diff options
author | Nick Samarin <nicks1987@bigmir.net> | 2010-06-19 03:48:52 +0400 |
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committer | Nick Samarin <nicks1987@bigmir.net> | 2010-06-19 03:48:52 +0400 |
commit | c92d0dfdf6b6a03726612f426e1f0e506a899f42 (patch) | |
tree | 8780c579fc9d763f1079267427906de32a785419 /source/blender/makesdna | |
parent | 700c32e73833205830b062a13270e4a45668cad0 (diff) |
Added:
- obstacle culling for correct simulation in 3d
- flag for steering actuator termination on reaching target
- path recalculation period
- advance by waypoints (for path following)
Diffstat (limited to 'source/blender/makesdna')
-rw-r--r-- | source/blender/makesdna/DNA_actuator_types.h | 6 | ||||
-rw-r--r-- | source/blender/makesdna/DNA_scene_types.h | 3 |
2 files changed, 7 insertions, 2 deletions
diff --git a/source/blender/makesdna/DNA_actuator_types.h b/source/blender/makesdna/DNA_actuator_types.h index 89709948f50..9d26632769b 100644 --- a/source/blender/makesdna/DNA_actuator_types.h +++ b/source/blender/makesdna/DNA_actuator_types.h @@ -215,12 +215,14 @@ typedef struct bArmatureActuator { } bArmatureActuator; typedef struct bSteeringActuator { - char pad[4]; + char pad[7]; + char flag; int type; /* 0=seek, 1=flee, 2=path following */ float dist; float velocity; float acceleration; float turnspeed; + int updateTime; struct Object *target; struct Object *navmesh; } bSteeringActuator; @@ -518,6 +520,8 @@ typedef struct FreeCamera { #define ACT_STEERING_SEEK 0 #define ACT_STEERING_FLEE 1 #define ACT_STEERING_PATHFOLLOWING 2 +/* steeringactuator->flag */ +#define ACT_STEERING_SELFTERMINATED 1 #endif diff --git a/source/blender/makesdna/DNA_scene_types.h b/source/blender/makesdna/DNA_scene_types.h index de86e3281fb..8f92c9f5b2f 100644 --- a/source/blender/makesdna/DNA_scene_types.h +++ b/source/blender/makesdna/DNA_scene_types.h @@ -451,11 +451,12 @@ typedef struct GameData { * bit 3: (gameengine): Activity culling is enabled. * bit 5: (gameengine) : enable Bullet DBVT tree for view frustrum culling */ - short mode, flag, matmode, pad[6]; + short mode, flag, matmode/*, pad[2]*/; short occlusionRes; /* resolution of occlusion Z buffer in pixel */ short physicsEngine; short ticrate, maxlogicstep, physubstep, maxphystep; short obstacleSimulation; + float levelHeight; /* standalone player */ struct GameFraming framing; |