Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/makesdna/DNA_actuator_types.h')
-rw-r--r--source/blender/makesdna/DNA_actuator_types.h405
1 files changed, 405 insertions, 0 deletions
diff --git a/source/blender/makesdna/DNA_actuator_types.h b/source/blender/makesdna/DNA_actuator_types.h
new file mode 100644
index 00000000000..1a97fa88846
--- /dev/null
+++ b/source/blender/makesdna/DNA_actuator_types.h
@@ -0,0 +1,405 @@
+/**
+ * blenlib/DNA_actuator_types.h (mar-2001 nzc)
+ *
+ * $Id$
+ *
+ * ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version. The Blender
+ * Foundation also sells licenses for use in proprietary software under
+ * the Blender License. See http://www.blender.org/BL/ for information
+ * about this.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL/BL DUAL LICENSE BLOCK *****
+ */
+#ifndef DNA_ACTUATOR_TYPES_H
+#define DNA_ACTUATOR_TYPES_H
+
+struct Object;
+struct Mesh;
+struct Scene;
+struct Group;
+
+/* ****************** ACTUATORS ********************* */
+
+/* unused now, moved to editobjectactuator in 2.02. Still needed for dna */
+typedef struct bAddObjectActuator {
+ int time, pad;
+ struct Object *ob;
+} bAddObjectActuator;
+
+typedef struct bActionActuator {
+ struct bAction *act; /* Pointer to action */
+ short type, flag; /* Playback type */
+ short sta, end; /* Start & End frames */
+ char name[32]; /* For property-driven playback */
+ short blendin; /* Number of frames of blending */
+ short priority; /* Execution priority */
+ float stridelength; /* Displacement incurred by cycle */
+ short strideaxis; /* Displacement axis */
+ short reserved1; /* Padding */
+ short reserved2; /* Padding */
+ short reserved3; /* Padding */
+} bActionActuator;
+
+typedef struct bSoundActuator {
+ short flag, sndnr;
+ short sta, end;
+ struct bSound *sound;
+ short type, makecopy;
+ short copymade, pad[1];
+} bSoundActuator;
+
+typedef struct bCDActuator {
+ short flag, sndnr;
+ short sta, end;
+ short type, track;
+ float volume;
+} bCDActuator;
+
+typedef struct bEditObjectActuator {
+ int time;
+ short type, flag;
+ struct Object *ob;
+ struct Mesh *me;
+ char name[32];
+ float linVelocity[3]; /* initial lin. velocity on creation */
+ short localflag; /* flag for the lin. vel: apply locally */
+ short pad;
+} bEditObjectActuator;
+
+typedef struct bSceneActuator {
+ short type, flag;
+ int pad;
+ struct Scene *scene;
+ struct Object *camera;
+} bSceneActuator;
+
+typedef struct bPropertyActuator {
+ int flag, type;
+ char name[32], value[32];
+ struct Object *ob;
+} bPropertyActuator;
+
+typedef struct bObjectActuator {
+ int flag, type;
+ float forceloc[3], forcerot[3];
+ float loc[3], rot[3];
+ float dloc[3], drot[3];
+ float linearvelocity[3], angularvelocity[3];
+// float addedlinearvelocity[3];
+// char anotherpad[4];
+} bObjectActuator;
+
+typedef struct bIpoActuator {
+ short flag, type;
+ short sta, end;
+ char name[32];
+
+ short pad1, cur, butsta, butend;
+
+} bIpoActuator;
+
+typedef struct bCameraActuator {
+ struct Object *ob;
+ float height, min, max;
+ float fac;
+ short flag, axis;
+ float visifac;
+} bCameraActuator ;
+
+typedef struct bConstraintActuator {
+ short flag, damp;
+ float slow;
+ float minloc[3], maxloc[3];
+ float minrot[3], maxrot[3];
+} bConstraintActuator;
+
+typedef struct bGroupActuator {
+ short flag, type;
+ short sta, end;
+ char name[32]; /* property or groupkey */
+
+ short pad1, cur, butsta, butend;
+ struct Group *group; /* only during game */
+
+} bGroupActuator;
+
+/* I added a few extra fields here, to facilitate conversions */
+typedef struct bRandomActuator {
+ int seed;
+ int distribution;
+ int int_arg_1;
+ int int_arg_2;
+ float float_arg_1;
+ float float_arg_2;
+ char propname[32];
+} bRandomActuator;
+
+typedef struct bMessageActuator {
+ /**
+ * Send to all objects with this propertyname. Empty to broadcast.
+ */
+ char toPropName[32];
+
+ /**
+ * (Possible future use) pointer to a single destination object.
