From 159806140fd33e6ddab951c0f6f180cfbf927d38 Mon Sep 17 00:00:00 2001 From: Dalai Felinto Date: Mon, 16 Apr 2018 14:07:42 +0200 Subject: Removing Blender Game Engine from Blender 2.8 Folders removed entirely: * //extern/recastnavigation * //intern/decklink * //intern/moto * //source/blender/editors/space_logic * //source/blenderplayer * //source/gameengine This includes DNA data and any reference to the BGE code in Blender itself. We are bumping the subversion. Pending tasks: * Tile/clamp code in image editor draw code. * Viewport drawing code (so much of this will go away because of BI removal that we can wait until then to remove this. --- source/blender/makesdna/DNA_object_types.h | 132 ++--------------------------- 1 file changed, 5 insertions(+), 127 deletions(-) (limited to 'source/blender/makesdna/DNA_object_types.h') diff --git a/source/blender/makesdna/DNA_object_types.h b/source/blender/makesdna/DNA_object_types.h index 2cbc266ea0c..bb17b10b299 100644 --- a/source/blender/makesdna/DNA_object_types.h +++ b/source/blender/makesdna/DNA_object_types.h @@ -212,9 +212,7 @@ typedef struct Object { short transflag, protectflag; /* transformation settings and transform locks */ short trackflag, upflag; short nlaflag; /* used for DopeSheet filtering settings (expanded/collapsed) */ - short scaflag; /* ui state for game logic */ - char scavisflag; /* more display settings for game logic */ - char pad; + short pad[2]; /* did last modifier stack generation need mapping support? */ char lastNeedMapping; /* bool */ @@ -223,39 +221,9 @@ typedef struct Object { /* dupli-frame settings */ int dupon, dupoff, dupsta, dupend; - /* during realtime */ - - /* note that inertia is only called inertia for historical reasons - * and is not changed to avoid DNA surgery. It actually reflects the - * Size value in the GameButtons (= radius) */ - - float mass, damping, inertia; - /* The form factor k is introduced to give the user more control - * and to fix incompatibility problems. - * For rotational symmetric objects, the inertia value can be - * expressed as: Theta = k * m * r^2 - * where m = Mass, r = Radius - * For a Sphere, the form factor is by default = 0.4 - */ - - float formfactor; - float rdamping; - float margin; - float max_vel; /* clamp the maximum velocity 0.0 is disabled */ - float min_vel; /* clamp the minimum velocity 0.0 is disabled */ - float max_angvel; /* clamp the maximum angular velocity, 0.0 is disabled */ - float min_angvel; /* clamp the minimum angular velocity, 0.0 is disabled */ - float obstacleRad; - - /* "Character" physics properties */ - float step_height; - float jump_speed; - float fall_speed; - unsigned char max_jumps; - char pad2; - /* Depsgraph */ short base_flag; /* used by depsgraph, flushed from base */ + short pad8; /** Collision mask settings */ unsigned short col_group, col_mask; @@ -270,11 +238,6 @@ typedef struct Object { char empty_drawtype; float empty_drawsize; float dupfacesca; /* dupliface scale */ - - ListBase prop; /* game logic property list (not to be confused with IDProperties) */ - ListBase sensors; /* game logic sensors */ - ListBase controllers; /* game logic controllers */ - ListBase actuators; /* game logic actuators */ float sf; /* sf is time-offset */ @@ -284,25 +247,22 @@ typedef struct Object { unsigned char pad5[6]; float col[4]; /* object color */ - int gameflag; - int gameflag2; - char restrictflag; /* for restricting view, select, render etc. accessible