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authorNick Samarin <nicks1987@bigmir.net>2010-06-19 03:48:52 +0400
committerNick Samarin <nicks1987@bigmir.net>2010-06-19 03:48:52 +0400
commitc92d0dfdf6b6a03726612f426e1f0e506a899f42 (patch)
tree8780c579fc9d763f1079267427906de32a785419 /source/blender/makesdna
parent700c32e73833205830b062a13270e4a45668cad0 (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.h6
-rw-r--r--source/blender/makesdna/DNA_scene_types.h3
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;