+ */
+ struct Object *toObject;
+
+ /**
+ * Message Subject to send.
+ */
+ char subject[32];
+
+ /**
+ * bodyType is either 'User defined text' or PropName
+ */
+ short bodyType, pad1;
+ int pad2;
+
+ /**
+ * Either User Defined Text or our PropName to send value of
+ */
+ char body[32];
+} bMessageActuator;
+
+typedef struct bGameActuator {
+ short flag, type;
+ short sta, end;
+ char filename[64];
+ char loadaniname[64];
+} bGameActuator;
+
+typedef struct bVisibilityActuator {
+ /** bit 0: Is this object visible? */
+ int flag;
+} bVisibilityActuator;
+
+typedef struct bActuator {
+ struct bActuator *next, *prev, *mynew;
+ short type;
+ /**
+ * Tells what type of actuator data <data> holds.
+ */
+ short flag;
+ short otype, go;
+ char name[32];
+
+ /**
+ * Data must point to an object actuator type struct.
+ */
+ void *data;
+
+ /**
+ * For ipo's and props: to find out which object the actuator
+ * belongs to */
+ struct Object *ob;
+
+} bActuator;
+
+typedef struct FreeCamera {
+ float mass, accelleration;
+ float maxspeed, maxrotspeed, maxtiltspeed;
+ int flag;
+ float rotdamp, tiltdamp, speeddamp, pad;
+} FreeCamera;
+
+/* objectactuator->flag */
+#define ACT_FORCE_LOCAL 1
+#define ACT_TORQUE_LOCAL 2
+#define ACT_DLOC_LOCAL 4
+#define ACT_DROT_LOCAL 8
+#define ACT_LIN_VEL_LOCAL 16
+#define ACT_ANG_VEL_LOCAL 32
+//#define ACT_ADD_LIN_VEL_LOCAL 64
+#define ACT_ADD_LIN_VEL 64
+
+#define ACT_OBJECT_FORCE 0
+#define ACT_OBJECT_TORQUE 1
+#define ACT_OBJECT_DLOC 2
+#define ACT_OBJECT_DROT 3
+#define ACT_OBJECT_LINV 4
+#define ACT_OBJECT_ANGV 5
+
+/* actuator->type */
+#define ACT_OBJECT 0
+#define ACT_IPO 1
+#define ACT_LAMP 2
+#define ACT_CAMERA 3
+#define ACT_MATERIAL 4
+#define ACT_SOUND 5
+#define ACT_PROPERTY 6
+ /* these two obsolete since 2.02 */
+#define ACT_ADD_OBJECT 7
+#define ACT_END_OBJECT 8
+
+#define ACT_CONSTRAINT 9
+#define ACT_EDIT_OBJECT 10
+#define ACT_SCENE 11
+#define ACT_GROUP 12
+#define ACT_RANDOM 13
+#define ACT_MESSAGE 14
+#define ACT_ACTION 15 /* __ NLA */
+#define ACT_CD 16
+#define ACT_GAME 17
+#define ACT_VISIBILITY 18
+
+/* actuator flag */
+#define ACT_SHOW 1
+#define ACT_DEL 2
+#define ACT_NEW 4
+
+/* link codes */
+#define LINK_SENSOR 0
+#define LINK_CONTROLLER 1
+#define LINK_ACTUATOR 2
+
+/* keyboardsensor->type */
+#define SENS_ALL_KEYS 1
+
+/* actionactuator->type */
+#define ACT_ACTION_PLAY 0
+#define ACT_ACTION_PINGPONG 1
+#define ACT_ACTION_FLIPPER 2
+#define ACT_ACTION_LOOP_STOP 3
+#define ACT_ACTION_LOOP_END 4
+#define ACT_ACTION_KEY2KEY 5
+#define ACT_ACTION_FROM_PROP 6
+#define ACT_ACTION_MOTION 7
+
+/* ipoactuator->type */
+#define ACT_IPO_PLAY 0
+#define ACT_IPO_PINGPONG 1
+#define ACT_IPO_FLIPPER 2
+#define ACT_IPO_LOOP_STOP 3
+#define ACT_IPO_LOOP_END 4
+#define ACT_IPO_KEY2KEY 5
+#define ACT_IPO_FROM_PROP 6
+
