View3D Walk: Rename gravity by gravity_state (cleanup)
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@ -280,7 +280,7 @@ typedef struct WalkInfo {
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bool is_reversed;
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/* gravity system */
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eWalkGravityState gravity;
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eWalkGravityState gravity_state;
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/* height to use in walk mode */
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float view_height;
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@ -360,11 +360,11 @@ static void walk_navigation_mode_set(bContext *C, WalkInfo *walk, eWalkMethod mo
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{
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if (mode == WALK_MODE_FREE) {
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walk->navigation_mode = WALK_MODE_FREE;
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walk->gravity = WALK_GRAVITY_STATE_OFF;
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walk->gravity_state = WALK_GRAVITY_STATE_OFF;
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}
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else { /* WALK_MODE_GRAVITY */
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walk->navigation_mode = WALK_MODE_GRAVITY;
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walk->gravity = WALK_GRAVITY_STATE_START;
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walk->gravity_state = WALK_GRAVITY_STATE_START;
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}
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walk_update_header(C, walk);
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@ -510,7 +510,7 @@ static bool initWalkInfo(bContext *C, WalkInfo *walk, wmOperator *op)
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walk->speed = U.walk_navigation.walk_speed;
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walk->speed_factor = U.walk_navigation.walk_speed_factor;
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walk->gravity = WALK_GRAVITY_STATE_OFF;
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walk->gravity_state = WALK_GRAVITY_STATE_OFF;
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walk->is_reversed = ((U.walk_navigation.flag & USER_WALK_MOUSE_REVERSE) != 0);
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@ -758,7 +758,7 @@ static void walkEvent(bContext *C, wmOperator *UNUSED(op), WalkInfo *walk, const
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#define JUMP_SPEED_MAX sqrtf(2.0f * EARTH_GRAVITY * walk->jump_height)
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case WALK_MODAL_JUMP_STOP:
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if (walk->gravity == WALK_GRAVITY_STATE_JUMP) {
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if (walk->gravity_state == WALK_GRAVITY_STATE_JUMP) {
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float t;
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/* delta time */
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@ -772,18 +772,18 @@ static void walkEvent(bContext *C, wmOperator *UNUSED(op), WalkInfo *walk, const
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walk->teleport.duration = getVelocityZeroTime(walk->speed_jump);
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/* no more increase of jump speed */
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walk->gravity = WALK_GRAVITY_STATE_ON;
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walk->gravity_state = WALK_GRAVITY_STATE_ON;
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}
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break;
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case WALK_MODAL_JUMP:
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if ((walk->navigation_mode == WALK_MODE_GRAVITY) &&
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(walk->gravity == WALK_GRAVITY_STATE_OFF) &&
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(walk->gravity_state == WALK_GRAVITY_STATE_OFF) &&
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(walk->teleport.state == WALK_TELEPORT_STATE_OFF))
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{
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/* no need to check for ground,
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* walk->gravity wouldn't be off
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* if we were over a hole */
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walk->gravity = WALK_GRAVITY_STATE_JUMP;
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walk->gravity_state = WALK_GRAVITY_STATE_JUMP;
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walk->speed_jump = JUMP_SPEED_MAX;
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walk->teleport.initial_time = PIL_check_seconds_timer();
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@ -910,7 +910,7 @@ static int walkApply(bContext *C, WalkInfo *walk)
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if ((walk->active_directions) ||
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moffset[0] || moffset[1] ||
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walk->teleport.state == WALK_TELEPORT_STATE_ON ||
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walk->gravity != WALK_GRAVITY_STATE_OFF)
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walk->gravity_state != WALK_GRAVITY_STATE_OFF)
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{
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float dvec_tmp[3];
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@ -1000,7 +1000,7 @@ static int walkApply(bContext *C, WalkInfo *walk)
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/* WASD - 'move' translation code */
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if ((walk->active_directions) &&
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(walk->gravity == WALK_GRAVITY_STATE_OFF))
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(walk->gravity_state == WALK_GRAVITY_STATE_OFF))
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{
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short direction;
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@ -1076,7 +1076,7 @@ static int walkApply(bContext *C, WalkInfo *walk)
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/* stick to the floor */
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if (walk->navigation_mode == WALK_MODE_GRAVITY &&
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ELEM(walk->gravity,
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ELEM(walk->gravity_state,
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WALK_GRAVITY_STATE_OFF,
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WALK_GRAVITY_STATE_START))
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{
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@ -1101,13 +1101,13 @@ static int walkApply(bContext *C, WalkInfo *walk)
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dvec[2] -= difference;
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/* in case we switched from FREE to GRAVITY too close to the ground */
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if (walk->gravity == WALK_GRAVITY_STATE_START)
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walk->gravity = WALK_GRAVITY_STATE_OFF;
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if (walk->gravity_state == WALK_GRAVITY_STATE_START)
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walk->gravity_state = WALK_GRAVITY_STATE_OFF;
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}
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else {
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/* hijack the teleport variables */
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walk->teleport.initial_time = PIL_check_seconds_timer();
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walk->gravity = WALK_GRAVITY_STATE_ON;
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walk->gravity_state = WALK_GRAVITY_STATE_ON;
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walk->teleport.duration = 0.0f;
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copy_v3_v3(walk->teleport.origin, walk->rv3d->viewinv[3]);
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@ -1117,7 +1117,7 @@ static int walkApply(bContext *C, WalkInfo *walk)
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}
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/* Falling or jumping) */
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if (ELEM(walk->gravity, WALK_GRAVITY_STATE_ON, WALK_GRAVITY_STATE_JUMP)) {
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if (ELEM(walk->gravity_state, WALK_GRAVITY_STATE_ON, WALK_GRAVITY_STATE_JUMP)) {
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float t;
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float z_cur, z_new;
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bool ret;
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@ -1148,7 +1148,7 @@ static int walkApply(bContext *C, WalkInfo *walk)
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if (difference > 0.0f) {
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/* quit falling, lands at "view_height" from the floor */
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dvec[2] -= difference;
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walk->gravity = WALK_GRAVITY_STATE_OFF;
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walk->gravity_state = WALK_GRAVITY_STATE_OFF;
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walk->speed_jump = 0.0f;
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}
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else {
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