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authorJanne Karhu <jhkarh@gmail.com>2009-07-21 03:52:53 +0400
committerJanne Karhu <jhkarh@gmail.com>2009-07-21 03:52:53 +0400
commitb4353a84439085ac7d4bb7da2daed983637a75cc (patch)
tree01e560f80b4c190cddae071c7ca41cd5840fe1ec /source/blender/editors/space_buttons/buttons_intern.h
parent01b787636b468a1d37a27bb7601de5b0dea9c4b0 (diff)
Initial code for boids v2
Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
Diffstat (limited to 'source/blender/editors/space_buttons/buttons_intern.h')
-rw-r--r--source/blender/editors/space_buttons/buttons_intern.h8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/editors/space_buttons/buttons_intern.h b/source/blender/editors/space_buttons/buttons_intern.h
index 20db9fce8f2..adae52c1ce7 100644
--- a/source/blender/editors/space_buttons/buttons_intern.h
+++ b/source/blender/editors/space_buttons/buttons_intern.h
@@ -78,10 +78,10 @@ void OBJECT_OT_particle_system_add(struct wmOperatorType *ot);
void OBJECT_OT_particle_system_remove(struct wmOperatorType *ot);
void PARTICLE_OT_new(struct wmOperatorType *ot);
-void PARTICLE_OT_new_keyed_target(struct wmOperatorType *ot);
-void PARTICLE_OT_remove_keyed_target(struct wmOperatorType *ot);
-void PARTICLE_OT_keyed_target_move_up(struct wmOperatorType *ot);
-void PARTICLE_OT_keyed_target_move_down(struct wmOperatorType *ot);
+void PARTICLE_OT_new_target(struct wmOperatorType *ot);
+void PARTICLE_OT_remove_target(struct wmOperatorType *ot);
+void PARTICLE_OT_target_move_up(struct wmOperatorType *ot);
+void PARTICLE_OT_target_move_down(struct wmOperatorType *ot);
void SCENE_OT_render_layer_add(struct wmOperatorType *ot);
void SCENE_OT_render_layer_remove(struct wmOperatorType *ot);