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/src/header_buttonswin.c | |
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/src/header_buttonswin.c')
-rw-r--r-- | source/blender/src/header_buttonswin.c | 11 |
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: |