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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/makesdna/DNA_object_types.h
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/makesdna/DNA_object_types.h')
-rw-r--r--source/blender/makesdna/DNA_object_types.h132
1 files changed, 5 insertions, 127 deletions
diff --git a/source/blender/makesdna/DNA_object_types.h b/source/blender/makesdna/DNA_object_types.h
index 2cbc266ea0c..bb17b10b299 100644
--- a/source/blender/makesdna/DNA_object_types.h
+++ b/source/blender/makesdna/DNA_object_types.h
@@ -212,9 +212,7 @@ typedef struct Object {
short transflag, protectflag; /* transformation settings and transform locks */
short trackflag, upflag;
short nlaflag; /* used for DopeSheet filtering settings (expanded/collapsed) */
- short scaflag; /* ui state for game logic */
- char scavisflag; /* more display settings for game logic */
- char pad;
+ short pad[2];
/* did last modifier stack generation need mapping support? */
char lastNeedMapping; /* bool */
@@ -223,39 +221,9 @@ typedef struct Object {
/* dupli-frame settings */
int dupon, dupoff, dupsta, dupend;
- /* during realtime */
-
- /* note that inertia is only called inertia for historical reasons
- * and is not changed to avoid DNA surgery. It actually reflects the
- * Size value in the GameButtons (= radius) */
-
- float mass, damping, inertia;
- /* The form factor k is introduced to give the user more control
- * and to fix incompatibility problems.
- * For rotational symmetric objects, the inertia value can be
- * expressed as: Theta = k * m * r^2
- * where m = Mass, r = Radius
- * For a Sphere, the form factor is by default = 0.4
- */
-
- float formfactor;
- float rdamping;
- float margin;
- float max_vel; /* clamp the maximum velocity 0.0 is disabled */
- float min_vel; /* clamp the minimum velocity 0.0 is disabled */
- float max_angvel; /* clamp the maximum angular velocity, 0.0 is disabled */
- float min_angvel; /* clamp the minimum angular velocity, 0.0 is disabled */
- float obstacleRad;
-
- /* "Character" physics properties */
- float step_height;
- float jump_speed;
- float fall_speed;
- unsigned char max_jumps;
- char pad2;
-
/* Depsgraph */
short base_flag; /* used by depsgraph, flushed from base */
+ short pad8;
/** Collision mask settings */
unsigned short col_group, col_mask;
@@ -270,11 +238,6 @@ typedef struct Object {
char empty_drawtype;
float empty_drawsize;
float dupfacesca; /* dupliface scale */
-
- ListBase prop; /* game logic property list (not to be confused with IDProperties) */
- ListBase sensors; /* game logic sensors */
- ListBase controllers; /* game logic controllers */
- ListBase actuators; /* game logic actuators */
float sf; /* sf is time-offset */
@@ -284,25 +247,22 @@ typedef struct Object {
unsigned char pad5[6];
float col[4]; /* object color */
- int gameflag;
- int gameflag2;
-
char restrictflag; /* for restricting view, select, render etc. accessible in outliner */
char pad3;
short softflag; /* softbody settings */
- float anisotropicFriction[3];
+ float pad9[3];
ListBase constraints; /* object constraints */
ListBase nlastrips DNA_DEPRECATED; // XXX deprecated... old animation system