+/* groupactuator->type */
+#define ACT_GROUP_PLAY 0
+#define ACT_GROUP_PINGPONG 1
+#define ACT_GROUP_FLIPPER 2
+#define ACT_GROUP_LOOP_STOP 3
+#define ACT_GROUP_LOOP_END 4
+#define ACT_GROUP_FROM_PROP 5
+#define ACT_GROUP_SET 6
+
+/* ipoactuator->flag */
+#define ACT_IPOFORCE_BIT 0
+#define ACT_IPOEND_BIT 1
+#define ACT_IPOFORCE_LOCAL_BIT 2
+// unused: 3
+#define ACT_IPOCHILD_BIT 4
+
+#define ACT_IPOFORCE (1 << ACT_IPOFORCE_BIT)
+#define ACT_IPOEND (1 << ACT_IPOEND_BIT)
+#define ACT_IPOFORCE_LOCAL (1 << ACT_IPOFORCE_LOCAL_BIT)
+#define ACT_IPOCHILD (1 << ACT_IPOCHILD_BIT)
+
+/* ipoactuator->flag for k2k */
+#define ACT_K2K_PREV 1
+#define ACT_K2K_CYCLIC 2
+#define ACT_K2K_PINGPONG 4
+#define ACT_K2K_HOLD 8
+
+/* property actuator->type */
+#define ACT_PROP_ASSIGN 0
+#define ACT_PROP_ADD 1
+#define ACT_PROP_COPY 2
+
+/* constraint flag */
+#define ACT_CONST_LOCX 1
+#define ACT_CONST_LOCY 2
+#define ACT_CONST_LOCZ 4
+#define ACT_CONST_ROTX 8
+#define ACT_CONST_ROTY 16
+#define ACT_CONST_ROTZ 32
+
+/* editObjectActuator->type */
+#define ACT_EDOB_ADD_OBJECT 0
+#define ACT_EDOB_END_OBJECT 1
+#define ACT_EDOB_REPLACE_MESH 2
+#define ACT_EDOB_TRACK_TO 3
+#define ACT_EDOB_MAKE_CHILD 4
+#define ACT_EDOB_END_CHILD 5
+
+/* editObjectActuator->flag */
+#define ACT_TRACK_3D 1
+
+/* SceneActuator->type */
+#define ACT_SCENE_RESTART 0
+#define ACT_SCENE_SET 1
+#define ACT_SCENE_CAMERA 2
+#define ACT_SCENE_ADD_FRONT 3
+#define ACT_SCENE_ADD_BACK 4
+#define ACT_SCENE_REMOVE 5
+#define ACT_SCENE_SUSPEND 6
+#define ACT_SCENE_RESUME 7
+
+
+/* randomAct->distribution */
+#define ACT_RANDOM_BOOL_CONST 0
+#define ACT_RANDOM_BOOL_UNIFORM 1
+#define ACT_RANDOM_BOOL_BERNOUILLI 2
+#define ACT_RANDOM_INT_CONST 3
+#define ACT_RANDOM_INT_UNIFORM 4
+#define ACT_RANDOM_INT_POISSON 5
+#define ACT_RANDOM_FLOAT_CONST 6
+#define ACT_RANDOM_FLOAT_UNIFORM 7
+#define ACT_RANDOM_FLOAT_NORMAL 8
+#define ACT_RANDOM_FLOAT_NEGATIVE_EXPONENTIAL 9
+
+/* SoundActuator->type */
+#define ACT_SND_PLAY_STOP_SOUND 0
+#define ACT_SND_PLAY_END_SOUND 1
+#define ACT_SND_LOOP_STOP_SOUND 2
+#define ACT_SND_LOOP_END_SOUND 3
+#define ACT_SND_LOOP_BIDIRECTIONAL_SOUND 4
+#define ACT_SND_LOOP_BIDIRECTIONAL_STOP_SOUND 5
+
+/* messageactuator->type */
+#define ACT_MESG_MESG 0
+#define ACT_MESG_PROP 1
+
+/* cdactuator->type */
+#define ACT_CD_PLAY_ALL 0
+#define ACT_CD_PLAY_TRACK 1
+#define ACT_CD_LOOP_TRACK 2
+#define ACT_CD_VOLUME 3
+#define ACT_CD_STOP 4
+#define ACT_CD_PAUSE 5
+#define ACT_CD_RESUME 6
+
+/* gameactuator->type */
+#define ACT_GAME_LOAD 0
+#define ACT_GAME_START 1
+#define ACT_GAME_RESTART 2
+#define ACT_GAME_QUIT 3
+
+/* visibilityact->flag */
+/* Set means the object will become invisible */
+#define ACT_VISIBILITY_INVISIBLE_BIT 0
+#define ACT_VISIBILITY_INVISIBLE (1 << ACT_VISIBILITY_INVISIBLE_BIT)
+
+#endif