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blender-archive/source/blender/editors/space_buttons/buttons_ops.c

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/**
* $Id:
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2009 Blender Foundation.
* All rights reserved.
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
#include <stdlib.h>
#include <string.h>
#include "MEM_guardedalloc.h"
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.
2009-07-20 23:52:53 +00:00
#include "DNA_boid_types.h"
#include "DNA_curve_types.h"
#include "DNA_group_types.h"
#include "DNA_object_types.h"
#include "DNA_material_types.h"
#include "DNA_node_types.h"
#include "DNA_texture_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_space_types.h"
#include "DNA_world_types.h"
#include "BKE_context.h"
#include "BKE_depsgraph.h"
#include "BKE_group.h"
#include "BKE_font.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_node.h"
#include "BKE_particle.h"
#include "BKE_scene.h"
#include "BKE_texture.h"
#include "BKE_utildefines.h"
#include "BKE_world.h"
#include "BLI_editVert.h"
#include "BLI_listbase.h"
#include "RNA_access.h"
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.
2009-07-20 23:52:53 +00:00
#include "RNA_enum_types.h"
#include "WM_api.h"
#include "WM_types.h"
#include "ED_curve.h"
#include "ED_mesh.h"
#include "RNA_access.h"
#include "RNA_define.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "buttons_intern.h" // own include
/********************** group operators *********************/
static int group_add_exec(bContext *C, wmOperator *op)
{
Main *bmain= CTX_data_main(C);
Scene *scene= CTX_data_scene(C);
Object *ob= CTX_data_pointer_get_type(C, "object", &RNA_Object).data;
Base *base;
Group *group;
int value= RNA_enum_get(op->ptr, "group");
if(!ob)
return OPERATOR_CANCELLED;
base= object_in_scene(ob, scene);
if(!base)
return OPERATOR_CANCELLED;
if(value == -1)
group= add_group( "Group" );
else
group= BLI_findlink(&bmain->group, value);
if(group) {
add_to_group(group, ob);
ob->flag |= OB_FROMGROUP;
base->flag |= OB_FROMGROUP;
}
WM_event_add_notifier(C, NC_OBJECT|ND_DRAW, ob);
return OPERATOR_FINISHED;
}
static EnumPropertyItem group_items[]= {
{-1, "ADD_NEW", 0, "Add New Group", ""},
{0, NULL, 0, NULL, NULL}};
static EnumPropertyItem *group_itemf(bContext *C, PointerRNA *ptr, int *free)
{
EnumPropertyItem tmp = {0, "", 0, "", ""};
EnumPropertyItem *item= NULL;
Main *bmain;
Group *group;
int a, totitem= 0;
if(!C) /* needed for docs */
return group_items;
RNA_enum_items_add_value(&item, &totitem, group_items, -1);
bmain= CTX_data_main(C);
if(bmain->group.first)
RNA_enum_item_add_separator(&item, &totitem);
for(a=0, group=bmain->group.first; group; group=group->id.next, a++) {
tmp.value= a;
tmp.identifier= group->id.name+2;
tmp.name= group->id.name+2;
RNA_enum_item_add(&item, &totitem, &tmp);
}
RNA_enum_item_end(&item, &totitem);
*free= 1;
return item;
}
void OBJECT_OT_group_add(wmOperatorType *ot)
{
PropertyRNA *prop;
/* identifiers */
ot->name= "Add Group";
ot->idname= "OBJECT_OT_group_add";
/* api callbacks */
ot->exec= group_add_exec;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
/* properties */
prop= RNA_def_enum(ot->srna, "group", group_items, -1, "Group", "Group to add object to.");
RNA_def_enum_funcs(prop, group_itemf);
}
static int group_remove_exec(bContext *C, wmOperator *op)
{
Scene *scene= CTX_data_scene(C);
Object *ob= CTX_data_pointer_get_type(C, "object", &RNA_Object).data;
Group *group= CTX_data_pointer_get_type(C, "group", &RNA_Group).data;
Base *base;
if(!ob || !group)
return OPERATOR_CANCELLED;
base= object_in_scene(ob, scene);
if(!base)
return OPERATOR_CANCELLED;
rem_from_group(group, ob);
if(find_group(ob, NULL) == NULL) {
ob->flag &= ~OB_FROMGROUP;
base->flag &= ~OB_FROMGROUP;
}
WM_event_add_notifier(C, NC_OBJECT|ND_DRAW, ob);
return OPERATOR_FINISHED;
}
