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authorJacques Lucke <jacques@blender.org>2020-10-20 13:07:42 +0300
committerJacques Lucke <jacques@blender.org>2020-10-20 13:07:42 +0300
commit6ced026ae1547ac28c88516a0d061315aeacc913 (patch)
tree60c61867746df72e8cf87efd47d5d27fbbb27109 /source/blender/makesdna/DNA_simulation_types.h
parent63a9f24b55d0b5d84d625bdbb44d498fb1f2ae01 (diff)
Simulation: remove particle nodes with outdated design
The design for how we approach the "Everything Nodes" project has changed. We will focus on a different part of the project initially. While future me will likely refer back to some of the code I remove here, there is no point in keeping this code around in master currently. It would just confuse other developers working on the project. This does not remove the simulation modifier and data block. Those are just cleaned up, so that the boilerplate code can be reused in the future.
Diffstat (limited to 'source/blender/makesdna/DNA_simulation_types.h')
-rw-r--r--source/blender/makesdna/DNA_simulation_types.h57
1 files changed, 1 insertions, 56 deletions
diff --git a/source/blender/makesdna/DNA_simulation_types.h b/source/blender/makesdna/DNA_simulation_types.h
index 8cc2db99332..4ff694b29cc 100644
--- a/source/blender/makesdna/DNA_simulation_types.h
+++ b/source/blender/makesdna/DNA_simulation_types.h
@@ -27,69 +27,14 @@ typedef struct Simulation {
ID id;
struct AnimData *adt; /* animation data (must be immediately after id) */
+ /* This nodetree is embedded into the data block. */
struct bNodeTree *nodetree;
uint32_t flag;
-
- /** This is the frame in scene time, that the states correspond to. */
- float current_frame;
-
- /** Time since the start of the simulation in simulation time (which might differ from scene
- * time). */
- float current_simulation_time;
char _pad[4];
-
- /** List containing SimulationState objects. */
- struct ListBase states;
-
- /** List containing SimulationDependency objects. */
- struct ListBase dependencies;
} Simulation;
-typedef struct SimulationState {
- struct SimulationState *next;
- struct SimulationState *prev;
-
- char *type;
- char *name;
-} SimulationState;
-
-typedef struct ParticleSimulationState {
- SimulationState head;
-
- /** Contains the state of the particles at time Simulation->current_frame. */
- int32_t tot_particles;
- int32_t next_particle_id;
- struct CustomData attributes;
-} ParticleSimulationState;
-
-typedef struct ParticleMeshEmitterSimulationState {
- SimulationState head;
-
- float last_birth_time;
- char _pad[4];
-} ParticleMeshEmitterSimulationState;
-
-/** Stores a reference to data that the simulation depends on. This is partially derived from the
- * simulation node tree. */
-typedef struct SimulationDependency {
- struct SimulationDependency *next;
- struct SimulationDependency *prev;
- struct ID *id;
- int32_t handle;
- uint32_t flag;
-} SimulationDependency;
-
/* Simulation.flag */
enum {
SIM_DS_EXPAND = (1 << 0),
};
-
-/* SimulationDependency.flag */
-enum {
- SIM_DEPENDS_ON_TRANSFORM = (1 << 0),
- SIM_DEPENDS_ON_GEOMETRY = (1 << 1),
-};
-
-#define SIM_TYPE_NAME_PARTICLE_SIMULATION "Particle Simulation"
-#define SIM_TYPE_NAME_PARTICLE_MESH_EMITTER "Particle Mesh Emitter"