in outliner */ char pad3; short softflag; /* softbody settings */ - float anisotropicFriction[3]; + float pad9[3]; ListBase constraints; /* object constraints */ ListBase nlastrips DNA_DEPRECATED; // XXX deprecated... old animation system ListBase hooks DNA_DEPRECATED; // XXX deprecated... old animation system ListBase particlesystem; /* particle systems */ - struct BulletSoftBody *bsoft; /* settings for game engine bullet soft body */ struct PartDeflect *pd; /* particle deflector/attractor/collision data */ struct SoftBody *soft; /* if exists, saved in file */ struct Group *dup_group; /* object duplicator for group */ + void *pad10; - char body_type; /* for now used to temporarily holds the type of collision object */ + char pad4; char shapeflag; /* flag for pinning */ short shapenr; /* current shape key for menu or pinned */ float smoothresh; /* smoothresh is phong interpolation ray_shadow correction in render */ @@ -313,8 +273,6 @@ typedef struct Object { void *pad7; uint64_t lastDataMask; /* the custom data layer mask that was last used to calculate derivedDeform and derivedFinal */ uint64_t customdata_mask; /* (extra) custom data layer mask to use for creating derivedmesh, set by depsgraph */ - unsigned int state; /* bit masks of game controllers that are active */ - unsigned int init_state; /* bit masks of initial state as recorded by the users */ /* Runtime valuated curve-specific data, not stored in the file */ struct CurveCache *curve_cache; @@ -476,8 +434,6 @@ enum { OB_NEGZ = 5, }; -/* gameflag in game.h */ - /* dt: no flags */ enum { OB_BOUNDBOX = 1, @@ -580,84 +536,6 @@ enum { /* collision masks */ #define OB_MAX_COL_MASKS 16 -/* ob->gameflag */ -enum { - OB_DYNAMIC = 1 << 0, - OB_CHILD = 1 << 1, - OB_ACTOR = 1 << 2, - OB_INERTIA_LOCK_X = 1 << 3, - OB_INERTIA_LOCK_Y = 1 << 4, - OB_INERTIA_LOCK_Z = 1 << 5, - OB_DO_FH = 1 << 6, - OB_ROT_FH = 1 << 7, - OB_ANISOTROPIC_FRICTION = 1 << 8, - OB_GHOST = 1 << 9, - OB_RIGID_BODY = 1 << 10, - OB_BOUNDS = 1 << 11, - - OB_COLLISION_RESPONSE = 1 << 12, - OB_SECTOR = 1 << 13, - OB_PROP = 1 << 14, - OB_MAINACTOR = 1 << 15, - - OB_COLLISION = 1 << 16, - OB_SOFT_BODY = 1 << 17, - OB_OCCLUDER = 1 << 18, - OB_SENSOR = 1 << 19, - OB_NAVMESH = 1 << 20, - OB_HASOBSTACLE = 1 << 21, - OB_CHARACTER = 1 << 22, - - OB_RECORD_ANIMATION = 1 << 23, -}; - -/* ob->gameflag2 */ -enum { - OB_NEVER_DO_ACTIVITY_CULLING = 1 << 0, - OB_LOCK_RIGID_BODY_X_AXIS = 1 << 2, - OB_LOCK_RIGID_BODY_Y_AXIS = 1 << 3, - OB_LOCK_RIGID_BODY_Z_AXIS = 1 << 4, - OB_LOCK_RIGID_BODY_X_ROT_AXIS = 1 << 5, - OB_LOCK_RIGID_BODY_Y_ROT_AXIS = 1 << 6, - OB_LOCK_RIGID_BODY_Z_ROT_AXIS = 1 << 7, - -/* OB_LIFE = OB_PROP | OB_DYNAMIC | OB_ACTOR | OB_MAINACTOR | OB_CHILD, */ -}; - -/* ob->body_type */ -enum { - OB_BODY_TYPE_NO_COLLISION = 0, - OB_BODY_TYPE_STATIC = 1, - OB_BODY_TYPE_DYNAMIC = 2, - OB_BODY_TYPE_RIGID = 3, - OB_BODY_TYPE_SOFT = 4, - OB_BODY_TYPE_OCCLUDER = 5, - OB_BODY_TYPE_SENSOR = 6, - OB_BODY_TYPE_NAVMESH = 7, - OB_BODY_TYPE_CHARACTER = 8, -}; - -/* ob->scavisflag */ -enum { - OB_VIS_SENS = 1 << 0, - OB_VIS_CONT = 1 << 1, - OB_VIS_ACT = 1 << 2, -}; - -/* ob->scaflag */ -enum { - OB_SHOWSENS = 1 << 6, - OB_SHOWACT = 1 << 7, - OB_ADDSENS = 1 << 8, - OB_ADDCONT = 1 << 9, - OB_ADDACT = 1 << 10, - OB_SHOWCONT = 1 << 11, - OB_ALLSTATE = 1 << 12, - OB_INITSTBIT = 1 << 13, - OB_DEBUGSTATE = 1 << 14, - OB_SHOWSTATE = 1 << 15, -}; - /* ob->restrictflag */ enum { OB_RESTRICT_VIEW = 1 << 0, -- cgit v1.2.3