void OBJECT_OT_group_remove(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Remove Group";
ot->idname= "OBJECT_OT_group_remove";
/* api callbacks */
ot->exec= group_remove_exec;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
/********************** material slot operators *********************/
static int material_slot_add_exec(bContext *C, wmOperator *op)
{
Object *ob= CTX_data_pointer_get_type(C, "object", &RNA_Object).data;
if(!ob)
return OPERATOR_CANCELLED;
object_add_material_slot(ob);
WM_event_add_notifier(C, NC_OBJECT|ND_DRAW, ob);
return OPERATOR_FINISHED;
}
void OBJECT_OT_material_slot_add(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Add Material Slot";
ot->idname= "OBJECT_OT_material_slot_add";
/* api callbacks */
ot->exec= material_slot_add_exec;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
static int material_slot_remove_exec(bContext *C, wmOperator *op)
{
Object *ob= CTX_data_pointer_get_type(C, "object", &RNA_Object).data;
if(!ob)
return OPERATOR_CANCELLED;
object_remove_material_slot(ob);
WM_event_add_notifier(C, NC_OBJECT|ND_DRAW, ob);
return OPERATOR_FINISHED;
}
void OBJECT_OT_material_slot_remove(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Remove Material Slot";
ot->idname= "OBJECT_OT_material_slot_remove";
/* api callbacks */
ot->exec= material_slot_remove_exec;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
static int material_slot_assign_exec(bContext *C, wmOperator *op)
{
Scene *scene= CTX_data_scene(C);
Object *ob= CTX_data_pointer_get_type(C, "object", &RNA_Object).data;
if(!ob)
return OPERATOR_CANCELLED;
if(ob && ob->actcol>0) {
if(ob->type == OB_MESH) {
EditMesh *em= ((Mesh*)ob->data)->edit_mesh;
EditFace *efa;
if(em) {
for(efa= em->faces.first; efa; efa=efa->next)
if(efa->f & SELECT)
efa->mat_nr= ob->actcol-1;
}
}
else if(ELEM(ob->type, OB_CURVE, OB_SURF)) {
ListBase *editnurb= ((Curve*)ob->data)->editnurb;
Nurb *nu;
if(editnurb) {
for(nu= editnurb->first; nu; nu= nu->next)
if(isNurbsel(nu))
nu->mat_nr= nu->charidx= ob->actcol-1;
}
}
else if(ob->type == OB_FONT) {
EditFont *ef= ((Curve*)ob->data)->editfont;
int i, selstart, selend;
if(ef && BKE_font_getselection(ob, &selstart, &selend)) {
for(i=selstart; i<=selend; i++)
ef->textbufinfo[i].mat_nr = ob->actcol-1;
}
}
}
DAG_object_flush_update(scene, ob, OB_RECALC_DATA);
WM_event_add_notifier(C, NC_OBJECT|ND_GEOM_DATA, ob);
return OPERATOR_FINISHED;
}
void OBJECT_OT_material_slot_assign(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Assign Material Slot";
ot->idname= "OBJECT_OT_material_slot_assign";
/* api callbacks */
ot->exec= material_slot_assign_exec;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
static int material_slot_de_select(bContext *C, int select)
{
Object *ob= CTX_data_pointer_get_type(C, "object", &RNA_Object).data;
if(!ob)
return OPERATOR_CANCELLED;
if(ob->type == OB_MESH) {
EditMesh *em= ((Mesh*)ob->data)->edit_mesh;
if(em) {
if(select)
EM_select_by_material(em, ob->actcol-1);
else
EM_deselect_by_material(em, ob->actcol-1);
}
}
else if ELEM(ob->type, OB_CURVE, OB_SURF) {
ListBase *editnurb= ((Curve*)ob->data)->editnurb;
Nurb *nu;
BPoint *bp;
BezTriple *bezt;
int a;
for(nu= editnurb->first; nu; nu=nu->next) {
if(nu->mat_nr==ob->actcol-1) {
if(nu->bezt) {
a= nu->pntsu;
bezt= nu->bezt;
while(a--) {
if(bezt->hide==0) {
if(select) {
bezt->f1 |= SELECT;
bezt->f2 |= SELECT;
bezt->f3 |= SELECT;
}
else {
bezt->f1 &= ~SELECT;
bezt->f2 &= ~SELECT;
bezt->f3 &= ~SELECT;
}
}
bezt++;
}
}
else if(nu->bp) {
a= nu->pntsu*nu->pntsv;
bp= nu->bp;
while(a--) {
if(bp->hide==0) {
if(select) bp->f1 |= SELECT;
else bp->f1 &= ~SELECT;
}
bp++;
}
}
}
}
}
WM_event_add_notifier(C, NC_OBJECT|ND_GEOM_SELECT, ob);
return OPERATOR_FINISHED;
}
static int material_slot_select_exec(bContext *C, wmOperator *op)
{
return material_slot_de_select(C, 1);
}
void OBJECT_OT_material_slot_select(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Select Material Slot";
