Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorLukas Tönne <lukas.toenne@gmail.com>2016-12-28 19:30:58 +0300
committerLukas Tönne <lukas.toenne@gmail.com>2016-12-28 19:30:58 +0300
commit6ecab6dd8e48d564a2b43e0e81e79d079e8b4c77 (patch)
tree618e2d24eb34a05a81f726dd52eb2b7468e9296d /source/blender/makesdna/DNA_boid_types.h
parent605263177b8eea24c1449e4dbf0138175ec3dddf (diff)
Revert particle system and point cache removal in blender2.8 branch.
This reverts commit 5aa19be91263a249ffae75573e3b32f24269d890 and b4a721af694817fa921b119df83d33ede7d7fed0. Due to postponement of particle system rewrite it was decided to put particle code back into the 2.8 branch for the time being.
Diffstat (limited to 'source/blender/makesdna/DNA_boid_types.h')
-rw-r--r--source/blender/makesdna/DNA_boid_types.h225
1 files changed, 225 insertions, 0 deletions
diff --git a/source/blender/makesdna/DNA_boid_types.h b/source/blender/makesdna/DNA_boid_types.h
new file mode 100644
index 00000000000..f1930ffd643
--- /dev/null
+++ b/source/blender/makesdna/DNA_boid_types.h
@@ -0,0 +1,225 @@
+/*
+ * ***** 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) 2009 by Janne Karhu.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file DNA_boid_types.h
+ * \ingroup DNA
+ */
+
+#ifndef __DNA_BOID_TYPES_H__
+#define __DNA_BOID_TYPES_H__
+
+#include "DNA_listBase.h"
+
+typedef enum BoidRuleType {
+ 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 */
+ NUM_BOID_RULE_TYPES
+} BoidRuleType;
+
+/* boidrule->flag */
+#define BOIDRULE_CURRENT 1
+#define BOIDRULE_IN_AIR 4
+#define BOIDRULE_ON_LAND 8
+typedef struct BoidRule {
+ struct BoidRule *next, *prev;
+ int type, flag;
+ char name[32];
+} BoidRule;
+#define BRULE_GOAL_AVOID_PREDICT 1
+#define BRULE_GOAL_AVOID_ARRIVE 2
+#define BRULE_GOAL_AVOID_SIGNAL 4
+typedef struct BoidRuleGoalAvoid {
+ BoidRule rule;
+ struct Object *ob;
+ int options;
+ float fear_factor;
+
+ /* signals */
+ int signal_id, channels;
+} BoidRuleGoalAvoid;
+#define BRULE_ACOLL_WITH_BOIDS 1
+#define BRULE_ACOLL_WITH_DEFLECTORS 2
+typedef struct BoidRuleAvoidCollision {
+ BoidRule rule;
+ int options;
+ float look_ahead;
+} BoidRuleAvoidCollision;
+#define BRULE_LEADER_IN_LINE 1
+typedef struct BoidRuleFollowLeader {
+ 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;
+} BoidRuleAverageSpeed;
+typedef struct BoidRuleFight {
+ BoidRule rule;
+ float distance, flee_distance;
+} BoidRuleFight;
+
+typedef enum BoidMode {
+ eBoidMode_InAir = 0,
+ eBoidMode_OnLand = 1,
+ eBoidMode_Climbing = 2,
+ eBoidMode_Falling = 3,
+ eBoidMode_Liftoff = 4,
+ NUM_BOID_MODES
+} BoidMode;
+
+
+typedef struct BoidData {
+ 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
+//} 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
+//} BoidConditionType;
+//typedef struct BoidCondition {
+// struct BoidCondition *next, *prev;
+// int state_id;
+// short type, mode;
+// float threshold, probability;
+//
+// /* signals */
+// int signal_id, channels;
+//} BoidCondition;
+
+typedef enum BoidRulesetType {
+ eBoidRulesetType_Fuzzy = 0,
+ eBoidRulesetType_Random = 1,
+ eBoidRulesetType_Average = 2,
+ NUM_BOID_RULESET_TYPES
+} BoidRulesetType;
+#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;
+} BoidState;
+
+// planned for near future
+//typedef struct BoidSignal {
+// 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];
+//} BoidSignalDefine;
+
+//typedef struct BoidSimulationData {
+// ListBase signal_defines;/* list of defined signals */
+// ListBase signals[20]; /* gathers signals from all channels */
+// struct KDTree *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;
+
+ float landing_smoothness, height;
+ float banking, pitch;
+
+ 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;
+
+ /* 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;
+} BoidSettings;
+
+/* boidsettings->options */
+#define BOID_ALLOW_FLIGHT 1
+#define BOID_ALLOW_LAND 2
+#define BOID_ALLOW_CLIMB 4
+
+/* boidrule->options */
+//#define BOID_RULE_FOLLOW_LINE 1 /* follow leader */
+//#define BOID_RULE_PREDICT 2 /* goal/avoid */
+//#define BOID_RULE_ARRIVAL 4 /* goal */
+//#define BOID_RULE_LAND 8 /* goal */
+//#define BOID_RULE_WITH_BOIDS 16 /* avoid collision */
+//#define BOID_RULE_WITH_DEFLECTORS 32 /* avoid collision */
+
+#endif