From 9a9d118bbf7786b1c5c412bef651885e33709553 Mon Sep 17 00:00:00 2001 From: Dalai Felinto Date: Mon, 20 Jul 2009 20:28:29 +0000 Subject: BGE panels: wip Logic Panel: - world settings (moved from world) ... that includes physic engine selection + gravity - game player (from gamesettings, it wasn't wrapped) - stereo/dome (from gamesettings, it wasn't wrapped) ... separated stereom into stereoflag and stereomode - properties ... (didn't touch it) Buttons Game Panel: (wip panel) - Physics (moved from Logic Panel) ... it will be a datablock in the future (right Campbell ?) - Material Physics (not currently implemented) ... a datablock link to the materials of an object + the dynamic physic variables * NOTE: in readfile.c::do_version I couldn't do if(scene->world). There is something wrong with scenes with an unlinked world. So so far we are ignoring the old values.... --- source/blender/makesdna/DNA_world_types.h | 20 ++++++-------------- 1 file changed, 6 insertions(+), 14 deletions(-) (limited to 'source/blender/makesdna/DNA_world_types.h') diff --git a/source/blender/makesdna/DNA_world_types.h b/source/blender/makesdna/DNA_world_types.h index 608a4ca982e..b6e387fbede 100644 --- a/source/blender/makesdna/DNA_world_types.h +++ b/source/blender/makesdna/DNA_world_types.h @@ -72,12 +72,12 @@ typedef struct World { /** * Gravitation constant for the game world */ - float gravity; + float gravity; // moved to scene->gamedata in 2.5 /** * Radius of the activity bubble, in Manhattan length. Objects * outside the box are activity-culled. */ - float activityBoxRadius; + float activityBoxRadius; // moved to scene->gamedata in 2.5 short skytype; /** @@ -89,10 +89,10 @@ typedef struct World { * bit 4: ambient occlusion * bit 5: (gameengine) : enable Bullet DBVT tree for view frustrum culling */ - short mode; - short occlusionRes; /* resolution of occlusion Z buffer in pixel */ - short physicsEngine; /* here it's aligned */ - short ticrate, maxlogicstep, physubstep, maxphystep; + short mode; // partially moved to scene->gamedata in 2.5 + short occlusionRes; /* resolution of occlusion Z buffer in pixel */ // moved to scene->gamedata in 2.5 + short physicsEngine; /* here it's aligned */ // moved to scene->gamedata in 2.5 + short ticrate, maxlogicstep, physubstep, maxphystep; // moved to scene->gamedata in 2.5 float misi, miststa, mistdist, misthi; @@ -181,14 +181,6 @@ typedef struct World { #define WOMAP_ZENDOWN 8 #define WOMAP_MIST 16 -/* physicsEngine */ -#define WOPHY_NONE 0 -#define WOPHY_ENJI 1 -#define WOPHY_SUMO 2 -#define WOPHY_DYNAMO 3 -#define WOPHY_ODE 4 -#define WOPHY_BULLET 5 - /* flag */ #define WO_DS_EXPAND (1<<0) -- cgit v1.2.3