ot->idname= "OBJECT_OT_material_slot_select";
/* api callbacks */
ot->exec= material_slot_select_exec;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
static int material_slot_deselect_exec(bContext *C, wmOperator *op)
{
return material_slot_de_select(C, 0);
}
void OBJECT_OT_material_slot_deselect(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Deselect Material Slot";
ot->idname= "OBJECT_OT_material_slot_deselect";
/* api callbacks */
ot->exec= material_slot_deselect_exec;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
/********************** new material operator *********************/
static int new_material_exec(bContext *C, wmOperator *op)
{
Material *ma= CTX_data_pointer_get_type(C, "material", &RNA_Material).data;
Object *ob;
PointerRNA ptr;
int index;
/* add or copy material */
if(ma)
ma= copy_material(ma);
else
ma= add_material("Material");
ma->id.us--; /* compensating for us++ in assign_material */
/* attempt to assign to material slot */
ptr= CTX_data_pointer_get_type(C, "material_slot", &RNA_MaterialSlot);
if(ptr.data) {
ob= ptr.id.data;
index= (Material**)ptr.data - ob->mat;
assign_material(ob, ma, index+1);
WM_event_add_notifier(C, NC_OBJECT|ND_DRAW, ob);
}
WM_event_add_notifier(C, NC_MATERIAL|NA_ADDED, ma);
return OPERATOR_FINISHED;
}
void MATERIAL_OT_new(wmOperatorType *ot)
{
/* identifiers */
ot->name= "New Material";
ot->idname= "MATERIAL_OT_new";
/* api callbacks */
ot->exec= new_material_exec;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
/********************** new texture operator *********************/
static int new_texture_exec(bContext *C, wmOperator *op)
{
Tex *tex= CTX_data_pointer_get_type(C, "texture", &RNA_Texture).data;
ID *id;
MTex *mtex;
PointerRNA ptr;
/* add or copy texture */
if(tex)
tex= copy_texture(tex);
else
tex= add_texture("Texture");
id_us_min(&tex->id);
/* attempt to assign to texture slot */
ptr= CTX_data_pointer_get_type(C, "texture_slot", &RNA_TextureSlot);
if(ptr.data) {
id= ptr.id.data;
mtex= ptr.data;
if(mtex) {
if(mtex->tex)
id_us_min(&mtex->tex->id);
mtex->tex= tex;
id_us_plus(&tex->id);
}
/* XXX nodes, notifier .. */
}
WM_event_add_notifier(C, NC_TEXTURE|NA_ADDED, tex);
return OPERATOR_FINISHED;
}
void TEXTURE_OT_new(wmOperatorType *ot)
{
/* identifiers */
ot->name= "New Texture";
ot->idname= "TEXTURE_OT_new";
/* api callbacks */
ot->exec= new_texture_exec;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
/********************** new world operator *********************/
static int new_world_exec(bContext *C, wmOperator *op)
{
Scene *scene= CTX_data_scene(C);
World *wo= CTX_data_pointer_get_type(C, "world", &RNA_World).data;
/* add or copy world */
if(wo)
wo= copy_world(wo);
else
wo= add_world("World");
/* assign to scene */
if(scene->world)
id_us_min(&scene->world->id);
scene->world= wo;
WM_event_add_notifier(C, NC_WORLD|NA_ADDED, wo);
return OPERATOR_FINISHED;
}
void WORLD_OT_new(wmOperatorType *ot)
{
/* identifiers */
ot->name= "New World";
ot->idname= "WORLD_OT_new";
/* api callbacks */
ot->exec= new_world_exec;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
/********************** particle system slot operators *********************/
static int particle_system_add_exec(bContext *C, wmOperator *op)
{
Object *ob= CTX_data_pointer_get_type(C, "object", &RNA_Object).data;
Scene *scene = CTX_data_scene(C);
if(!scene || !ob)
return OPERATOR_CANCELLED;
object_add_particle_system(scene, ob);
WM_event_add_notifier(C, NC_OBJECT|ND_DRAW, ob);
return OPERATOR_FINISHED;
}
void OBJECT_OT_particle_system_add(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Add Particle System Slot";
ot->idname= "OBJECT_OT_particle_system_add";
/* api callbacks */
ot->exec= particle_system_add_exec;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
static int particle_system_remove_exec(bContext *C, wmOperator *op)
