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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/src/header_buttonswin.c
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/src/header_buttonswin.c')
-rw-r--r--source/blender/src/header_buttonswin.c11
1 files changed, 7 insertions, 4 deletions
diff --git a/source/blender/src/header_buttonswin.c b/source/blender/src/header_buttonswin.c
index db4b6572ec6..f31ee2cc874 100644
--- a/source/blender/src/header_buttonswin.c
+++ b/source/blender/src/header_buttonswin.c
@@ -249,7 +249,7 @@ void buttons_active_id(ID **id, ID **idfrom)
else if(G.buts->tabo==TAB_SHADING_WORLD) G.buts->texfrom= 1;
else if(G.buts->tabo==TAB_SHADING_MAT) G.buts->texfrom= 0;
}
-
+
if(G.buts->texfrom==0) {
if(ob && ob->type<OB_LAMP && ob->type) {
ma= give_current_material(ob, ob->actcol);
@@ -510,7 +510,7 @@ void buts_buttons(void)
// uiDefIconBut(block, BUT, B_BUTSHOME, ICON_HOME, xco+=XIC,0,XIC,YIC, 0, 0, 0, 0, 0, "Zooms window to home view showing all items (HOMEKEY)");
// xco+=XIC;
- /* mainb menu */
+ /* mainb menu*/
/* (this could be done later with a dynamic tree and branches, also for python) */
//{
// char mainbname[8][12]= {" Scene", " Object", " Types", " Shading", " Editing", " Script", " Logic"};
@@ -542,7 +542,10 @@ void buts_buttons(void)
break;
case CONTEXT_OBJECT:
-
+ uiBlockBeginAlign(block);
+ uiDefIconButC(block, ROW, B_REDR, ICON_OBJECT, xco+=XIC, t_base, XIC, YIC, &(G.buts->tab[CONTEXT_OBJECT]), 1.0, (float)TAB_OBJECT_OBJECT, 0, 0, "Object ");
+ uiDefIconButC(block, ROW, B_REDR, ICON_EFFECTS, xco+=XIC, t_base, XIC, YIC, &(G.buts->tab[CONTEXT_OBJECT]), 1.0, (float)TAB_OBJECT_EFFECTS, 0, 0, "Effects");
+
break;
case CONTEXT_SHADING:
uiBlockBeginAlign(block);
@@ -557,7 +560,7 @@ void buts_buttons(void)
break;
case CONTEXT_SCRIPT:
-
+
break;
case CONTEXT_LOGIC: