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/makesrna/intern/rna_scene.c | 634 ----------------------------- 1 file changed, 634 deletions(-) (limited to 'source/blender/makesrna/intern/rna_scene.c') diff --git a/source/blender/makesrna/intern/rna_scene.c b/source/blender/makesrna/intern/rna_scene.c index 1032acbae67..2e842687831 100644 --- a/source/blender/makesrna/intern/rna_scene.c +++ b/source/blender/makesrna/intern/rna_scene.c @@ -1627,27 +1627,6 @@ static void rna_Scene_sync_mode_set(PointerRNA *ptr, int value) } } -static int rna_GameSettings_auto_start_get(PointerRNA *UNUSED(ptr)) -{ - return (G.fileflags & G_FILE_AUTOPLAY) != 0; -} - -static void rna_GameSettings_auto_start_set(PointerRNA *UNUSED(ptr), int value) -{ - if (value) - G.fileflags |= G_FILE_AUTOPLAY; - else - G.fileflags &= ~G_FILE_AUTOPLAY; -} - -static void rna_GameSettings_exit_key_set(PointerRNA *ptr, int value) -{ - GameData *gm = (GameData *)ptr->data; - - if (ISKEYBOARD(value)) - gm->exitkey = value; -} - static TimeMarker *rna_TimeLine_add(Scene *scene, const char name[], int frame) { TimeMarker *marker = MEM_callocN(sizeof(TimeMarker), "TimeMarker"); @@ -3941,124 +3920,6 @@ void rna_def_freestyle_settings(BlenderRNA *brna) rna_def_freestyle_linesets(brna, prop); } -static void rna_def_scene_game_recast_data(BlenderRNA *brna) -{ - StructRNA *srna; - PropertyRNA *prop; - - static const EnumPropertyItem rna_enum_partitioning_items[] = { - {RC_PARTITION_WATERSHED, "WATERSHED", 0, "Watershed", "Classic Recast partitioning method generating the nicest tessellation"}, - {RC_PARTITION_MONOTONE, "MONOTONE", 0, "Monotone", "Fastest navmesh generation method, may create long thin polygons"}, - {RC_PARTITION_LAYERS, "LAYERS", 0, "Layers", "Reasonably fast method that produces better triangles than monotone partitioning"}, - {0, NULL, 0, NULL, NULL} - }; - - srna = RNA_def_struct(brna, "SceneGameRecastData", NULL); - RNA_def_struct_sdna(srna, "RecastData"); - RNA_def_struct_nested(brna, srna, "Scene"); - RNA_def_struct_ui_text(srna, "Recast Data", "Recast data for a Game data-block"); - - prop = RNA_def_property(srna, "cell_size", PROP_FLOAT, PROP_NONE); - RNA_def_property_float_sdna(prop, NULL, "cellsize"); - RNA_def_property_ui_range(prop, 0.1, 1, 1, 2); - RNA_def_property_float_default(prop, 0.3f); - RNA_def_property_ui_text(prop, "Cell Size", "Rasterized cell size"); - RNA_def_property_update(prop, NC_SCENE, NULL); - - prop = RNA_def_property(srna, "cell_height", PROP_FLOAT, PROP_NONE); - RNA_def_property_float_sdna(prop, NULL, "cellheight"); - RNA_def_property_ui_range(prop, 0.1, 1, 1, 2); - RNA_def_property_float_default(prop, 0.2f); - RNA_def_property_ui_text(prop, "Cell Height", "Rasterized cell height"); - RNA_def_property_update(prop, NC_SCENE, NULL); - - prop = RNA_def_property(srna, "agent_height", PROP_FLOAT, PROP_NONE); - RNA_def_property_float_sdna(prop, NULL, "agentheight"); - RNA_def_property_ui_range(prop, 0.1, 5, 1, 2); - RNA_def_property_float_default(prop, 2.0f); - RNA_def_property_ui_text(prop, "Agent Height", "Minimum height where the agent can still walk"); - RNA_def_property_update(prop, NC_SCENE, NULL); - - prop = RNA_def_property(srna, "agent_radius", PROP_FLOAT, PROP_NONE); - RNA_def_property_float_sdna(prop, NULL, "agentradius"); - RNA_def_property_ui_range(prop, 0.1, 5, 1, 2); - RNA_def_property_float_default(prop, 0.6f); - RNA_def_property_ui_text(prop, "Agent Radius", "Radius of the agent"); - RNA_def_property_update(prop, NC_SCENE, NULL); - - prop = RNA_def_property(srna, "climb_max", PROP_FLOAT, PROP_NONE); - RNA_def_property_float_sdna(prop, NULL, "agentmaxclimb"); - RNA_def_property_ui_range(prop, 0.1, 5, 1, 2); - RNA_def_property_float_default(prop, 0.9f); - RNA_def_property_ui_text(prop, "Max Climb", "Maximum height between grid cells the agent can climb"); - RNA_def_property_update(prop, NC_SCENE, NULL); - - prop = RNA_def_property(srna, "slope_max", PROP_FLOAT, PROP_ANGLE); - RNA_def_property_float_sdna(prop, NULL, "agentmaxslope"); - RNA_def_property_range(prop, 0, M_PI_2); - RNA_def_property_float_default(prop, M_PI_4); - RNA_def_property_ui_text(prop, "Max Slope", "Maximum walkable slope angle"); - RNA_def_property_update(prop, NC_SCENE, NULL); - - - prop = RNA_def_property(srna, "region_min_size", PROP_FLOAT, PROP_NONE); - RNA_def_property_float_sdna(prop, NULL, "regionminsize"); - RNA_def_property_ui_range(prop, 0, 150, 1, 2); - RNA_def_property_float_default(prop, 8.0f); - RNA_def_property_ui_text(prop, "Min Region Size", "Minimum regions size (smaller regions will be deleted)"); - RNA_def_property_update(prop, NC_SCENE, NULL); - - prop = RNA_def_property(srna, "region_merge_size", PROP_FLOAT, PROP_NONE); - RNA_def_property_float_sdna(prop, NULL, "regionmergesize"); - RNA_def_property_ui_range(prop, 0, 150, 1, 2); - RNA_def_property_float_default(prop, 20.0f); - RNA_def_property_ui_text(prop, "Merged Region Size", "Minimum regions size (smaller regions will be merged)"); - RNA_def_property_update(prop, NC_SCENE, NULL); - - prop = RNA_def_property(srna, "partitioning", PROP_ENUM, PROP_NONE); - RNA_def_property_enum_bitflag_sdna(prop, NULL, "partitioning"); - RNA_def_property_enum_items(prop, rna_enum_partitioning_items); - RNA_def_property_enum_default(prop, RC_PARTITION_WATERSHED); - RNA_def_property_ui_text(prop, "Partitioning", "Choose partitioning method"); - RNA_def_property_update(prop, NC_SCENE, NULL); - - prop = RNA_def_property(srna, "edge_max_len", PROP_FLOAT, PROP_NONE); - RNA_def_property_float_sdna(prop, NULL, "edgemaxlen"); - RNA_def_property_ui_range(prop, 0, 50, 1, 2); - RNA_def_property_float_default(prop, 12.0f); - RNA_def_property_ui_text(prop, "Max Edge Length", "Maximum contour edge length"); - RNA_def_property_update(prop, NC_SCENE, NULL); - - prop = RNA_def_property(srna, "edge_max_error", PROP_FLOAT, PROP_NONE); - RNA_def_property_float_sdna(prop, NULL, "edgemaxerror"); - RNA_def_property_ui_range(prop, 0.1, 3.0, 1, 2); - RNA_def_property_float_default(prop, 1.3f); - RNA_def_property_ui_text(prop, "Max Edge Error", "Maximum distance error from contour to cells"); - RNA_def_property_update(prop, NC_SCENE, NULL); - - prop = RNA_def_property(srna, "verts_per_poly", PROP_INT, PROP_NONE); - RNA_def_property_int_sdna(prop, NULL, "vertsperpoly"); - RNA_def_property_ui_range(prop, 3, 12, 1, -1); - RNA_def_property_int_default(prop, 6); - RNA_def_property_ui_text(prop, "Verts Per Poly", "Max number of vertices per polygon"); - RNA_def_property_update(prop, NC_SCENE, NULL); - - prop = RNA_def_property(srna, "sample_dist", PROP_FLOAT, PROP_NONE); - RNA_def_property_float_sdna(prop, NULL, "detailsampledist"); - RNA_def_property_ui_range(prop, 0.0, 16.0, 1, 2); - RNA_def_property_float_default(prop, 6.0f); - RNA_def_property_ui_text(prop, "Sample Distance", "Detail mesh sample spacing"); - RNA_def_property_update(prop, NC_SCENE, NULL); - - prop = RNA_def_property(srna, "sample_max_error", PROP_FLOAT, PROP_NONE); - RNA_def_property_float_sdna(prop, NULL, "detailsamplemaxerror"); - RNA_def_property_ui_range(prop, 0.0, 16.0, 1, 2); - RNA_def_property_float_default(prop, 1.0f); - RNA_def_property_ui_text(prop, "Max Sample Error", "Detail mesh simplification max sample error"); - RNA_def_property_update(prop, NC_SCENE, NULL); -} - - static void rna_def_bake_data(BlenderRNA *brna) { StructRNA *srna; @@ -4222,493 +4083,6 @@ static void rna_def_bake_data(BlenderRNA *brna) RNA_def_property_clear_flag(prop, PROP_EDITABLE); } -static void rna_def_scene_game_data(BlenderRNA *brna) -{ - StructRNA *srna; - PropertyRNA *prop; - - static const EnumPropertyItem aasamples_items[] = { - {0, "SAMPLES_0", 0, "Off", ""}, - {2, "SAMPLES_2", 0, "2x", ""}, - {4, "SAMPLES_4", 0, "4x", ""}, - {8, "SAMPLES_8", 0, "8x", ""}, - {16, "SAMPLES_16", 0, "16x", ""}, - {0, NULL, 0, NULL, NULL} - }; - - static const EnumPropertyItem framing_types_items[] = { - {SCE_GAMEFRAMING_BARS, "LETTERBOX", 0, "Letterbox", - "Show the entire viewport in the display window, using bar horizontally or vertically"}, - {SCE_GAMEFRAMING_EXTEND, "EXTEND", 0, "Extend", - "Show the entire viewport in the display window, viewing more horizontally " - "or vertically"}, - {SCE_GAMEFRAMING_SCALE, "SCALE", 0, "Scale", "Stretch or squeeze the viewport to fill the display window"}, - {0, NULL, 0, NULL, NULL} - }; - - static const EnumPropertyItem dome_modes_items[] = { - {DOME_FISHEYE, "FISHEYE", 0, "Fisheye", ""}, - {DOME_TRUNCATED_FRONT, "TRUNCATED_FRONT", 0, "Front-Truncated", ""}, - {DOME_TRUNCATED_REAR, "TRUNCATED_REAR", 0, "Rear-Truncated", ""}, - {DOME_ENVMAP, "ENVMAP", 0, "Cube Map", ""}, - {DOME_PANORAM_SPH, "PANORAM_SPH", 0, "Spherical Panoramic", ""}, - {0, NULL, 0, NULL, NULL} - }; - - static const EnumPropertyItem stereo_modes_items[] = { - {STEREO_QUADBUFFERED, "QUADBUFFERED", 0, "Quad-Buffer", ""}, - {STEREO_ABOVEBELOW, "ABOVEBELOW", 0, "Above-Below", ""}, - {STEREO_INTERLACED, "INTERLACED", 0, "Interlaced", ""}, - {STEREO_ANAGLYPH, "ANAGLYPH", 0, "Anaglyph", ""}, - {STEREO_SIDEBYSIDE, "SIDEBYSIDE", 0, "Side-by-side", ""}, - {STEREO_VINTERLACE, "VINTERLACE", 0, "Vinterlace", ""}, - {STEREO_3DTVTOPBOTTOM, "3DTVTOPBOTTOM", 0, "3DTV Top-Bottom", ""}, - {0, NULL, 0, NULL, NULL} - }; - - static const EnumPropertyItem stereo_items[] = { - {STEREO_NOSTEREO, "NONE", 0, "None", "Disable Stereo and Dome environments"}, - {STEREO_ENABLED, "STEREO", 0, "Stereo", "Enable Stereo environment"}, - {STEREO_DOME, "DOME", 0, "Dome", "Enable Dome environment"}, - {0, NULL, 0, NULL, NULL} - }; - - static const EnumPropertyItem physics_engine_items[] = { - {WOPHY_NONE, "NONE", 0, "None", "Don't use a physics engine"}, - {WOPHY_BULLET, "BULLET", 0, "Bullet", "Use the Bullet physics engine"}, - {0, NULL, 0, NULL, NULL} - }; - - static const EnumPropertyItem material_items[] = { - {GAME_MAT_MULTITEX, "MULTITEXTURE", 0, "Multitexture", "Multitexture materials"}, - {GAME_MAT_GLSL, "GLSL", 0, "GLSL", "OpenGL shading language shaders"}, - {0, NULL, 0, NULL, NULL} - }; - - static const EnumPropertyItem obstacle_simulation_items[] = { - {OBSTSIMULATION_NONE, "NONE", 0, "None", ""}, - {OBSTSIMULATION_TOI_rays, "RVO_RAYS", 0, "RVO (rays)", ""}, - {OBSTSIMULATION_TOI_cells, "RVO_CELLS", 0, "RVO (cells)", ""}, - {0, NULL, 0, NULL, NULL} - }; - - static const EnumPropertyItem vsync_items[] = { - {VSYNC_OFF, "OFF", 0, "Off", "Disable vsync"}, - {VSYNC_ON, "ON", 0, "On", "Enable vsync"}, - {VSYNC_ADAPTIVE, "ADAPTIVE", 0, "Adaptive", "Enable adaptive vsync (if supported)"}, - {0, NULL, 0, NULL, NULL} - }; - - static const EnumPropertyItem storage_items[] = { - {RAS_STORE_AUTO, "AUTO", 0, "Auto Select", "Choose the best supported mode"}, - {RAS_STORE_VA, "VERTEX_ARRAY", 0, "Vertex Arrays", "Usually the best choice (good performance with display lists)"}, - {RAS_STORE_VBO, "VERTEX_BUFFER_OBJECT", 0, "Vertex Buffer Objects", - "Typically slower than vertex arrays with display lists, requires at least OpenGL 1.4"}, - {0, NULL, 0, NULL, NULL}}; - - srna = RNA_def_struct(brna, "SceneGameData", NULL); - RNA_def_struct_sdna(srna, "GameData"); - RNA_def_struct_nested(brna, srna, "Scene"); - RNA_def_struct_ui_text(srna, "Game Data", "Game data for a Scene data-block"); - - prop = RNA_def_property(srna, "resolution_x", PROP_INT, PROP_PIXEL); - RNA_def_property_int_sdna(prop, NULL, "xplay"); - RNA_def_property_range(prop, 4, 10000); - RNA_def_property_int_default(prop, 640); - RNA_def_property_ui_text(prop, "Resolution X", "Number of horizontal pixels in the screen"); - RNA_def_property_update(prop, NC_SCENE, NULL); - - prop = RNA_def_property(srna, "resolution_y", PROP_INT, PROP_PIXEL); - RNA_def_property_int_sdna(prop, NULL, "yplay"); - RNA_def_property_range(prop, 4, 10000); - RNA_def_property_int_default(prop, 480); - RNA_def_property_ui_text(prop, "Resolution Y", "Number of vertical pixels in the screen"); - RNA_def_property_update(prop, NC_SCENE, NULL); - - prop = RNA_def_property(srna, "vsync", PROP_ENUM, PROP_NONE); - RNA_def_property_enum_sdna(prop, NULL, "vsync"); - RNA_def_property_enum_items(prop, vsync_items); - RNA_def_property_ui_text(prop, "Vsync", "Change vsync settings"); - - prop = RNA_def_property(srna, "samples", PROP_ENUM, PROP_NONE); - RNA_def_property_enum_sdna(prop, NULL, "aasamples"); - RNA_def_property_enum_items(prop, aasamples_items); - RNA_def_property_ui_text(prop, "AA Samples", "The number of AA Samples to use for MSAA"); - - prop = RNA_def_property(srna, "depth", PROP_INT, PROP_UNSIGNED); - RNA_def_property_int_sdna(prop, NULL, "depth"); - RNA_def_property_range(prop, 8, 32); - RNA_def_property_int_default(prop, 32); - RNA_def_property_ui_text(prop, "Bits", "Display bit depth of full