- view bounds (now split from collision bounds) was still being used for bge physics in one place, comparison was incorrectly treating it as a flag too.

- cleanup Object struct - remove pad and unused flags, convert some shot's to char's, saving 24 bytes.
This commit is contained in:
2011-11-05 02:30:25 +00:00
parent 057bf2a02b
commit b0adf37ef9
6 changed files with 25 additions and 27 deletions

View File

@@ -1107,7 +1107,6 @@ Object *add_only_object(int type, const char *name)
ob->obstacleRad = 1.; ob->obstacleRad = 1.;
/* NT fluid sim defaults */ /* NT fluid sim defaults */
ob->fluidsimFlag = 0;
ob->fluidsimSettings = NULL; ob->fluidsimSettings = NULL;
ob->pc_ids.first = ob->pc_ids.last = NULL; ob->pc_ids.first = ob->pc_ids.last = NULL;

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@@ -8245,7 +8245,7 @@ static void do_versions(FileData *fd, Library *lib, Main *main)
if(main->versionfile <= 233) { if(main->versionfile <= 233) {
bScreen *sc; bScreen *sc;
Material *ma= main->mat.first; Material *ma= main->mat.first;
Object *ob= main->object.first; /* Object *ob= main->object.first; */
while(ma) { while(ma) {
if(ma->rampfac_col==0.0f) ma->rampfac_col= 1.0; if(ma->rampfac_col==0.0f) ma->rampfac_col= 1.0;
@@ -8255,11 +8255,12 @@ static void do_versions(FileData *fd, Library *lib, Main *main)
} }
/* this should have been done loooong before! */ /* this should have been done loooong before! */
#if 0 /* deprecated in 2.5+ */
while(ob) { while(ob) {
if(ob->ipowin==0) ob->ipowin= ID_OB; if(ob->ipowin==0) ob->ipowin= ID_OB;
ob= ob->id.next; ob= ob->id.next;
} }
#endif
for (sc= main->screen.first; sc; sc= sc->id.next) { for (sc= main->screen.first; sc; sc= sc->id.next) {
ScrArea *sa; ScrArea *sa;
for (sa= sc->areabase.first; sa; sa= sa->next) { for (sa= sc->areabase.first; sa; sa= sa->next) {

View File

@@ -1182,7 +1182,7 @@ static void copy_attr(Main *bmain, Scene *scene, View3D *v3d, short event)
base->object->min_vel= ob->min_vel; base->object->min_vel= ob->min_vel;
base->object->max_vel= ob->max_vel; base->object->max_vel= ob->max_vel;
if (ob->gameflag & OB_BOUNDS) { if (ob->gameflag & OB_BOUNDS) {
base->object->boundtype = ob->boundtype; base->object->collision_boundtype = ob->collision_boundtype;
} }
base->object->margin= ob->margin; base->object->margin= ob->margin;
base->object->bsoft= copy_bulletsoftbody(ob->bsoft); base->object->bsoft= copy_bulletsoftbody(ob->bsoft);

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@@ -107,7 +107,7 @@
((vd->drawtype==OB_TEXTURE && dt>OB_SOLID) || \ ((vd->drawtype==OB_TEXTURE && dt>OB_SOLID) || \
(vd->drawtype==OB_SOLID && vd->flag2 & V3D_SOLID_TEX)) (vd->drawtype==OB_SOLID && vd->flag2 & V3D_SOLID_TEX))
static void draw_bounding_volume(Scene *scene, Object *ob, short type); static void draw_bounding_volume(Scene *scene, Object *ob, char type);
static void drawcube_size(float size); static void drawcube_size(float size);
static void drawcircle_size(float size); static void drawcircle_size(float size);
@@ -5469,7 +5469,7 @@ static void get_local_bounds(Object *ob, float center[3], float size[3])
} }
#endif #endif
static void draw_bb_quadric(BoundBox *bb, short type) static void draw_bb_quadric(BoundBox *bb, char type)
{ {
float size[3], cent[3]; float size[3], cent[3];
GLUquadricObj *qobj = gluNewQuadric(); GLUquadricObj *qobj = gluNewQuadric();
@@ -5508,7 +5508,7 @@ static void draw_bb_quadric(BoundBox *bb, short type)
gluDeleteQuadric(qobj); gluDeleteQuadric(qobj);
} }
static void draw_bounding_volume(Scene *scene, Object *ob, short type) static void draw_bounding_volume(Scene *scene, Object *ob, char type)
{ {
BoundBox *bb= NULL; BoundBox *bb= NULL;