{
Object *ob= CTX_data_pointer_get_type(C, "object", &RNA_Object).data;
Scene *scene = CTX_data_scene(C);
if(!scene || !ob)
return OPERATOR_CANCELLED;
object_remove_particle_system(scene, ob);
WM_event_add_notifier(C, NC_OBJECT|ND_DRAW, ob);
return OPERATOR_FINISHED;
}
void OBJECT_OT_particle_system_remove(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Remove Particle System Slot";
ot->idname= "OBJECT_OT_particle_system_remove";
/* api callbacks */
ot->exec= particle_system_remove_exec;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
/********************** new particle settings operator *********************/
static int new_particle_settings_exec(bContext *C, wmOperator *op)
{
Scene *scene = CTX_data_scene(C);
Main *bmain= CTX_data_main(C);
ParticleSystem *psys;
ParticleSettings *part = NULL;
Object *ob;
PointerRNA ptr;
ptr = CTX_data_pointer_get_type(C, "particle_system", &RNA_ParticleSystem);
psys = ptr.data;
/* add or copy particle setting */
if(psys->part)
part= psys_copy_settings(psys->part);
else
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.
2009-07-20 23:52:53 +00:00
part= psys_new_settings("ParticleSettings", bmain);
ob= ptr.id.data;
if(psys->part)
psys->part->id.us--;
psys->part = part;
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.
2009-07-20 23:52:53 +00:00
psys_check_boid_data(psys);
DAG_scene_sort(scene);
DAG_object_flush_update(scene, ob, OB_RECALC_DATA);
WM_event_add_notifier(C, NC_OBJECT|ND_DRAW, ob);
return OPERATOR_FINISHED;
}
void PARTICLE_OT_new(wmOperatorType *ot)
{
/* identifiers */
ot->name= "New Particle Settings";
ot->idname= "PARTICLE_OT_new";
/* api callbacks */
ot->exec= new_particle_settings_exec;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
/********************** keyed particle target operators *********************/
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.
2009-07-20 23:52:53 +00:00
static int new_particle_target_exec(bContext *C, wmOperator *op)
{
Scene *scene = CTX_data_scene(C);
PointerRNA ptr = CTX_data_pointer_get_type(C, "particle_system", &RNA_ParticleSystem);
ParticleSystem *psys= ptr.data;
Object *ob = ptr.id.data;
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.
2009-07-20 23:52:53 +00:00
ParticleTarget *pt;
if(!psys)
return OPERATOR_CANCELLED;
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.
2009-07-20 23:52:53 +00:00
pt = psys->targets.first;
for(; pt; pt=pt->next)
pt->flag &= ~PTARGET_CURRENT;
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.
2009-07-20 23:52:53 +00:00
pt = MEM_callocN(sizeof(ParticleTarget), "keyed particle target");
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.
2009-07-20 23:52:53 +00:00
pt->flag |= PTARGET_CURRENT;
pt->psys = 1;
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.
2009-07-20 23:52:53 +00:00
BLI_addtail(&psys->targets, pt);
DAG_scene_sort(scene);
DAG_object_flush_update(scene, ob, OB_RECALC_DATA);
WM_event_add_notifier(C, NC_OBJECT|ND_DRAW, ob);
return OPERATOR_FINISHED;
}
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.
2009-07-20 23:52:53 +00:00
void PARTICLE_OT_new_target(wmOperatorType *ot)
{
/* identifiers */
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.
2009-07-20 23:52:53 +00:00
ot->name= "New Particle Target";
ot->idname= "PARTICLE_OT_new_target";
/* api callbacks */
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.
2009-07-20 23:52:53 +00:00
ot->exec= new_particle_target_exec;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
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.
2009-07-20 23:52:53 +00:00
static int remove_particle_target_exec(bContext *C, wmOperator *op)
{
Scene *scene = CTX_data_scene(C);
PointerRNA ptr = CTX_data_pointer_get_type(C, "particle_system", &RNA_ParticleSystem);
ParticleSystem *psys= ptr.data;
Object *ob = ptr.id.data;
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.
