diff options
author | Ton Roosendaal <ton@blender.org> | 2004-06-26 22:18:11 +0400 |
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committer | Ton Roosendaal <ton@blender.org> | 2004-06-26 22:18:11 +0400 |
commit | e750478ce3ed4427a468ec77513a60916b9cf9e4 (patch) | |
tree | f73e5bae5e23b83ced64347bd0077eef95389f32 /source/blender/blenkernel/BKE_effect.h | |
parent | 263d0823d3fb28088dd5e0042deb7f27676a125c (diff) |
The revised patch from Leon for new particle effects.
New is that objects can have a force field, and Meshes can even deflect
(collide) particles. This is in a new sub-menu in Object buttons F7
The full instructions where on the web, Leon mailed it me and I will put
it in CMS tomorrow. For those who like to play with it now, here are demo
files:
http://download.blender.org/demo/test/
Quite some changes where in the integration though... so previous created
particle deflectors will not work. Changes to mention now are:
- gravity is renamed to 'force field'
- force field and deflector options are in Object now, not in Mesh
- the options also have its own struct, doesnt add to Object by default
- force fields are possible for all object types, but only work on center.
So empty objects are typical for it.
Work to do:
- add draw method in 3d win to denote forcefield objects
- check on the UI (panel with different size?)
- add 'recalc' button in deflector panel
Diffstat (limited to 'source/blender/blenkernel/BKE_effect.h')
-rw-r--r-- | source/blender/blenkernel/BKE_effect.h | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/blenkernel/BKE_effect.h b/source/blender/blenkernel/BKE_effect.h index 17cabf0c390..e3b005b664e 100644 --- a/source/blender/blenkernel/BKE_effect.h +++ b/source/blender/blenkernel/BKE_effect.h @@ -55,7 +55,7 @@ struct Particle *new_particle(struct PartEff *paf); struct PartEff *give_parteff(struct Object *ob); void where_is_particle(struct PartEff *paf, struct Particle *pa, float ctime, float *vec); void particle_tex(struct MTex *mtex, struct PartEff *paf, float *co, float *no); -void make_particle_keys(int depth, int nr, struct PartEff *paf, struct Particle *part, float *force, int deform, struct MTex *mtex); +void make_particle_keys(int depth, int nr, struct PartEff *paf, struct Particle *part, float *force, int deform, struct MTex *mtex, unsigned int par_layer); void init_mv_jit(float *jit, int num,float seed2); void give_mesh_mvert(struct Mesh *me, int nr, float *co, short *no,float seed2); void build_particle_system(struct Object *ob); |