593 lines
15 KiB
C
593 lines
15 KiB
C
/*
|
|
* ***** 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 DNA_actuator_types.h
|
|
* \ingroup DNA
|
|
*
|
|
* #bActuator type is specifically for use by Object logic-bricks in the game-engine.
|
|
*/
|
|
|
|
#ifndef __DNA_ACTUATOR_TYPES_H__
|
|
#define __DNA_ACTUATOR_TYPES_H__
|
|
|
|
struct Object;
|
|
struct Mesh;
|
|
struct Scene;
|
|
struct Group;
|
|
struct Text;
|
|
|
|
/* ****************** ACTUATORS ********************* */
|
|
|
|
/* unused now, moved to editobjectactuator in 2.02. Still needed for dna */
|
|
typedef struct bAddObjectActuator {
|
|
int time, pad;
|
|
struct Object *ob;
|
|
} bAddObjectActuator;
|
|
|
|
typedef struct bActionActuator {
|
|
struct bAction *act; /* Pointer to action */
|
|
short type, flag; /* Playback type */ // not in use
|
|
float sta, end; /* Start & End frames */
|
|
char name[64]; /* For property-driven playback, MAX_NAME */
|
|
char frameProp[64]; /* Set this property to the actions current frame, MAX_NAME */
|
|
short blendin; /* Number of frames of blending */
|
|
short priority; /* Execution priority */
|
|
short layer; /* Animation layer */
|
|
short end_reset; /* Ending the actuator (negative pulse) wont reset the action to its starting frame */
|
|
short strideaxis; /* Displacement axis */
|
|
short blend_mode; /* Layer blending mode */
|
|
float stridelength; /* Displacement incurred by cycle */ // not in use
|
|
float layer_weight; /* How much of the previous layer to use for blending. (<0 = disable, 0 = add mode) */
|
|
} bActionActuator;
|
|
|
|
typedef struct Sound3D {
|
|
float min_gain;
|
|
float max_gain;
|
|
float reference_distance;
|
|
float max_distance;
|
|
float rolloff_factor;
|
|
float cone_inner_angle;
|
|
float cone_outer_angle;
|
|
float cone_outer_gain;
|
|
} Sound3D;
|
|
|
|
typedef struct bSoundActuator {
|
|
short flag, sndnr;
|
|
int pad1, pad2;
|
|
short pad3[2];
|
|
float volume, pitch;
|
|
struct bSound *sound;
|
|
struct Sound3D sound3D;
|
|
short type, pad4;
|
|
short pad5, pad6[1];
|
|
} bSoundActuator;
|
|
|
|
typedef struct bEditObjectActuator {
|
|
int time;
|
|
short type, flag;
|
|
struct Object *ob;
|
|
struct Mesh *me;
|
|
char name[64]; /* MAX_NAME */
|
|
float linVelocity[3]; /* initial lin. velocity on creation */
|
|
float angVelocity[3]; /* initial ang. velocity on creation */
|
|
float mass;
|
|
short localflag; /* flag for the lin & ang. vel: apply locally */
|
|
short dyn_operation;
|
|
short upflag, trackflag; /* flag for up axis and track axis */
|
|
int pad;
|
|
} bEditObjectActuator;
|
|
|
|
typedef struct bSceneActuator {
|
|
short type, pad1;
|
|
int pad;
|
|
struct Scene *scene;
|
|
struct Object *camera;
|
|
} bSceneActuator;
|
|
|
|
typedef struct bPropertyActuator {
|
|
int pad, type;
|
|
char name[64], value[64]; /* MAX_NAME */
|
|
struct Object *ob;
|
|
} bPropertyActuator;
|
|
|
|
typedef struct bObjectActuator {
|
|
short flag, type, otype;
|
|
short damping;
|
|
float forceloc[3], forcerot[3];
|
|
float pad[3], pad1[3];
|
|
float dloc[3], drot[3]; /* angle in radians */
|
|
float linearvelocity[3], angularvelocity[3];
|
|
struct Object *reference;
|
|
} bObjectActuator;
|
|
|
|
/* deprecated, handled by bActionActuator now */
|
|
typedef struct bIpoActuator {
|
|
short flag, type;
|
|
float sta, end;
|
|
char name[64]; /* MAX_NAME */
|
|
char frameProp[64]; /* Set this property to the actions current frame, MAX_NAME */
|
|
|
|
short pad1, pad2, pad3, pad4;
|
|
|
|
} bIpoActuator;
|
|
|
|
typedef struct bCameraActuator {