2009-07-20 23:52:53 +00:00
ParticleTarget *pt;
if(!psys)
return OPERATOR_CANCELLED;
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.
2009-07-20 23:52:53 +00:00
pt = psys->targets.first;
for(; pt; pt=pt->next) {
if(pt->flag & PTARGET_CURRENT) {
BLI_remlink(&psys->targets, pt);
MEM_freeN(pt);
break;
}
}
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.
2009-07-20 23:52:53 +00:00
pt = psys->targets.last;
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.
2009-07-20 23:52:53 +00:00
if(pt)
pt->flag |= PTARGET_CURRENT;
DAG_scene_sort(scene);
DAG_object_flush_update(scene, ob, OB_RECALC_DATA);
WM_event_add_notifier(C, NC_OBJECT|ND_DRAW, ob);
return OPERATOR_FINISHED;
}
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.
2009-07-20 23:52:53 +00:00
void PARTICLE_OT_remove_target(wmOperatorType *ot)
{
/* identifiers */
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.
2009-07-20 23:52:53 +00:00
ot->name= "Remove Particle Target";
ot->idname= "PARTICLE_OT_remove_target";
/* api callbacks */
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.
2009-07-20 23:52:53 +00:00
ot->exec= remove_particle_target_exec;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
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.
2009-07-20 23:52:53 +00:00
/************************ move up particle target operator *********************/
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.
2009-07-20 23:52:53 +00:00
static int target_move_up_exec(bContext *C, wmOperator *op)
{
Scene *scene= CTX_data_scene(C);
PointerRNA ptr = CTX_data_pointer_get_type(C, "particle_system", &RNA_ParticleSystem);
ParticleSystem *psys= ptr.data;
Object *ob = ptr.id.data;
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.
2009-07-20 23:52:53 +00:00
ParticleTarget *pt;
if(!psys)
return OPERATOR_CANCELLED;
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.
2009-07-20 23:52:53 +00:00
pt = psys->targets.first;
for(; pt; pt=pt->next) {
if(pt->flag & PTARGET_CURRENT && pt->prev) {
BLI_remlink(&psys->targets, pt);
BLI_insertlink(&psys->targets, pt->prev->prev, pt);
DAG_object_flush_update(scene, ob, OB_RECALC_DATA);
WM_event_add_notifier(C, NC_OBJECT|ND_DRAW, ob);
break;
}
}
return OPERATOR_FINISHED;
}
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.
2009-07-20 23:52:53 +00:00
void PARTICLE_OT_target_move_up(wmOperatorType *ot)
{
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.
2009-07-20 23:52:53 +00:00
ot->name= "Move Up Target";
ot->description= "Move particle target up in the list.";
ot->idname= "PARTICLE_OT_target_move_up";
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.
2009-07-20 23:52:53 +00:00
ot->exec= target_move_up_exec;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
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.
2009-07-20 23:52:53 +00:00
/************************ move down particle target operator *********************/
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.
2009-07-20 23:52:53 +00:00
static int target_move_down_exec(bContext *C, wmOperator *op)
{
Scene *scene= CTX_data_scene(C);
PointerRNA ptr = CTX_data_pointer_get_type(C, "particle_system", &RNA_ParticleSystem);
ParticleSystem *psys= ptr.data;
Object *ob = ptr.id.data;
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.
2009-07-20 23:52:53 +00:00
ParticleTarget *pt;
if(!psys)
return OPERATOR_CANCELLED;
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.
2009-07-20 23:52:53 +00:00
pt = psys->targets.first;
for(; pt; pt=pt->next) {
if(pt->flag & PTARGET_CURRENT && pt->next) {
BLI_remlink(&psys->targets, pt);
BLI_insertlink(&psys->targets, pt->next, pt);
DAG_object_flush_update(scene, ob, OB_RECALC_DATA);
WM_event_add_notifier(C, NC_OBJECT|ND_DRAW, ob);
break;
}
}
return OPERATOR_FINISHED;
}
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.
2009-07-20 23:52:53 +00:00
void PARTICLE_OT_target_move_down(wmOperatorType *ot)
{
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.
2009-07-20 23:52:53 +00:00
ot->name= "Move Down Target";
ot->description= "Move particle target down in the list.";
ot->idname= "PARTICLE_OT_target_move_down";
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.