screen display"); - RNA_def_property_update(prop, NC_SCENE, NULL); - - prop = RNA_def_property(srna, "exit_key", PROP_ENUM, PROP_NONE); - RNA_def_property_enum_sdna(prop, NULL, "exitkey"); - RNA_def_property_enum_items(prop, rna_enum_event_type_items); - RNA_def_property_translation_context(prop, BLT_I18NCONTEXT_UI_EVENTS); - RNA_def_property_enum_default(prop, ESCKEY); - RNA_def_property_enum_funcs(prop, NULL, "rna_GameSettings_exit_key_set", NULL); - RNA_def_property_ui_text(prop, "Exit Key", "The key that exits the Game Engine"); - RNA_def_property_update(prop, NC_SCENE, NULL); - - prop = RNA_def_property(srna, "raster_storage", PROP_ENUM, PROP_NONE); - RNA_def_property_enum_sdna(prop, NULL, "raster_storage"); - RNA_def_property_enum_items(prop, storage_items); - RNA_def_property_ui_text(prop, "Storage", "Set the storage mode used by the rasterizer"); - RNA_def_property_update(prop, NC_SCENE, NULL); - - /* Do we need it here ? (since we already have it in World */ - prop = RNA_def_property(srna, "frequency", PROP_INT, PROP_NONE); - RNA_def_property_int_sdna(prop, NULL, "freqplay"); - RNA_def_property_range(prop, 4, 2000); - RNA_def_property_int_default(prop, 60); - RNA_def_property_ui_text(prop, "Freq", "Display clock frequency of fullscreen display"); - RNA_def_property_update(prop, NC_SCENE, NULL); - - prop = RNA_def_property(srna, "show_fullscreen", PROP_BOOLEAN, PROP_NONE); - RNA_def_property_boolean_sdna(prop, NULL, "playerflag", GAME_PLAYER_FULLSCREEN); - RNA_def_property_ui_text(prop, "Fullscreen", "Start player in a new fullscreen display"); - RNA_def_property_update(prop, NC_SCENE, NULL); - - prop = RNA_def_property(srna, "use_desktop", PROP_BOOLEAN, PROP_NONE); - RNA_def_property_boolean_sdna(prop, NULL, "playerflag", GAME_PLAYER_DESKTOP_RESOLUTION); - RNA_def_property_ui_text(prop, "Desktop", "Use the current desktop resolution in fullscreen mode"); - RNA_def_property_update(prop, NC_SCENE, NULL); - - /* Framing */ - prop = RNA_def_property(srna, "frame_type", PROP_ENUM, PROP_NONE); - RNA_def_property_enum_sdna(prop, NULL, "framing.type"); - RNA_def_property_enum_items(prop, framing_types_items); - RNA_def_property_ui_text(prop, "Framing Types", "Select the type of Framing you want"); - RNA_def_property_update(prop, NC_SCENE, NULL); - - prop = RNA_def_property(srna, "frame_color", PROP_FLOAT, PROP_COLOR); - RNA_def_property_float_sdna(prop, NULL, "framing.col"); - RNA_def_property_range(prop, 0.0f, 1.0f); - RNA_def_property_array(prop, 3); - RNA_def_property_ui_text(prop, "Framing Color", "Set color of the bars"); - RNA_def_property_update(prop, NC_SCENE, NULL); - - /* Stereo */ - prop = RNA_def_property(srna, "stereo", PROP_ENUM, PROP_NONE); - RNA_def_property_enum_sdna(prop, NULL, "stereoflag"); - RNA_def_property_enum_items(prop, stereo_items); - RNA_def_property_ui_text(prop, "Stereo Options", ""); - RNA_def_property_update(prop, NC_SCENE, NULL); - - prop = RNA_def_property(srna, "stereo_mode", PROP_ENUM, PROP_NONE); - RNA_def_property_enum_sdna(prop, NULL, "stereomode"); - RNA_def_property_enum_items(prop, stereo_modes_items); - RNA_def_property_enum_default(prop, STEREO_ANAGLYPH); - RNA_def_property_ui_text(prop, "Stereo Mode", "Stereographic techniques"); - RNA_def_property_update(prop, NC_SCENE, NULL); - - prop = RNA_def_property(srna, "stereo_eye_separation", PROP_FLOAT, PROP_NONE); - RNA_def_property_float_sdna(prop, NULL, "eyeseparation"); - RNA_def_property_range(prop, 0.01, 5.0); - RNA_def_property_float_default(prop, 0.1f); - RNA_def_property_ui_text(prop, "Eye Separation", - "Set the distance between the eyes - the camera focal distance/30 should be fine"); - RNA_def_property_update(prop, NC_SCENE, NULL); - - /* Dome */ - prop = RNA_def_property(srna, "dome_mode", PROP_ENUM, PROP_NONE); - RNA_def_property_enum_sdna(prop, NULL, "dome.mode"); - RNA_def_property_enum_items(prop, dome_modes_items); - RNA_def_property_ui_text(prop, "Dome Mode", "Dome physical configurations"); - RNA_def_property_update(prop, NC_SCENE, NULL); - - prop = RNA_def_property(srna, "dome_tessellation", PROP_INT, PROP_NONE); - RNA_def_property_int_sdna(prop, NULL, "dome.res"); - RNA_def_property_ui_range(prop, 1, 8, 1, 1); - RNA_def_property_int_default(prop, 