|
|
struct Object *ob;
|
|
float height, min, max;
|
|
float damping;
|
|
short pad1, axis;
|
|
float pad2;
|
|
} bCameraActuator;
|
|
|
|
typedef struct bConstraintActuator {
|
|
short type, mode;
|
|
short flag, damp;
|
|
short time, rotdamp;
|
|
int pad;
|
|
float minloc[3], maxloc[3];
|
|
float minrot[3], maxrot[3];
|
|
char matprop[64]; /* MAX_NAME */
|
|
} bConstraintActuator;
|
|
|
|
typedef struct bGroupActuator {
|
|
short flag, type;
|
|
int sta, end;
|
|
char name[64]; /* property or groupkey, MAX_NAME */
|
|
|
|
short pad[3], cur, butsta, butend;/* not referenced, can remove? */
|
|
/* struct Group *group; not used, remove */
|
|
|
|
} bGroupActuator;
|
|
|
|
/* I added a few extra fields here, to facilitate conversions */
|
|
typedef struct bRandomActuator {
|
|
int seed;
|
|
int distribution;
|
|
int int_arg_1;
|
|
int int_arg_2;
|
|
float float_arg_1;
|
|
float float_arg_2;
|
|
char propname[64]; /* MAX_NAME */
|
|
} bRandomActuator;
|
|
|
|
typedef struct bMessageActuator {
|
|
char toPropName[64]; /* Send to all objects with this propertyname. Empty to broadcast. MAX_NAME. */
|
|
struct Object *toObject;/* (Possible future use) pointer to a single destination object. */
|
|
char subject[64]; /* Message Subject to send. MAX_NAME. */
|
|
short bodyType, pad1; /* bodyType is either 'User defined text' or PropName */
|
|
int pad2;
|
|
char body[64]; /* Either User Defined Text or our PropName to send value of, MAX_NAME */
|
|
} bMessageActuator;
|
|
|
|
typedef struct bGameActuator {
|
|
short flag, type;
|
|
int sta, end;
|
|
char filename[64];
|
|
char loadaniname[64];
|
|
} bGameActuator;
|
|
|
|
typedef struct bVisibilityActuator {
|
|
/** bit 0: Is this object visible?
|
|
** bit 1: Apply recursively
|
|
** bit 2: Is this object an occluder? */
|
|
int flag;
|
|
} bVisibilityActuator;
|
|
|
|
typedef struct bTwoDFilterActuator {
|
|
char pad[4];
|
|
/* Tells what type of 2D Filter */
|
|
short type;
|
|
/* (flag == 0) means 2D filter is activate and
|
|
* (flag != 0) means 2D filter is inactive */
|
|
short flag;
|
|
int int_arg;
|
|
/* a float argument */
|
|
float float_arg;
|
|
struct Text *text;
|
|
} bTwoDFilterActuator;
|
|
|
|
typedef struct bParentActuator {
|
|
char pad[2];
|
|
short flag;
|
|
int type;
|
|
struct Object *ob;
|
|
} bParentActuator;
|
|
|
|
typedef struct bStateActuator {
|
|
int type; /* 0=Set, 1=Add, 2=Rem, 3=Chg */
|
|
unsigned int mask; /* the bits to change */
|
|
} bStateActuator;
|
|
|
|
typedef struct bArmatureActuator {
|
|
char posechannel[64]; /* MAX_NAME */
|
|
char constraint[64]; /* MAX_NAME */
|
|
int type; /* 0=run, 1=enable, 2=disable, 3=set target, 4=set weight */
|
|
float weight;
|
|
float influence;
|
|
float pad;
|
|
struct Object *target;
|
|
struct Object *subtarget;
|
|
} bArmatureActuator;
|
|
|
|
typedef struct bSteeringActuator {
|
|
char pad[5];
|
|
char flag;
|
|
short facingaxis;
|
|
int type; /* 0=seek, 1=flee, 2=path following */
|
|
float dist;
|
|
float velocity;
|
|
float acceleration;
|
|
float turnspeed;
|
|
int updateTime;
|
|
struct Object *target;
|
|
struct Object *navmesh;
|
|
} bSteeringActuator;
|
|
|
|
typedef struct bMouseActuator {
|
|
short type; /* 0=Visibility, 1=Look */
|
|
short flag;
|
|
|
|
int object_axis[2];
|
|
float threshold[2];
|
|
float sensitivity[2];
|
|
float limit_x[2];
|
|
float limit_y[2];
|
|
} bMouseActuator;
|
|
|
|
|
|
typedef struct bActuator {
|
|
struct bActuator *next, *prev, *mynew;
|
|
short type;
|
|
/**
|
|
* Tells what type of actuator data \ref data holds.