2009-07-20 23:52:53 +00:00
ot->exec= target_move_down_exec;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
/********************** render layer operators *********************/
static int render_layer_add_exec(bContext *C, wmOperator *op)
{
Scene *scene= CTX_data_scene(C);
scene_add_render_layer(scene);
scene->r.actlay= BLI_countlist(&scene->r.layers) - 1;
WM_event_add_notifier(C, NC_SCENE|ND_RENDER_OPTIONS, scene);
return OPERATOR_FINISHED;
}
void SCENE_OT_render_layer_add(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Add Render Layer";
ot->idname= "SCENE_OT_render_layer_add";
/* api callbacks */
ot->exec= render_layer_add_exec;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
static int render_layer_remove_exec(bContext *C, wmOperator *op)
{
Scene *scene= CTX_data_scene(C);
SceneRenderLayer *rl;
int act= scene->r.actlay;
if(BLI_countlist(&scene->r.layers) <= 1)
return OPERATOR_CANCELLED;
rl= BLI_findlink(&scene->r.layers, scene->r.actlay);
BLI_remlink(&scene->r.layers, rl);
MEM_freeN(rl);
scene->r.actlay= 0;
if(scene->nodetree) {
bNode *node;
for(node= scene->nodetree->nodes.first; node; node= node->next) {
if(node->type==CMP_NODE_R_LAYERS && node->id==NULL) {
if(node->custom1==act)
node->custom1= 0;
else if(node->custom1>act)
node->custom1--;
}
}
}
WM_event_add_notifier(C, NC_SCENE|ND_RENDER_OPTIONS, scene);
return OPERATOR_FINISHED;
}
void SCENE_OT_render_layer_remove(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Remove Render Layer";
ot->idname= "SCENE_OT_render_layer_remove";
/* api callbacks */
ot->exec= render_layer_remove_exec;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
/********************** toolbox operator *********************/
static int toolbox_invoke(bContext *C, wmOperator *op, wmEvent *event)
{
bScreen *sc= CTX_wm_screen(C);
SpaceButs *sbuts= CTX_wm_space_buts(C);
PointerRNA ptr;
uiPopupMenu *pup;
uiLayout *layout;
RNA_pointer_create(&sc->id, &RNA_SpaceButtonsWindow, sbuts, &ptr);
pup= uiPupMenuBegin(C, "Align", 0);
layout= uiPupMenuLayout(pup);
uiItemsEnumR(layout, &ptr, "align");
uiPupMenuEnd(C, pup);
return OPERATOR_CANCELLED;
}
void BUTTONS_OT_toolbox(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Toolbox";
ot->idname= "BUTTONS_OT_toolbox";
/* api callbacks */
ot->invoke= toolbox_invoke;
}
/********************** filebrowse operator *********************/
typedef struct FileBrowseOp {
PointerRNA ptr;
PropertyRNA *prop;
} FileBrowseOp;
static int file_browse_exec(bContext *C, wmOperator *op)
{
FileBrowseOp *fbo= op->customdata;
char *str;
str= RNA_string_get_alloc(op->ptr, "filename", 0, 0);
RNA_property_string_set(&fbo->ptr, fbo->prop, str);
RNA_property_update(C, &fbo->ptr, fbo->prop);
MEM_freeN(str);
MEM_freeN(op->customdata);
return OPERATOR_FINISHED;
}
static int file_browse_cancel(bContext *C, wmOperator *op)
{
MEM_freeN(op->customdata);
op->customdata= NULL;
return OPERATOR_CANCELLED;
}
static int file_browse_invoke(bContext *C, wmOperator *op, wmEvent *event)
{
PointerRNA ptr;
PropertyRNA *prop;
FileBrowseOp *fbo;
char *str;
uiFileBrowseContextProperty(C, &ptr, &prop);
if(!prop)
return OPERATOR_CANCELLED;
fbo= MEM_callocN(sizeof(FileBrowseOp), "FileBrowseOp");
fbo->ptr= ptr;
fbo->prop= prop;
op->customdata= fbo;
str= RNA_property_string_get_alloc(&ptr, prop, 0, 0);
RNA_string_set(op->ptr, "filename", str);
MEM_freeN(str);
WM_event_add_fileselect(C, op);
return OPERATOR_RUNNING_MODAL;
}
void BUTTONS_OT_file_browse(wmOperatorType *ot)
{
/* identifiers */
ot->name= "File Browse";
ot->idname= "BUTTONS_OT_file_browse";
/* api callbacks */
ot->invoke= file_browse_invoke;
ot->exec= file_browse_exec;
ot->cancel= file_browse_cancel;
/* properties */
WM_operator_properties_filesel(ot, 0);
}