ListBase hooks DNA_DEPRECATED; // XXX deprecated... old animation system
ListBase particlesystem; /* particle systems */
- struct BulletSoftBody *bsoft; /* settings for game engine bullet soft body */
struct PartDeflect *pd; /* particle deflector/attractor/collision data */
struct SoftBody *soft; /* if exists, saved in file */
struct Group *dup_group; /* object duplicator for group */
+ void *pad10;
- char body_type; /* for now used to temporarily holds the type of collision object */
+ char pad4;
char shapeflag; /* flag for pinning */
short shapenr; /* current shape key for menu or pinned */
float smoothresh; /* smoothresh is phong interpolation ray_shadow correction in render */
@@ -313,8 +273,6 @@ typedef struct Object {
void *pad7;
uint64_t lastDataMask; /* the custom data layer mask that was last used to calculate derivedDeform and derivedFinal */
uint64_t customdata_mask; /* (extra) custom data layer mask to use for creating derivedmesh, set by depsgraph */
- unsigned int state; /* bit masks of game controllers that are active */
- unsigned int init_state; /* bit masks of initial state as recorded by the users */
/* Runtime valuated curve-specific data, not stored in the file */
struct CurveCache *curve_cache;
@@ -476,8 +434,6 @@ enum {
OB_NEGZ = 5,
};
-/* gameflag in game.h */
-
/* dt: no flags */
enum {
OB_BOUNDBOX = 1,
@@ -580,84 +536,6 @@ enum {
/* collision masks */
#define OB_MAX_COL_MASKS 16
-/* ob->gameflag */
-enum {
- OB_DYNAMIC = 1 << 0,
- OB_CHILD = 1 << 1,
- OB_ACTOR = 1 << 2,
- OB_INERTIA_LOCK_X = 1 << 3,
- OB_INERTIA_LOCK_Y = 1 << 4,
- OB_INERTIA_LOCK_Z = 1 << 5,
- OB_DO_FH = 1 << 6,
- OB_ROT_FH = 1 << 7,
- OB_ANISOTROPIC_FRICTION = 1 << 8,
- OB_GHOST = 1 << 9,
- OB_RIGID_BODY = 1 << 10,
- OB_BOUNDS = 1 << 11,
-
- OB_COLLISION_RESPONSE = 1 << 12,
- OB_SECTOR = 1 << 13,
- OB_PROP = 1 << 14,
- OB_MAINACTOR = 1 << 15,
-
- OB_COLLISION = 1 << 16,
- OB_SOFT_BODY = 1 << 17,
- OB_OCCLUDER = 1 << 18,
- OB_SENSOR = 1 << 19,
- OB_NAVMESH = 1 << 20,
- OB_HASOBSTACLE = 1 << 21,
- OB_CHARACTER = 1 << 22,
-
- OB_RECORD_ANIMATION = 1 << 23,
-};
-
-/* ob->gameflag2 */
-enum {
- OB_NEVER_DO_ACTIVITY_CULLING = 1 << 0,
- OB_LOCK_RIGID_BODY_X_AXIS = 1 << 2,
- OB_LOCK_RIGID_BODY_Y_AXIS = 1 << 3,
- OB_LOCK_RIGID_BODY_Z_AXIS = 1 << 4,
- OB_LOCK_RIGID_BODY_X_ROT_AXIS = 1 << 5,
- OB_LOCK_RIGID_BODY_Y_ROT_AXIS = 1 << 6,
- OB_LOCK_RIGID_BODY_Z_ROT_AXIS = 1 << 7,
-
-/* OB_LIFE = OB_PROP | OB_DYNAMIC | OB_ACTOR | OB_MAINACTOR | OB_CHILD, */
-};
-
-/* ob->body_type */
-enum {
- OB_BODY_TYPE_NO_COLLISION = 0,
- OB_BODY_TYPE_STATIC = 1,
- OB_BODY_TYPE_DYNAMIC = 2,
- OB_BODY_TYPE_RIGID = 3,
- OB_BODY_TYPE_SOFT = 4,
- OB_BODY_TYPE_OCCLUDER = 5,
- OB_BODY_TYPE_SENSOR = 6,
- OB_BODY_TYPE_NAVMESH = 7,
- OB_BODY_TYPE_CHARACTER = 8,
-};
-
-/* ob->scavisflag */
-enum {
- OB_VIS_SENS = 1 << 0,
- OB_VIS_CONT = 1 << 1,
- OB_VIS_ACT = 1 << 2,
-};
-
-/* ob->scaflag */
-enum {
- OB_SHOWSENS = 1 << 6,
- OB_SHOWACT = 1 << 7,
- OB_ADDSENS = 1 << 8,
- OB_ADDCONT = 1 << 9,
- OB_ADDACT = 1 << 10,
- OB_SHOWCONT = 1 << 11,
- OB_ALLSTATE = 1 << 12,
- OB_INITSTBIT = 1 << 13,
- OB_DEBUGSTATE = 1 << 14,
- OB_SHOWSTATE = 1 << 15,
-};
-
/* ob->restrictflag */
enum {
OB_RESTRICT_VIEW = 1 << 0,