|
|
*/
|
|
short flag;
|
|
short otype, go;
|
|
char name[64]; /* MAX_NAME */
|
|
|
|
/**
|
|
* data must point to an object actuator type struct.
|
|
*/
|
|
void *data;
|
|
|
|
/**
|
|
* For ipo's and props: to find out which object the actuator
|
|
* belongs to */
|
|
struct Object *ob;
|
|
|
|
} bActuator;
|
|
|
|
/* objectactuator->flag */
|
|
#define ACT_FORCE_LOCAL 1
|
|
#define ACT_TORQUE_LOCAL 2
|
|
#define ACT_SERVO_LIMIT_X 2
|
|
#define ACT_DLOC_LOCAL 4
|
|
#define ACT_SERVO_LIMIT_Y 4
|
|
#define ACT_DROT_LOCAL 8
|
|
#define ACT_SERVO_LIMIT_Z 8
|
|
#define ACT_LIN_VEL_LOCAL 16
|
|
#define ACT_ANG_VEL_LOCAL 32
|
|
//#define ACT_ADD_LIN_VEL_LOCAL 64
|
|
#define ACT_ADD_LIN_VEL 64
|
|
#define ACT_ADD_CHAR_LOC 128
|
|
#define ACT_CHAR_JUMP 256
|
|
|
|
/* objectactuator->type */
|
|
#define ACT_OBJECT_NORMAL 0
|
|
#define ACT_OBJECT_SERVO 1
|
|
#define ACT_OBJECT_CHARACTER 2
|
|
|
|
/* actuator->type */
|
|
#define ACT_OBJECT 0
|
|
#define ACT_IPO 1
|
|
#define ACT_LAMP 2
|
|
#define ACT_CAMERA 3
|
|
#define ACT_MATERIAL 4
|
|
#define ACT_SOUND 5
|
|
#define ACT_PROPERTY 6
|
|
/* these two obsolete since 2.02 */
|
|
#define ACT_ADD_OBJECT 7
|
|
#define ACT_END_OBJECT 8
|
|
|
|
#define ACT_CONSTRAINT 9
|
|
#define ACT_EDIT_OBJECT 10
|
|
#define ACT_SCENE 11
|
|
#define ACT_GROUP 12
|
|
#define ACT_RANDOM 13
|
|
#define ACT_MESSAGE 14
|
|
#define ACT_ACTION 15 /* __ NLA */
|
|
#define ACT_GAME 17
|
|
#define ACT_VISIBILITY 18
|
|
#define ACT_2DFILTER 19
|
|
#define ACT_PARENT 20
|
|
#define ACT_SHAPEACTION 21
|
|
#define ACT_STATE 22
|
|
#define ACT_ARMATURE 23
|
|
#define ACT_STEERING 24
|
|
#define ACT_MOUSE 25
|
|
|
|
/* actuator flag */
|
|
#define ACT_SHOW 1
|
|
#define ACT_DEL 2
|
|
#define ACT_NEW 4
|
|
#define ACT_LINKED 8
|
|
#define ACT_VISIBLE 16
|
|
#define ACT_PIN 32
|
|
#define ACT_DEACTIVATE 64
|
|
|
|
/* link codes */
|
|
#define LINK_SENSOR 0
|
|
#define LINK_CONTROLLER 1
|
|
#define LINK_ACTUATOR 2
|
|
|
|
/* keyboardsensor->type */
|
|
#define SENS_ALL_KEYS 1
|
|
|
|
/* actionactuator->type */
|
|
#define ACT_ACTION_PLAY 0
|
|
#define ACT_ACTION_PINGPONG 1
|
|
#define ACT_ACTION_FLIPPER 2
|
|
#define ACT_ACTION_LOOP_STOP 3
|
|
#define ACT_ACTION_LOOP_END 4
|
|
#define ACT_ACTION_KEY2KEY 5
|
|
#define ACT_ACTION_FROM_PROP 6
|
|
#define ACT_ACTION_MOTION 7
