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authorDalai Felinto <dfelinto@gmail.com>2009-07-21 00:28:29 +0400
committerDalai Felinto <dfelinto@gmail.com>2009-07-21 00:28:29 +0400
commit9a9d118bbf7786b1c5c412bef651885e33709553 (patch)
tree55f15ebe16824610b6209e3507e4698ce54c03ac /source/blender/makesdna/DNA_world_types.h
parent1b7f1bc72dbbf2051eb015d219f2c89d43439cad (diff)
BGE panels: wip
Logic Panel: - world settings (moved from world) ... that includes physic engine selection + gravity - game player (from gamesettings, it wasn't wrapped) - stereo/dome (from gamesettings, it wasn't wrapped) ... separated stereom into stereoflag and stereomode - properties ... (didn't touch it) Buttons Game Panel: (wip panel) - Physics (moved from Logic Panel) ... it will be a datablock in the future (right Campbell ?) - Material Physics (not currently implemented) ... a datablock link to the materials of an object + the dynamic physic variables * NOTE: in readfile.c::do_version I couldn't do if(scene->world). There is something wrong with scenes with an unlinked world. So so far we are ignoring the old values....
Diffstat (limited to 'source/blender/makesdna/DNA_world_types.h')
-rw-r--r--source/blender/makesdna/DNA_world_types.h20
1 files changed, 6 insertions, 14 deletions
diff --git a/source/blender/makesdna/DNA_world_types.h b/source/blender/makesdna/DNA_world_types.h
index 608a4ca982e..b6e387fbede 100644
--- a/source/blender/makesdna/DNA_world_types.h
+++ b/source/blender/makesdna/DNA_world_types.h
@@ -72,12 +72,12 @@ typedef struct World {
/**
* Gravitation constant for the game world
*/
- float gravity;
+ float gravity; // moved to scene->gamedata in 2.5
/**
* Radius of the activity bubble, in Manhattan length. Objects
* outside the box are activity-culled. */
- float activityBoxRadius;
+ float activityBoxRadius; // moved to scene->gamedata in 2.5
short skytype;
/**
@@ -89,10 +89,10 @@ typedef struct World {
* bit 4: ambient occlusion
* bit 5: (gameengine) : enable Bullet DBVT tree for view frustrum culling
*/
- short mode;
- short occlusionRes; /* resolution of occlusion Z buffer in pixel */
- short physicsEngine; /* here it's aligned */
- short ticrate, maxlogicstep, physubstep, maxphystep;
+ short mode; // partially moved to scene->gamedata in 2.5
+ short occlusionRes; /* resolution of occlusion Z buffer in pixel */ // moved to scene->gamedata in 2.5
+ short physicsEngine; /* here it's aligned */ // moved to scene->gamedata in 2.5
+ short ticrate, maxlogicstep, physubstep, maxphystep; // moved to scene->gamedata in 2.5
float misi, miststa, mistdist, misthi;
@@ -181,14 +181,6 @@ typedef struct World {
#define WOMAP_ZENDOWN 8
#define WOMAP_MIST 16
-/* physicsEngine */
-#define WOPHY_NONE 0
-#define WOPHY_ENJI 1
-#define WOPHY_SUMO 2
-#define WOPHY_DYNAMO 3
-#define WOPHY_ODE 4
-#define WOPHY_BULLET 5
-
/* flag */
#define WO_DS_EXPAND (1<<0)