4); - RNA_def_property_ui_text(prop, "Tessellation", "Tessellation level - check the generated mesh in wireframe mode"); - RNA_def_property_update(prop, NC_SCENE, NULL); - - prop = RNA_def_property(srna, "dome_buffer_resolution", PROP_FLOAT, PROP_NONE); - RNA_def_property_float_sdna(prop, NULL, "dome.resbuf"); - RNA_def_property_ui_range(prop, 0.1, 1.0, 0.1, 2); - RNA_def_property_float_default(prop, 1.0f); - RNA_def_property_ui_text(prop, "Buffer Resolution", "Buffer Resolution - decrease it to increase speed"); - RNA_def_property_update(prop, NC_SCENE, NULL); - - prop = RNA_def_property(srna, "dome_angle", PROP_INT, PROP_NONE); - RNA_def_property_int_sdna(prop, NULL, "dome.angle"); - RNA_def_property_ui_range(prop, 90, 250, 1, 1); - RNA_def_property_int_default(prop, 180); - RNA_def_property_ui_text(prop, "Angle", "Field of View of the Dome - it only works in mode Fisheye and Truncated"); - RNA_def_property_update(prop, NC_SCENE, NULL); - - prop = RNA_def_property(srna, "dome_tilt", PROP_INT, PROP_NONE); - RNA_def_property_int_sdna(prop, NULL, "dome.tilt"); - RNA_def_property_ui_range(prop, -180, 180, 1, 1); - RNA_def_property_ui_text(prop, "Tilt", "Camera rotation in horizontal axis"); - RNA_def_property_update(prop, NC_SCENE, NULL); - - prop = RNA_def_property(srna, "dome_text", PROP_POINTER, PROP_NONE); - RNA_def_property_pointer_sdna(prop, NULL, "dome.warptext"); - RNA_def_property_struct_type(prop, "Text"); - RNA_def_property_flag(prop, PROP_EDITABLE); - RNA_def_property_ui_text(prop, "Warp Data", "Custom Warp Mesh data file"); - RNA_def_property_update(prop, NC_SCENE, NULL); - - /* physics */ - prop = RNA_def_property(srna, "physics_engine", PROP_ENUM, PROP_NONE); - RNA_def_property_enum_sdna(prop, NULL, "physicsEngine"); - RNA_def_property_enum_items(prop, physics_engine_items); - RNA_def_property_enum_default(prop, WOPHY_BULLET); - RNA_def_property_ui_text(prop, "Physics Engine", "Physics engine used for physics simulation in the game engine"); - RNA_def_property_update(prop, NC_SCENE, NULL); - - prop = RNA_def_property(srna, "physics_gravity", PROP_FLOAT, PROP_ACCELERATION); - RNA_def_property_float_sdna(prop, NULL, "gravity"); - RNA_def_property_ui_range(prop, 0.0, 25.0, 1, 2); - RNA_def_property_range(prop, 0.0, 10000.0); - RNA_def_property_float_default(prop, 9.8f); - RNA_def_property_ui_text(prop, "Physics Gravity", - "Gravitational constant used for physics simulation in the game engine"); - RNA_def_property_update(prop, NC_SCENE, NULL); - - prop = RNA_def_property(srna, "occlusion_culling_resolution", PROP_INT, PROP_PIXEL); - RNA_def_property_int_sdna(prop, NULL, "occlusionRes"); - RNA_def_property_range(prop, 128.0, 1024.0); - RNA_def_property_int_default(prop, 128); - RNA_def_property_ui_text(prop, "Occlusion Resolution", - "Size of the occlusion buffer, use higher value for better precision (slower)"); - RNA_def_property_update(prop, NC_SCENE, NULL); - - prop = RNA_def_property(srna, "fps", PROP_INT, PROP_NONE); - RNA_def_property_int_sdna(prop, NULL, "ticrate"); - RNA_def_property_ui_range(prop, 1, 60, 1, 1); - RNA_def_property_range(prop, 1, 10000); - RNA_def_property_int_default(prop, 60); - RNA_def_property_ui_text(prop, "Frames Per Second", - "Nominal number of game frames per second " - "(physics fixed timestep = 1/fps, independently of actual frame rate)"); - RNA_def_property_update(prop, NC_SCENE, NULL); - - prop = RNA_def_property(srna, "logic_step_max", PROP_INT, PROP_NONE); - RNA_def_property_int_sdna(prop, NULL, "maxlogicstep"); - RNA_def_property_range(prop, 1, 10000); - RNA_def_property_ui_range(prop, 1, 50, 1, 1); - RNA_def_property_int_default(prop, 5); - RNA_def_property_ui_text(prop, "Max Logic Steps", - "Maximum number of logic frame per game frame if graphics slows down the game, " - "higher value allows better synchronization with physics"); - RNA_def_property_update(prop, NC_SCENE, NULL); - - prop = RNA_def_property(srna, "physics_step_max", PROP_INT, PROP_NONE); - RNA_def_property_int_sdna(prop, NULL, "maxphystep"); - RNA_def_property_range(prop, 1, 10000); - RNA_def_property_ui_range(prop, 1, 50, 1, 1); - RNA_def_property_int_default(prop, 5); - RNA_def_property_ui_text(prop, "Max Physics Steps", - "Maximum