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authorCampbell Barton <ideasman42@gmail.com>2019-04-17 07:17:24 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-04-17 07:21:24 +0300
commite12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch)
tree8cf3453d12edb177a218ef8009357518ec6cab6a /source/blender/makesdna/DNA_boid_types.h
parentb3dabc200a4b0399ec6b81f2ff2730d07b44fcaa (diff)
ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
Diffstat (limited to 'source/blender/makesdna/DNA_boid_types.h')
-rw-r--r--source/blender/makesdna/DNA_boid_types.h267
1 files changed, 133 insertions, 134 deletions
diff --git a/source/blender/makesdna/DNA_boid_types.h b/source/blender/makesdna/DNA_boid_types.h
index b9ea97ca27f..de1dac21ea0 100644
--- a/source/blender/makesdna/DNA_boid_types.h
+++ b/source/blender/makesdna/DNA_boid_types.h
@@ -27,198 +27,197 @@
#include "DNA_listBase.h"
typedef enum eBoidRuleType {
- eBoidRuleType_None = 0,
- /** 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,
+ eBoidRuleType_None = 0,
+ /** 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,
+ /** 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,
+ NUM_BOID_RULE_TYPES,
} eBoidRuleType;
/* boidrule->flag */
-#define BOIDRULE_CURRENT (1 << 0)
-#define BOIDRULE_IN_AIR (1 << 2)
-#define BOIDRULE_ON_LAND (1 << 3)
+#define BOIDRULE_CURRENT (1 << 0)
+#define BOIDRULE_IN_AIR (1 << 2)
+#define BOIDRULE_ON_LAND (1 << 3)
typedef struct BoidRule {
- struct BoidRule *next, *prev;
- int type, flag;
- char name[32];
+ struct BoidRule *next, *prev;
+ int type, flag;
+ char name[32];
} BoidRule;
-#define BRULE_GOAL_AVOID_PREDICT (1 << 0)
-#define BRULE_GOAL_AVOID_ARRIVE (1 << 1)
-#define BRULE_GOAL_AVOID_SIGNAL (1 << 2)
+#define BRULE_GOAL_AVOID_PREDICT (1 << 0)
+#define BRULE_GOAL_AVOID_ARRIVE (1 << 1)
+#define BRULE_GOAL_AVOID_SIGNAL (1 << 2)
typedef struct BoidRuleGoalAvoid {
- BoidRule rule;
- struct Object *ob;
- int options;
- float fear_factor;
+ BoidRule rule;
+ struct Object *ob;
+ int options;
+ float fear_factor;
- /* signals */
- int signal_id, channels;
+ /* signals */
+ int signal_id, channels;
} BoidRuleGoalAvoid;
-#define BRULE_ACOLL_WITH_BOIDS (1 << 0)
+#define BRULE_ACOLL_WITH_BOIDS (1 << 0)
#define BRULE_ACOLL_WITH_DEFLECTORS (1 << 1)
typedef struct BoidRuleAvoidCollision {
- BoidRule rule;
- int options;
- float look_ahead;
+ BoidRule rule;
+ int options;
+ float look_ahead;
} BoidRuleAvoidCollision;
-#define BRULE_LEADER_IN_LINE (1 << 0)
+#define BRULE_LEADER_IN_LINE (1 << 0)
typedef struct BoidRuleFollowLeader {
- BoidRule rule;
- struct Object *ob;
- float loc[3], oloc[3];
- float cfra, distance;
- int options, queue_size;
+ BoidRule rule;
+ struct Object *ob;
+ float loc[3], oloc[3];
+ float cfra, distance;
+ int options, queue_size;
} BoidRuleFollowLeader;
typedef struct BoidRuleAverageSpeed {
- BoidRule rule;
- float wander, level, speed, rt;
+ BoidRule rule;
+ float wander, level, speed, rt;
} BoidRuleAverageSpeed;
typedef struct BoidRuleFight {
- BoidRule rule;
- float distance, flee_distance;
+ BoidRule rule;
+ float distance, flee_distance;
} BoidRuleFight;
typedef enum eBoidMode {
- eBoidMode_InAir = 0,
- eBoidMode_OnLand = 1,
- eBoidMode_Climbing = 2,
- eBoidMode_Falling = 3,
- eBoidMode_Liftoff = 4,
- NUM_BOID_MODES,
+ eBoidMode_InAir = 0,
+ eBoidMode_OnLand = 1,
+ eBoidMode_Climbing = 2,
+ eBoidMode_Falling = 3,
+ eBoidMode_Liftoff = 4,
+ NUM_BOID_MODES,
} eBoidMode;
-
typedef struct BoidData {
- float health, acc[3];
- short state_id, mode;
+ float health, acc[3];
+ short state_id, mode;
} BoidData;
// planned for near future
//typedef enum BoidConditionMode {
-// eBoidConditionType_Then = 0,
-// eBoidConditionType_And = 1,
-// eBoidConditionType_Or = 2,
-// NUM_BOID_CONDITION_MODES
+// eBoidConditionType_Then = 0,
+// eBoidConditionType_And = 1,
+// eBoidConditionType_Or = 2,
+// NUM_BOID_CONDITION_MODES
//} BoidConditionMode;
//typedef enum BoidConditionType {
-// eBoidConditionType_None = 0,
-// eBoidConditionType_Signal = 1,
-// eBoidConditionType_NoSignal = 2,
-// eBoidConditionType_HealthBelow = 3,
-// eBoidConditionType_HealthAbove = 4,
-// eBoidConditionType_See = 5,
-// eBoidConditionType_NotSee = 6,