|
|
|
|
/* actionactuator->blend_mode */
|
|
#define ACT_ACTION_BLEND 0
|
|
#define ACT_ACTION_ADD 1
|
|
|
|
/* ipoactuator->type */
|
|
#define ACT_IPO_PLAY 0
|
|
#define ACT_IPO_PINGPONG 1
|
|
#define ACT_IPO_FLIPPER 2
|
|
#define ACT_IPO_LOOP_STOP 3
|
|
#define ACT_IPO_LOOP_END 4
|
|
#define ACT_IPO_KEY2KEY 5
|
|
#define ACT_IPO_FROM_PROP 6
|
|
|
|
/* groupactuator->type */
|
|
#define ACT_GROUP_PLAY 0
|
|
#define ACT_GROUP_PINGPONG 1
|
|
#define ACT_GROUP_FLIPPER 2
|
|
#define ACT_GROUP_LOOP_STOP 3
|
|
#define ACT_GROUP_LOOP_END 4
|
|
#define ACT_GROUP_FROM_PROP 5
|
|
#define ACT_GROUP_SET 6
|
|
|
|
/* ipoactuator->flag */
|
|
#define ACT_IPOFORCE (1 << 0)
|
|
#define ACT_IPOEND (1 << 1)
|
|
#define ACT_IPOLOCAL (1 << 2)
|
|
#define ACT_IPOCHILD (1 << 4)
|
|
#define ACT_IPOADD (1 << 5)
|
|
|
|
/* ipoactuator->flag for k2k */
|
|
#define ACT_K2K_PREV 1
|
|
#define ACT_K2K_CYCLIC 2
|
|
#define ACT_K2K_PINGPONG 4
|
|
#define ACT_K2K_HOLD 8
|
|
|
|
/* property actuator->type */
|
|
#define ACT_PROP_ASSIGN 0
|
|
#define ACT_PROP_ADD 1
|
|
#define ACT_PROP_COPY 2
|
|
#define ACT_PROP_TOGGLE 3
|
|
#define ACT_PROP_LEVEL 4
|
|
|
|
/* constraint flag */
|
|
#define ACT_CONST_NONE 0
|
|
#define ACT_CONST_LOCX 1
|
|
#define ACT_CONST_LOCY 2
|
|
#define ACT_CONST_LOCZ 4
|
|
#define ACT_CONST_ROTX 8
|
|
#define ACT_CONST_ROTY 16
|
|
#define ACT_CONST_ROTZ 32
|
|
#define ACT_CONST_NORMAL 64
|
|
#define ACT_CONST_MATERIAL 128
|
|
#define ACT_CONST_PERMANENT 256
|
|
#define ACT_CONST_DISTANCE 512
|
|
#define ACT_CONST_LOCAL 1024
|
|
#define ACT_CONST_DOROTFH 2048
|
|
|
|
/* constraint mode */
|
|
#define ACT_CONST_DIRPX 1
|
|
#define ACT_CONST_DIRPY 2
|
|
#define ACT_CONST_DIRPZ 4
|
|
#define ACT_CONST_DIRNX 8
|
|
#define ACT_CONST_DIRNY 16
|
|
#define ACT_CONST_DIRNZ 32
|
|
|
|
/* constraint type */
|
|
#define ACT_CONST_TYPE_LOC 0
|
|
#define ACT_CONST_TYPE_DIST 1
|
|
#define ACT_CONST_TYPE_ORI 2
|
|
#define ACT_CONST_TYPE_FH 3
|
|
|
|
/* editObjectActuator->type */
|
|
#define ACT_EDOB_ADD_OBJECT 0
|
|
#define ACT_EDOB_END_OBJECT 1
|
|
#define ACT_EDOB_REPLACE_MESH 2
|
|
#define ACT_EDOB_TRACK_TO 3
|
|
#define ACT_EDOB_DYNAMICS 4
|
|
|
|
/* editObjectActuator->localflag */
|
|
#define ACT_EDOB_LOCAL_LINV 2
|
|
#define ACT_EDOB_LOCAL_ANGV 4
|
|
|
|
/* editObjectActuator->flag */