number of physics step per game frame if graphics slows down the game, " - "higher value allows physics to keep up with realtime"); - RNA_def_property_update(prop, NC_SCENE, NULL); - - prop = RNA_def_property(srna, "physics_step_sub", PROP_INT, PROP_NONE); - RNA_def_property_int_sdna(prop, NULL, "physubstep"); - RNA_def_property_range(prop, 1, 50); - RNA_def_property_ui_range(prop, 1, 5, 1, 1); - RNA_def_property_int_default(prop, 1); - RNA_def_property_ui_text(prop, "Physics Sub Steps", - "Number of simulation substep per physic timestep, " - "higher value give better physics precision"); - RNA_def_property_update(prop, NC_SCENE, NULL); - - prop = RNA_def_property(srna, "deactivation_linear_threshold", PROP_FLOAT, PROP_NONE); - RNA_def_property_float_sdna(prop, NULL, "lineardeactthreshold"); - RNA_def_property_ui_range(prop, 0.001, 10000.0, 2, 3); - RNA_def_property_range(prop, 0.001, 10000.0); - RNA_def_property_float_default(prop, 0.8f); - RNA_def_property_ui_text(prop, "Deactivation Linear Threshold", - "Linear velocity that an object must be below before the deactivation timer can start"); - RNA_def_property_update(prop, NC_SCENE, NULL); - - prop = RNA_def_property(srna, "deactivation_angular_threshold", PROP_FLOAT, PROP_NONE); - RNA_def_property_float_sdna(prop, NULL, "angulardeactthreshold"); - RNA_def_property_ui_range(prop, 0.001, 10000.0, 2, 3); - RNA_def_property_range(prop, 0.001, 10000.0); - RNA_def_property_float_default(prop, 1.0f); - RNA_def_property_ui_text(prop, "Deactivation Angular Threshold", - "Angular velocity that an object must be below before the deactivation timer can start"); - RNA_def_property_update(prop, NC_SCENE, NULL); - - prop = RNA_def_property(srna, "deactivation_time", PROP_FLOAT, PROP_NONE); - RNA_def_property_float_sdna(prop, NULL, "deactivationtime"); - RNA_def_property_ui_range(prop, 0.0, 60.0, 1, 1); - RNA_def_property_range(prop, 0.0, 60.0); - RNA_def_property_ui_text(prop, "Deactivation Time", - "Amount of time (in seconds) after which objects with a velocity less than the given " - "threshold will deactivate (0.0 means no deactivation)"); - RNA_def_property_update(prop, NC_SCENE, NULL); - - /* mode */ - /* not used *//* deprecated !!!!!!!!!!!!! */ - prop = RNA_def_property(srna, "use_occlusion_culling", PROP_BOOLEAN, PROP_NONE); - RNA_def_property_boolean_sdna(prop, NULL, "mode", WO_DBVT_CULLING); - RNA_def_property_ui_text(prop, "DBVT Culling", - "Use optimized Bullet DBVT tree for view frustum and occlusion culling (more efficient, " - "but it can waste unnecessary CPU if the scene doesn't have occluder objects)"); - - /* not used *//* deprecated !!!!!!!!!!!!! */ - prop = RNA_def_property(srna, "use_activity_culling", PROP_BOOLEAN, PROP_NONE); - RNA_def_property_boolean_sdna(prop, NULL, "mode", WO_ACTIVITY_CULLING); - RNA_def_property_ui_text(prop, "Activity Culling", "Activity culling is enabled"); - - /* not used *//* deprecated !!!!!!!!!!!!! */ - prop = RNA_def_property(srna, "activity_culling_box_radius", PROP_FLOAT, PROP_NONE); - RNA_def_property_float_sdna(prop, NULL, "activityBoxRadius"); - RNA_def_property_range(prop, 0.0, 1000.0); - RNA_def_property_ui_text(prop, "Box Radius", - "Radius of the activity bubble, in Manhattan length " - "(objects outside the box are activity-culled)"); - - /* booleans */ - prop = RNA_def_property(srna, "show_debug_properties", PROP_BOOLEAN, PROP_NONE); - RNA_def_property_boolean_sdna(prop, NULL, "flag", GAME_SHOW_DEBUG_PROPS); - RNA_def_property_ui_text(prop, "Show Debug Properties", - "Show properties marked for debugging while the game runs"); - - prop = RNA_def_property(srna, "show_framerate_profile", PROP_BOOLEAN, PROP_NONE); - RNA_def_property_boolean_sdna(prop, NULL, "flag", GAME_SHOW_FRAMERATE); - RNA_def_property_ui_text(prop, "Show Framerate and Profile", - "Show framerate and profiling information while the game runs"); - - prop = RNA_def_property(srna, "show_physics_visualization", PROP_BOOLEAN, PROP_NONE); - RNA_def_property_boolean_sdna(prop, NULL, "flag", GAME_SHOW_PHYSICS); - RNA_def_property_ui_text(prop, "Show Physics Visualization", - "Show a visualization of physics bounds and interactions"); - - prop = RNA_def_property(srna, "show_mouse", PROP_BOOLEAN, PROP_NONE); - RNA_def_property_boolean_sdna(prop, NULL, "flag", GAME_SHOW_MOUSE); - RNA_def_property_ui_text(prop, "Show Mouse", "Start player with a visible mouse cursor"); - - prop = RNA_def_property(srna, "use_frame_rate", PROP_BOOLEAN, PROP_NONE); - RNA_def_property_boolean_negative_sdna(prop, NULL, "flag", GAME_ENABLE_ALL_FRAMES); - RNA_def_property_ui_text(prop, "Use Frame Rate", - "Respect the frame rate from the Physics panel in the world properties " - "rather than rendering as many frames as possible"); - - prop = RNA_def_property(srna, "use_deprecation_warnings", PROP_BOOLEAN, PROP_NONE); - RNA_def_property_boolean_negative_sdna(prop, NULL, "flag", GAME_IGNORE_DEPRECATION_WARNINGS); - RNA_def_property_ui_text(prop, "Deprecation Warnings", - "Print warnings when using deprecated features in the python API"); - - prop = RNA_def_property(srna, "use_animation_record", PROP_BOOLEAN, PROP_NONE); - RNA_def_property_boolean_sdna(prop, NULL, "flag", GAME_ENABLE_ANIMATION_RECORD); - RNA_def_property_ui_text(prop, "Record Animation", "Record animation to F-Curves"); - - prop = RNA_def_property(srna, "use_auto_start", PROP_BOOLEAN, PROP_NONE); - RNA_def_property_boolean_funcs(prop, "rna_GameSettings_auto_start_get", "rna_GameSettings_auto_start_set"); - RNA_def_property_ui_text(prop, "Auto Start", "Automatically start game at load time"); - - prop = RNA_def_property(srna, "use_restrict_animation_updates", PROP_BOOLEAN, PROP_NONE); - RNA_def_property_boolean_sdna(prop, NULL, "flag", GAME_RESTRICT_ANIM_UPDATES); - RNA_def_property_ui_text(prop, "Restrict Animation Updates", - "Restrict the number of animation updates to the animation FPS (this is " - "better for performance, but can cause issues with smooth playback)"); - - /* materials */ - prop = RNA_def_property(srna, "material_mode", PROP_ENUM, PROP_NONE); - RNA_def_property_enum_sdna(prop, NULL, "matmode"); - RNA_def_property_enum_items(prop, material_items); - RNA_def_property_ui_text(prop, "Material Mode", "Material mode to use for rendering"); - RNA_def_property_update(prop, NC_SCENE | NA_EDITED, NULL); - - prop = RNA_def_property(srna, "use_glsl_lights", PROP_BOOLEAN, PROP_NONE); - RNA_def_property_boolean_negative_sdna(prop, NULL, "flag", GAME_GLSL_NO_LIGHTS); - RNA_def_property_ui_text(prop, "GLSL Lights", "Use lights for GLSL rendering"); - RNA_def_property_update(prop, NC_SCENE | NA_EDITED, "rna_Scene_glsl_update"); - - prop = RNA_def_property(srna, "use_glsl_shaders", PROP_BOOLEAN, PROP_NONE); - RNA_def_property_boolean_negative_sdna(prop, NULL, "flag", GAME_GLSL_NO_SHADERS); - RNA_def_property_ui_text(prop, "GLSL Shaders", "Use shaders for GLSL rendering"); - RNA_def_property_update(prop, NC_SCENE | NA_EDITED, "rna_Scene_glsl_update"); - - prop = RNA_def_property(srna, "use_glsl_shadows", PROP_BOOLEAN, PROP_NONE); - RNA_def_property_boolean_negative_sdna(prop, NULL, "flag", GAME_GLSL_NO_SHADOWS); - RNA_def_property_ui_text(prop, "GLSL Shadows", "Use shadows for GLSL rendering"); - RNA_def_property_update(prop, NC_SCENE | NA_EDITED, "rna_Scene_glsl_update"); - - prop = RNA_def_property(srna, "use_glsl_ramps", PROP_BOOLEAN, PROP_NONE); - RNA_def_property_boolean_negative_sdna(prop, NULL, "flag", GAME_GLSL_NO_RAMPS); - RNA_def_property_ui_text(prop, "GLSL Ramps", "Use ramps for GLSL rendering"); - RNA_def_property_update(prop, NC_SCENE | NA_EDITED, "rna_Scene_glsl_update"); - - prop = RNA_def_property(srna, "use_glsl_nodes", PROP_BOOLEAN, PROP_NONE); - RNA_def_property_boolean_negative_sdna(prop, NULL, "flag", GAME_GLSL_NO_NODES); - RNA_def_property_ui_text(prop, "GLSL Nodes", "Use nodes for GLSL rendering"); - RNA_def_property_update(prop, NC_SCENE | NA_EDITED, "rna_Scene_glsl_update"); - - prop = RNA_def_property(srna, "use_glsl_color_management", PROP_BOOLEAN, PROP_NONE); - RNA_def_property_boolean_negative_sdna(prop, NULL, "flag", GAME_GLSL_NO_COLOR_MANAGEMENT); - RNA_def_property_ui_text(prop, "GLSL Color Management", "Use color management for GLSL rendering"); - RNA_def_property_update(prop, NC_SCENE | NA_EDITED, "rna_Scene_glsl_update"); - - prop = RNA_def_property(srna, "use_glsl_extra_textures", PROP_BOOLEAN, PROP_NONE); - RNA_def_property_boolean_negative_sdna(prop, NULL, "flag", GAME_GLSL_NO_EXTRA_TEX); - RNA_def_property_ui_text(prop, "GLSL