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authorTon Roosendaal <ton@blender.org>2004-06-26 22:18:11 +0400
committerTon Roosendaal <ton@blender.org>2004-06-26 22:18:11 +0400
commite750478ce3ed4427a468ec77513a60916b9cf9e4 (patch)
treef73e5bae5e23b83ced64347bd0077eef95389f32 /source/blender/blenkernel/BKE_effect.h
parent263d0823d3fb28088dd5e0042deb7f27676a125c (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.h2
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);