|
|
#define ACT_TRACK_3D 1
|
|
|
|
/* editObjectActuator->upflag */
|
|
#define ACT_TRACK_UP_X 0
|
|
#define ACT_TRACK_UP_Y 1
|
|
#define ACT_TRACK_UP_Z 2
|
|
|
|
/* editObjectActuator->trackflag */
|
|
#define ACT_TRACK_TRAXIS_X 0
|
|
#define ACT_TRACK_TRAXIS_Y 1
|
|
#define ACT_TRACK_TRAXIS_Z 2
|
|
#define ACT_TRACK_TRAXIS_NEGX 3
|
|
#define ACT_TRACK_TRAXIS_NEGY 4
|
|
#define ACT_TRACK_TRAXIS_NEGZ 5
|
|
|
|
/* editObjectActuator->flag for replace mesh actuator */
|
|
#define ACT_EDOB_REPLACE_MESH_NOGFX 2 /* use for replace mesh actuator */
|
|
#define ACT_EDOB_REPLACE_MESH_PHYS 4
|
|
|
|
/* editObjectActuator->dyn_operation */
|
|
#define ACT_EDOB_RESTORE_DYN 0
|
|
#define ACT_EDOB_SUSPEND_DYN 1
|
|
#define ACT_EDOB_ENABLE_RB 2
|
|
#define ACT_EDOB_DISABLE_RB 3
|
|
#define ACT_EDOB_SET_MASS 4
|
|
|
|
|
|
/* SceneActuator->type */
|
|
#define ACT_SCENE_RESTART 0
|
|
#define ACT_SCENE_SET 1
|
|
#define ACT_SCENE_CAMERA 2
|
|
#define ACT_SCENE_ADD_FRONT 3
|
|
#define ACT_SCENE_ADD_BACK 4
|
|
#define ACT_SCENE_REMOVE 5
|
|
#define ACT_SCENE_SUSPEND 6
|
|
#define ACT_SCENE_RESUME 7
|
|
|
|
|
|
/* randomAct->distribution */
|
|
#define ACT_RANDOM_BOOL_CONST 0
|
|
#define ACT_RANDOM_BOOL_UNIFORM 1
|
|
#define ACT_RANDOM_BOOL_BERNOUILLI 2
|
|
#define ACT_RANDOM_INT_CONST 3
|
|
#define ACT_RANDOM_INT_UNIFORM 4
|
|
#define ACT_RANDOM_INT_POISSON 5
|
|
#define ACT_RANDOM_FLOAT_CONST 6
|
|
#define ACT_RANDOM_FLOAT_UNIFORM 7
|
|
#define ACT_RANDOM_FLOAT_NORMAL 8
|
|
#define ACT_RANDOM_FLOAT_NEGATIVE_EXPONENTIAL 9
|
|
|
|
/* SoundActuator->flag */
|
|
#define ACT_SND_3D_SOUND 1
|
|
|
|
/* SoundActuator->type */
|
|
#define ACT_SND_PLAY_STOP_SOUND 0
|
|
#define ACT_SND_PLAY_END_SOUND 1
|
|
#define ACT_SND_LOOP_STOP_SOUND 2
|
|
#define ACT_SND_LOOP_END_SOUND 3
|
|
#define ACT_SND_LOOP_BIDIRECTIONAL_SOUND 4
|
|
#define ACT_SND_LOOP_BIDIRECTIONAL_STOP_SOUND 5
|
|
|
|
/* messageactuator->type */
|
|
#define ACT_MESG_MESG 0
|
|
#define ACT_MESG_PROP 1
|
|
|
|
/* gameactuator->type */
|
|
#define ACT_GAME_LOAD 0
|
|
#define ACT_GAME_START 1
|
|
#define ACT_GAME_RESTART 2
|
|
#define ACT_GAME_QUIT 3
|
|
#define ACT_GAME_SAVECFG 4
|
|
#define ACT_GAME_LOADCFG 5
|
|
|
|
/* visibilityact->flag */
|
|
/* Set means the object will become invisible */
|
|
#define ACT_VISIBILITY_INVISIBLE (1 << 0)