-// eBoidConditionType_StateTime = 7,
-// eBoidConditionType_Touching = 8,
-// NUM_BOID_CONDITION_TYPES
+// eBoidConditionType_None = 0,
+// eBoidConditionType_Signal = 1,
+// eBoidConditionType_NoSignal = 2,
+// eBoidConditionType_HealthBelow = 3,
+// eBoidConditionType_HealthAbove = 4,
+// eBoidConditionType_See = 5,
+// eBoidConditionType_NotSee = 6,
+// eBoidConditionType_StateTime = 7,
+// eBoidConditionType_Touching = 8,
+// NUM_BOID_CONDITION_TYPES
//} BoidConditionType;
//typedef struct BoidCondition {
-// struct BoidCondition *next, *prev;
-// int state_id;
-// short type, mode;
-// float threshold, probability;
+// struct BoidCondition *next, *prev;
+// int state_id;
+// short type, mode;
+// float threshold, probability;
//
-// /* signals */
-// int signal_id, channels;
+// /* signals */
+// int signal_id, channels;
//} BoidCondition;
typedef enum eBoidRulesetType {
- eBoidRulesetType_Fuzzy = 0,
- eBoidRulesetType_Random = 1,
- eBoidRulesetType_Average = 2,
- NUM_BOID_RULESET_TYPES,
+ eBoidRulesetType_Fuzzy = 0,
+ eBoidRulesetType_Random = 1,
+ eBoidRulesetType_Average = 2,
+ NUM_BOID_RULESET_TYPES,
} eBoidRulesetType;
-#define BOIDSTATE_CURRENT 1
+#define BOIDSTATE_CURRENT 1
typedef struct BoidState {
- struct BoidState *next, *prev;
- ListBase rules;
- ListBase conditions;
- ListBase actions;
- char name[32];
- int id, flag;
-
- /* rules */
- int ruleset_type;
- float rule_fuzziness;
-
- /* signal */
- int signal_id, channels;
- float volume, falloff;
+ struct BoidState *next, *prev;
+ ListBase rules;
+ ListBase conditions;
+ ListBase actions;
+ char name[32];
+ int id, flag;
+
+ /* rules */
+ int ruleset_type;
+ float rule_fuzziness;
+
+ /* signal */
+ int signal_id, channels;
+ float volume, falloff;
} BoidState;
// planned for near future
//typedef struct BoidSignal {
-// struct BoidSignal *next, *prev;
-// float loc[3];
-// float volume, falloff;
-// int id;
+// struct BoidSignal *next, *prev;
+// float loc[3];
+// float volume, falloff;
+// int id;
//} BoidSignal;
//typedef struct BoidSignalDefine {
-// struct BoidSignalDefine *next, *prev;
-// int id, rt;
-// char name[32];
+// struct BoidSignalDefine *next, *prev;
+// int id, rt;
+// char name[32];
//} BoidSignalDefine;
//typedef struct BoidSimulationData {
-// ListBase signal_defines;/* list of defined signals */
-// ListBase signals[20]; /* gathers signals from all channels */
-// struct KDTree_3d *signaltrees[20];
-// char channel_names[20][32];
-// int last_signal_id; /* used for incrementing signal ids */
-// int flag; /* switches for drawing stuff */
+// ListBase signal_defines;/* list of defined signals */
+// ListBase signals[20]; /* gathers signals from all channels */
+// struct KDTree_3d *signaltrees[20];
+// char channel_names[20][32];
+// int last_signal_id; /* used for incrementing signal ids */
+// int flag; /* switches for drawing stuff */
//} BoidSimulationData;
typedef struct BoidSettings {
- int options, last_state_id;
+ int options, last_state_id;
- float landing_smoothness, height;
- float banking, pitch;
+ float landing_smoothness, height;
+ float banking, pitch;
- float health, aggression;
- float strength, accuracy, range;
+ float health, aggression;
+ float strength, accuracy, range;
- /* flying related */
- float air_min_speed, air_max_speed;
- float air_max_acc, air_max_ave;
- float air_personal_space;
+ /* flying related */
+ float air_min_speed, air_max_speed;
+ float air_max_acc, air_max_ave;
+ float air_personal_space;
- /* walk/run related */
- float land_jump_speed, land_max_speed;
- float land_max_acc, land_max_ave;
- float land_personal_space;
- float land_stick_force;
+ /* walk/run related */
+ float land_jump_speed, land_max_speed;
+ float land_max_acc, land_max_ave;
+ float land_personal_space;
+ float land_stick_force;
- struct ListBase states;
+ struct ListBase states;
} BoidSettings;
/* boidsettings->options */
-#define BOID_ALLOW_FLIGHT (1 << 0)
-#define BOID_ALLOW_LAND (1 << 1)
-#define BOID_ALLOW_CLIMB (1 << 2)
+#define BOID_ALLOW_FLIGHT (1 << 0)
+#define BOID_ALLOW_LAND (1 << 1)
+#define BOID_ALLOW_CLIMB (1 << 2)
/* boidrule->options */
//#define BOID_RULE_FOLLOW_LINE (1 << 0) /* follow leader */