Extra Textures", - "Use extra textures like normal or specular maps for GLSL rendering"); - RNA_def_property_update(prop, NC_SCENE | NA_EDITED, "rna_Scene_glsl_update"); - - prop = RNA_def_property(srna, "use_glsl_environment_lighting", PROP_BOOLEAN, PROP_NONE); - RNA_def_property_boolean_negative_sdna(prop, NULL, "flag", GAME_GLSL_NO_ENV_LIGHTING); - RNA_def_property_ui_text(prop, "GLSL Environment Lighting", "Use environment lighting for GLSL rendering"); - RNA_def_property_update(prop, NC_SCENE | NA_EDITED, "rna_Scene_glsl_update"); - - prop = RNA_def_property(srna, "use_material_caching", PROP_BOOLEAN, PROP_NONE); - RNA_def_property_boolean_negative_sdna(prop, NULL, "flag", GAME_NO_MATERIAL_CACHING); - RNA_def_property_ui_text(prop, "Use Material Caching", - "Cache materials in the converter (this is faster, but can cause problems with older " - "Singletexture and Multitexture games)"); - - /* obstacle simulation */ - prop = RNA_def_property(srna, "obstacle_simulation", PROP_ENUM, PROP_NONE); - RNA_def_property_enum_sdna(prop, NULL, "obstacleSimulation"); - RNA_def_property_enum_items(prop, obstacle_simulation_items); - RNA_def_property_ui_text(prop, "Obstacle simulation", "Simulation used for obstacle avoidance in the game engine"); - RNA_def_property_update(prop, NC_SCENE, NULL); - - prop = RNA_def_property(srna, "level_height", PROP_FLOAT, PROP_ACCELERATION); - RNA_def_property_float_sdna(prop, NULL, "levelHeight"); - RNA_def_property_range(prop, 0.0f, 200.0f); - RNA_def_property_float_default(prop, 2.0f); - RNA_def_property_ui_text(prop, "Level height", - "Max difference in heights of obstacles to enable their interaction"); - RNA_def_property_update(prop, NC_SCENE, NULL); - - prop = RNA_def_property(srna, "show_obstacle_simulation", PROP_BOOLEAN, PROP_NONE); - RNA_def_property_boolean_sdna(prop, NULL, "flag", GAME_SHOW_OBSTACLE_SIMULATION); - RNA_def_property_ui_text(prop, "Visualization", "Enable debug visualization for obstacle simulation"); - - /* Recast Settings */ - prop = RNA_def_property(srna, "recast_data", PROP_POINTER, PROP_NONE); - RNA_def_property_flag(prop, PROP_NEVER_NULL); - RNA_def_property_pointer_sdna(prop, NULL, "recastData"); - RNA_def_property_struct_type(prop, "SceneGameRecastData"); - RNA_def_property_ui_text(prop, "Recast Data", ""); - - /* Nestled Data */ - rna_def_scene_game_recast_data(brna); - - /* LoD */ - prop = RNA_def_property(srna, "use_scene_hysteresis", PROP_BOOLEAN, PROP_NONE); - RNA_def_property_boolean_sdna(prop, NULL, "lodflag", SCE_LOD_USE_HYST); - RNA_def_property_ui_text(prop, "Hysteresis", "Use LoD Hysteresis setting for the scene"); - RNA_def_property_update(prop, NC_SCENE, NULL); - - prop = RNA_def_property(srna, "scene_hysteresis_percentage", PROP_INT, PROP_PERCENTAGE); - RNA_def_property_int_sdna(prop, NULL, "scehysteresis"); - RNA_def_property_range(prop, 0, 100); - RNA_def_property_ui_range(prop, 0, 100, 10, 1); - RNA_def_property_int_default(prop, 10); - RNA_def_property_ui_text(prop, "Hysteresis %", - "Minimum distance change required to transition to the previous level of detail"); - RNA_def_property_update(prop, NC_SCENE, NULL); -} - static void rna_def_gpu_dof_fx(BlenderRNA *brna) { StructRNA *srna; @@ -6950,13 +6324,6 @@ void RNA_def_scene(BlenderRNA *brna) RNA_def_property_update(prop, NC_SCENE, NULL); RNA_def_property_float_funcs(prop, NULL, "rna_Scene_volume_set", NULL); - /* Game Settings */ - prop = RNA_def_property(srna, "game_settings", PROP_POINTER, PROP_NONE); - RNA_def_property_flag(prop, PROP_NEVER_NULL); - RNA_def_property_pointer_sdna(prop, NULL, "gm"); - RNA_def_property_struct_type(prop, "SceneGameData"); - RNA_def_property_ui_text(prop, "Game Data", ""); - /* Statistics */ func = RNA_def_function(srna, "statistics", "ED_info_stats_string"); parm = RNA_def_pointer(func, "view_layer", "ViewLayer", "", "Active layer"); @@ -7020,7 +6387,6 @@ void RNA_def_scene(BlenderRNA *brna) rna_def_statvis(brna); rna_def_unit_settings(brna); rna_def_scene_image_format_data(brna); - rna_def_scene_game_data(brna); rna_def_selected_uv_element(brna); rna_def_display_safe_areas(brna); RNA_define_animate_sdna(true); -- cgit v1.2.3