View File

@@ -164,8 +164,9 @@ typedef struct Object {
short transflag, protectflag; /* transformation settings and transform locks */ short transflag, protectflag; /* transformation settings and transform locks */
short trackflag, upflag; short trackflag, upflag;
short nlaflag, ipoflag; // xxx depreceated... old animation system short nlaflag, ipoflag; // xxx depreceated... old animation system
short ipowin, scaflag; /* ipowin: blocktype last ipowindow */ short scaflag; /* ipowin: blocktype last ipowindow */
short scavisflag, boundtype; char scavisflag;
char pad5;
int dupon, dupoff, dupsta, dupend; int dupon, dupoff, dupsta, dupend;
@@ -193,12 +194,16 @@ typedef struct Object {
float min_vel; /* clamp the maximum velocity 0.0 is disabled */ float min_vel; /* clamp the maximum velocity 0.0 is disabled */
float m_contactProcessingThreshold; float m_contactProcessingThreshold;
float obstacleRad; float obstacleRad;
char pad0[4];
short rotmode; /* rotation mode - uses defines set out in DNA_action_types.h for PoseChannel rotations... */ short rotmode; /* rotation mode - uses defines set out in DNA_action_types.h for PoseChannel rotations... */
char boundtype; /* bounding box use for drawing */
char collision_boundtype; /* bounding box type used for collision */
char restrictflag; /* for restricting view, select, render etc. accessible in outliner */
char dt, dtx; char dt, dtx;
char empty_drawtype, pad1[3]; char empty_drawtype;
float empty_drawsize; float empty_drawsize;
float dupfacesca; /* dupliface scale */ float dupfacesca; /* dupliface scale */
@@ -243,14 +248,10 @@ typedef struct Object {
struct SoftBody *soft; /* if exists, saved in file */ struct SoftBody *soft; /* if exists, saved in file */
struct Group *dup_group; /* object duplicator for group */ struct Group *dup_group; /* object duplicator for group */
short fluidsimFlag; /* NT toggle fluidsim participation on/off */ char body_type; /* for now used to temporarily holds the type of collision object */
char shapeflag; /* flag for pinning */
short restrictflag; /* for restricting view, select, render etc. accessible in outliner */ short shapenr; /* current shape key for menu or pinned */
short shapenr, shapeflag; /* current shape key for menu or pinned, flag for pinning */
float smoothresh; /* smoothresh is phong interpolation ray_shadow correction in render */ float smoothresh; /* smoothresh is phong interpolation ray_shadow correction in render */
short recalco; /* recalco for temp storage of ob->recalc, bad design warning */
short body_type; /* for now used to temporarily holds the type of collision object */
struct FluidsimSettings *fluidsimSettings; /* if fluidsim enabled, store additional settings */ struct FluidsimSettings *fluidsimSettings; /* if fluidsim enabled, store additional settings */
@@ -265,9 +266,6 @@ typedef struct Object {
ListBase *duplilist; /* for temporary dupli list storage, only for use by RNA API */ ListBase *duplilist; /* for temporary dupli list storage, only for use by RNA API */
float ima_ofs[2]; /* offset for image empties */ float ima_ofs[2]; /* offset for image empties */
short collision_boundtype; /* bounding box type used for collision */
char pad3[6];
} Object; } Object;
/* Warning, this is not used anymore because hooks are now modifiers */ /* Warning, this is not used anymore because hooks are now modifiers */

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@@ -1648,7 +1648,7 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
} }
objprop.m_concave = (blenderobject->boundtype & 4) != 0; objprop.m_concave = (blenderobject->collision_boundtype == OB_BOUND_TRIANGLE_MESH);
switch (physics_engine) switch (physics_engine)
{ {