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Diffstat (limited to 'source/blender/src/buttons_object.c')
-rw-r--r--source/blender/src/buttons_object.c24
1 files changed, 15 insertions, 9 deletions
diff --git a/source/blender/src/buttons_object.c b/source/blender/src/buttons_object.c
index 7081e7540ac..2fe7b758eb6 100644
--- a/source/blender/src/buttons_object.c
+++ b/source/blender/src/buttons_object.c
@@ -1428,21 +1428,27 @@ static void object_panel_deflectors(Object *ob)
}
if(ob->pd) {
+ PartDeflect *pd= ob->pd;
+
uiBlockBeginAlign(block);
+ uiDefButS(block, ROW, REDRAWVIEW3D, "None", 10,160,50,20, &pd->forcefield, 1.0, 0, 0, 0, "No force");
+ uiDefButS(block, ROW, REDRAWVIEW3D, "Wind", 60,160,50,20, &pd->forcefield, 1.0, PFIELD_WIND, 0, 0, "Constant force applied in direction of Object Z axis");
+ uiDefButS(block, ROW, REDRAWVIEW3D, "Force field", 110,160,100,20, &pd->forcefield, 1.0, PFIELD_FORCE, 0, 0, "Object center attracts or repels particles");
+ uiDefButS(block, ROW, REDRAWVIEW3D, "Vortex field", 210,160,100,20, &pd->forcefield, 1.0, PFIELD_VORTEX, 0, 0, "Particles swirl around Z-axis of the object");
- uiDefButS(block, ROW, REDRAWVIEW3D, "None", 10,160,200,20, &ob->pd->forcefield, 1.0, 0, 0, 0, "No force");
- uiDefButS(block, ROW, REDRAWVIEW3D, "Force field", 10,140,200,20, &ob->pd->forcefield, 1.0, PFIELD_FORCE, 0, 0, "Object center attracts or repels particles");
- uiDefButS(block, ROW, REDRAWVIEW3D, "Vortex field", 10,120,200,20, &ob->pd->forcefield, 1.0, PFIELD_VORTEX, 0, 0, "Particles swirl around Z-axis of the object");
+ uiBlockBeginAlign(block);
+ uiDefButF(block, NUM, REDRAWVIEW3D, "Strength: ", 10,130,150,20, &pd->f_strength, -1000, 1000, 1000, 0, "Strength of force field");
+ uiDefButF(block, NUM, REDRAWVIEW3D, "Fall-off: ", 160,130,150,20, &pd->f_power, 0, 10, 100, 0, "Falloff power (real gravitational fallof = 2)");
+ uiDefButBitS(block, TOG, PFIELD_USEMAX, REDRAWVIEW3D, "Use MaxDist", 10,110,150,20, &pd->flag, 0.0, 0, 0, 0, "Use a maximum distance for the field to work");
+ uiDefButF(block, NUM, REDRAWVIEW3D, "MaxDist: ", 160,110,150,20, &pd->maxdist, 0, 1000.0, 100, 0, "Maximum distance for the field to work");
- uiDefButF(block, NUM, REDRAWVIEW3D, "Strength: ", 10,100,200,20, &ob->pd->f_strength, -1000, 1000, 1000, 0, "Strength of force field");
- uiDefButF(block, NUM, REDRAWVIEW3D, "Fall-off: ", 10,80,200,20, &ob->pd->f_power, 0, 10, 100, 0, "Falloff power (real gravitational fallof = 2)");
/* only meshes collide now */
if(ob->type==OB_MESH) {
uiBlockBeginAlign(block);
- uiDefButS(block, TOG|BIT|0, B_DIFF, "Deflection",10,50,200,20, &ob->pd->deflect, 0, 0, 0, 0, "Deflects particles based on collision");
- uiDefButF(block, NUM, B_DIFF, "Damping: ", 10,30,200,20, &ob->pd->pdef_damp, 0.0, 1.0, 10, 0, "Amount of damping during particle collision");
- uiDefButF(block, NUM, B_DIFF, "Rnd Damping: ", 10,10,200,20, &ob->pd->pdef_rdamp, 0.0, 1.0, 10, 0, "Random variation of damping");
- uiDefButF(block, NUM, B_DIFF, "Permeability: ", 10,-10,200,20, &ob->pd->pdef_perm, 0.0, 1.0, 10, 0, "Chance that the particle will pass through the mesh");
+ uiDefButS(block, TOG|BIT|0, B_DIFF, "Deflection",10,50,200,20, &pd->deflect, 0, 0, 0, 0, "Deflects particles based on collision");
+ uiDefButF(block, NUM, B_DIFF, "Damping: ", 10,30,200,20, &pd->pdef_damp, 0.0, 1.0, 10, 0, "Amount of damping during particle collision");
+ uiDefButF(block, NUM, B_DIFF, "Rnd Damping: ", 10,10,200,20, &pd->pdef_rdamp, 0.0, 1.0, 10, 0, "Random variation of damping");
+ uiDefButF(block, NUM, B_DIFF, "Permeability: ", 10,-10,200,20, &pd->pdef_perm, 0.0, 1.0, 10, 0, "Chance that the particle will pass through the mesh");
}
uiBlockEndAlign(block);
}