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authorTon Roosendaal <ton@blender.org>2005-04-04 22:09:47 +0400
committerTon Roosendaal <ton@blender.org>2005-04-04 22:09:47 +0400
commit7a377bcb05c2634a872208680aca80cc9e9a0c11 (patch)
tree787ce3fb287b9206f6a5084b25551c8fb2735979 /source/blender/blenkernel/BKE_effect.h
parent04e4b72e063702dc16cf41dd97c5776d03742bde (diff)
- Made SoftBody work with Particle Force Fields.
- Added new (Particle) Deflector; type Wind. Wind gives constant directional force. It is animatable (Ipos) and reacts to Object scaling. Also uses FallOff. Works for particles and SoftBody quick movie check; http://www.blender.org/bf/0001_0250.avi test file is in download.blender.org/demo/test/wind_soft.blend - Added MaxDist option for forcefields, to control its influence better. Is drawn as circle in 3d window. Forcefields are a bit weak still... should react to scaling, or not; in that case drawing should indicate it (done for spherical field now).
Diffstat (limited to 'source/blender/blenkernel/BKE_effect.h')
-rw-r--r--source/blender/blenkernel/BKE_effect.h8
1 files changed, 8 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_effect.h b/source/blender/blenkernel/BKE_effect.h
index 21663b39dd3..a5ca3708a22 100644
--- a/source/blender/blenkernel/BKE_effect.h
+++ b/source/blender/blenkernel/BKE_effect.h
@@ -61,5 +61,13 @@ void build_particle_system(struct Object *ob);
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);
+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,
+ int *last_face, int *same_face);
+
+
#endif