wrapping text before comments.
Diffstat (limited to 'source/blender/makesdna/DNA_boid_types.h')
-rw-r--r-- | source/blender/makesdna/DNA_boid_types.h | 38 |
1 files changed, 26 insertions, 12 deletions
diff --git a/source/blender/makesdna/DNA_boid_types.h b/source/blender/makesdna/DNA_boid_types.h index 43a137f4668..c38bfead91e 100644 --- a/source/blender/makesdna/DNA_boid_types.h +++ b/source/blender/makesdna/DNA_boid_types.h @@ -36,18 +36,32 @@ typedef enum eBoidRuleType { eBoidRuleType_None = 0, - eBoidRuleType_Goal = 1, /* go to goal assigned object or loudest assigned signal source */ - eBoidRuleType_Avoid = 2, /* get away from assigned object or loudest assigned signal source */ - eBoidRuleType_AvoidCollision = 3, /* manoeuver to avoid collisions with other boids and deflector object in near future */ - eBoidRuleType_Separate = 4, /* keep from going through other boids */ - eBoidRuleType_Flock = 5, /* move to center of neighbors and match their velocity */ - eBoidRuleType_FollowLeader = 6, /* follow a boid or assigned object */ - eBoidRuleType_AverageSpeed = 7, /* maintain speed, flight level or wander*/ - eBoidRuleType_Fight = 8, /* go to closest enemy and attack when in range */ - //eBoidRuleType_Protect = 9, /* go to enemy closest to target and attack when in range */ - //eBoidRuleType_Hide = 10, /* find a deflector move to it's other side from closest enemy */ - //eBoidRuleType_FollowPath = 11, /* move along a assigned curve or closest curve in a group */ - //eBoidRuleType_FollowWall = 12, /* move next to a deflector object's in direction of it's tangent */ + /** go to goal assigned object or loudest assigned signal source */ + eBoidRuleType_Goal = 1, + /** get away from assigned object or loudest assigned signal source */ + eBoidRuleType_Avoid = 2, + /** manoeuver to avoid collisions with other boids and deflector object in near future */ + eBoidRuleType_AvoidCollision = 3, + /** keep from going through other boids */ + eBoidRuleType_Separate = 4, + /** move to center of neighbors and match their velocity */ + eBoidRuleType_Flock = 5, + /** follow a boid or assigned object */ + eBoidRuleType_FollowLeader = 6, + /** maintain speed, flight level or wander*/ + eBoidRuleType_AverageSpeed = 7, + /** go to closest enemy and attack when in range */ + eBoidRuleType_Fight = 8, +#if 0 + /** go to enemy closest to target and attack when in range */ + eBoidRuleType_Protect = 9, + /** find a deflector move to it's other side from closest enemy */ + eBoidRuleType_Hide = 10, + /** move along a assigned curve or closest curve in a group */ + eBoidRuleType_FollowPath = 11, + /** move next to a deflector object's in direction of it's tangent */ + eBoidRuleType_FollowWall = 12, +#endif NUM_BOID_RULE_TYPES } eBoidRuleType; |