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Diffstat (limited to 'source/gameengine/Physics/common/PHY_Pro.h')
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-/*
- * ***** BEGIN GPL 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.
- *
- * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 LICENSE BLOCK *****
- */
-
-/** \file PHY_Pro.h
- * \ingroup phys
- */
-
-#ifndef __PHY_PRO_H__
-#define __PHY_PRO_H__
-
-#include <MT_Scalar.h>
-
-// Properties of dynamic objects
-struct PHY_ShapeProps {
- MT_Scalar m_mass; // Total mass
- MT_Scalar m_inertia; // Inertia, should be a tensor some time
- MT_Scalar m_lin_drag; // Linear drag (air, water) 0 = concrete, 1 = vacuum, inverted and called dampening in blenders UI
- MT_Scalar m_ang_drag; // Angular drag, inverted and called dampening in blenders UI
- MT_Scalar m_friction_scaling[3]; // Scaling for anisotropic friction. Component in range [0, 1]
- MT_Scalar m_clamp_vel_min; // Clamp the minimum velocity, this ensures an object moves at a minimum speed unless its stationary
- MT_Scalar m_clamp_vel_max; // Clamp max velocity
- MT_Scalar m_clamp_angvel_min; // Clamp the minimum angular velocity.
- MT_Scalar m_clamp_angvel_max; // Clamp the maximum angular velocity.
- bool m_do_anisotropic; // Should I do anisotropic friction?
- bool m_do_fh; // Should the object have a linear Fh spring?
- bool m_do_rot_fh; // Should the object have an angular Fh spring?
- MT_Scalar m_step_height; // Max height of climbable steps (Character)
- MT_Scalar m_jump_speed; // Velocity of jumps (Character)
- MT_Scalar m_fall_speed; // Max velocity of falling (Character)
- unsigned char m_max_jumps; // Max ammount of jumps (Character)
-};
-
-
-// Properties of collidable objects (non-ghost objects)
-struct PHY_MaterialProps {
- MT_Scalar m_restitution; // restitution of energie after a collision 0 = inelastic, 1 = elastic
- MT_Scalar m_friction; // Coulomb friction (= ratio between the normal en maximum friction force)
- MT_Scalar m_fh_spring; // Spring constant (both linear and angular)
- MT_Scalar m_fh_damping; // Damping factor (linear and angular) in range [0, 1]
- MT_Scalar m_fh_distance; // The range above the surface where Fh is active.
- bool m_fh_normal; // Should the object slide off slopes?
-};
-
-#endif /* __PHY_PRO_H__ */