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authorJens Ole Wund <bjornmose@gmx.net>2005-04-06 00:28:32 +0400
committerJens Ole Wund <bjornmose@gmx.net>2005-04-06 00:28:32 +0400
commit331c25dda441e2a4dd988be446bead3264c56d3e (patch)
tree575c89479710ca98c1886184ed8c3cafb943673b /source/blender/blenkernel/BKE_effect.h
parent7bb97ac815bc1a0434dac12508b98ae4129da8e0 (diff)
fixed small glitch multiplying nodemass twice (thanks ton)
claened up sbObjectStep(...) to follow 'time step rules' added really care for framerate in scene renamed arguments in softbody_calc_forces(...); and softbody_apply_forces(...); for better reading fixed particle integration to be ODE solver compatible
Diffstat (limited to 'source/blender/blenkernel/BKE_effect.h')
-rw-r--r--source/blender/blenkernel/BKE_effect.h4
1 files changed, 3 insertions, 1 deletions
diff --git a/source/blender/blenkernel/BKE_effect.h b/source/blender/blenkernel/BKE_effect.h
index a5ca3708a22..e7eca88535c 100644
--- a/source/blender/blenkernel/BKE_effect.h
+++ b/source/blender/blenkernel/BKE_effect.h
@@ -62,7 +62,9 @@ void calc_wave_deform(struct WaveEff *wav, float ctime, float *co);
int object_wave(struct Object *ob);
/* particle deflector */
-void pdDoEffector(float *opco, float *force, float *speed, float cur_time, unsigned int par_layer);
+#define PE_WIND_AS_SPEED 0x00000001
+
+void pdDoEffector(float *opco, float *force, float *speed, float cur_time, unsigned int par_layer,unsigned int flags);
int pdDoDeflection(float opco[3], float npco[3], float opno[3],
float npno[3], float life, float force[3], int def_depth,
float cur_time, unsigned int par_layer, int *last_object,