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authorTon Roosendaal <ton@blender.org>2009-01-04 17:14:06 +0300
committerTon Roosendaal <ton@blender.org>2009-01-04 17:14:06 +0300
commitf7cb86df3a9ceccc4d649e42735732a608169157 (patch)
tree558a9ba43708a2213b1afa8f46d79f5daa140bc6 /source/blender/blenkernel/BKE_effect.h
parent74f9e98c828c17910405092785633373d4ae88e8 (diff)
2.5
Think global, act local! The old favorite G.scene gone! Man... that took almost 2 days. Also removed G.curscreen and G.edbo. Not everything could get solved; here's some notes. - modifiers now store current scene in ModifierData. This is not meant for permanent, but it can probably stick there until we cleaned the anim system and depsgraph to cope better with timing issues. - Game engine G.scene should become an argument for staring it. Didn't solve this yet. - Texture nodes should get scene cfra, but the current implementation is too tightly wrapped to do it easily.
Diffstat (limited to 'source/blender/blenkernel/BKE_effect.h')
-rw-r--r--source/blender/blenkernel/BKE_effect.h12
1 files changed, 9 insertions, 3 deletions
diff --git a/source/blender/blenkernel/BKE_effect.h b/source/blender/blenkernel/BKE_effect.h
index 6475f7a71ac..fd065978800 100644
--- a/source/blender/blenkernel/BKE_effect.h
+++ b/source/blender/blenkernel/BKE_effect.h
@@ -33,6 +33,8 @@
#include "DNA_object_types.h"
+struct Object;
+struct Scene;
struct Effect;
struct ListBase;
struct Particle;
@@ -61,12 +63,16 @@ void deselectall_eff(struct Object *ob);
#define PE_WIND_AS_SPEED 0x00000001
struct PartEff *give_parteff(struct Object *ob);
-struct ListBase *pdInitEffectors(struct Object *obsrc, struct Group *group);
+struct ListBase *pdInitEffectors(struct Scene *scene, struct Object *obsrc, struct Group *group);
void pdEndEffectors(struct ListBase *lb);
-void pdDoEffectors(struct ListBase *lb, float *opco, float *force, float *speed, float cur_time, float loc_time, unsigned int flags);
+void pdDoEffectors(struct Scene *scene, struct ListBase *lb, float *opco, float *force,
+ float *speed, float cur_time, float loc_time, unsigned int flags);
/* required for particle_system.c */
-void do_physical_effector(Object *ob, float *opco, short type, float force_val, float distance, float falloff, float size, float damp, float *eff_velocity, float *vec_to_part, float *velocity, float *field, int planar, struct RNG *rng, float noise_factor, float charge, float pa_size);
+void do_physical_effector(struct Scene *scene, struct Object *ob, float *opco, short type, float force_val, float distance,
+ float falloff, float size, float damp, float *eff_velocity, float *vec_to_part,
+ float *velocity, float *field, int planar, struct RNG *rng, float noise_factor,
+ float charge, float pa_size);
float effector_falloff(struct PartDeflect *pd, float *eff_velocity, float *vec_to_part);