|
|
#define ACT_VISIBILITY_RECURSIVE (1 << 1)
|
|
#define ACT_VISIBILITY_OCCLUSION (1 << 2)
|
|
|
|
/* twodfilter->type */
|
|
#define ACT_2DFILTER_ENABLED -2
|
|
#define ACT_2DFILTER_DISABLED -1
|
|
#define ACT_2DFILTER_NOFILTER 0
|
|
#define ACT_2DFILTER_MOTIONBLUR 1
|
|
#define ACT_2DFILTER_BLUR 2
|
|
#define ACT_2DFILTER_SHARPEN 3
|
|
#define ACT_2DFILTER_DILATION 4
|
|
#define ACT_2DFILTER_EROSION 5
|
|
#define ACT_2DFILTER_LAPLACIAN 6
|
|
#define ACT_2DFILTER_SOBEL 7
|
|
#define ACT_2DFILTER_PREWITT 8
|
|
#define ACT_2DFILTER_GRAYSCALE 9
|
|
#define ACT_2DFILTER_SEPIA 10
|
|
#define ACT_2DFILTER_INVERT 11
|
|
#define ACT_2DFILTER_CUSTOMFILTER 12
|
|
#define ACT_2DFILTER_NUMBER_OF_FILTERS 13
|
|
|
|
/* parentactuator->type */
|
|
#define ACT_PARENT_SET 0
|
|
#define ACT_PARENT_REMOVE 1
|
|
|
|
/* parentactuator->flag */
|
|
#define ACT_PARENT_COMPOUND 1
|
|
#define ACT_PARENT_GHOST 2
|
|
|
|
/* armatureactuator->type */
|
|
#define ACT_ARM_RUN 0
|
|
#define ACT_ARM_ENABLE 1
|
|
#define ACT_ARM_DISABLE 2
|
|
#define ACT_ARM_SETTARGET 3
|
|
#define ACT_ARM_SETWEIGHT 4
|
|
#define ACT_ARM_SETINFLUENCE 5
|
|
/* update this define if more types are added */
|
|
#define ACT_ARM_MAXTYPE 5
|
|
|
|
/* stateactuator->type */
|
|
#define ACT_STATE_SET 0
|
|
#define ACT_STATE_ADD 1
|
|
#define ACT_STATE_REMOVE 2
|
|
#define ACT_STATE_CHANGE 3
|
|
|
|
/* steeringactuator->type */
|
|
#define ACT_STEERING_SEEK 0
|
|
#define ACT_STEERING_FLEE 1
|
|
#define ACT_STEERING_PATHFOLLOWING 2
|
|
/* steeringactuator->flag */
|
|
#define ACT_STEERING_SELFTERMINATED 1
|
|
#define ACT_STEERING_ENABLEVISUALIZATION 2
|
|
#define ACT_STEERING_AUTOMATICFACING 4
|
|
#define ACT_STEERING_NORMALUP 8
|
|
|
|
/* mouseactuator->type */
|
|
#define ACT_MOUSE_VISIBILITY 0
|
|
#define ACT_MOUSE_LOOK 1
|
|
|
|
/* mouseactuator->flag */
|
|
#define ACT_MOUSE_VISIBLE (1 << 0)
|
|
#define ACT_MOUSE_USE_AXIS_X (1 << 1)
|
|
#define ACT_MOUSE_USE_AXIS_Y (1 << 2)
|
|
#define ACT_MOUSE_RESET_X (1 << 3)
|
|
#define ACT_MOUSE_RESET_Y (1 << 4)
|
|
#define ACT_MOUSE_LOCAL_X (1 << 5)
|
|
#define ACT_MOUSE_LOCAL_Y (1 << 6)
|
|
|
|
/* mouseactuator->object_axis */
|
|
#define ACT_MOUSE_OBJECT_AXIS_X 0
|
|
#define ACT_MOUSE_OBJECT_AXIS_Y 1
|
|
#define ACT_MOUSE_OBJECT_AXIS_Z 2
|
|
|
|
#endif /* __DNA_ACTUATOR_TYPES_H__ */
|