New stuff - Bending springs for hair dynamics. Code cleanup & optimization - Disabled reactor particles temporarily for cleanup, it's a clumsy system that will be replaced with something better. - Removed child seams, something better will come here too :) - Normal particle drawing data is now saved between redraws if the particles don't move between redraws. * For example rotating the 3d view is now realtime even with 1M particles. - Many random values for particles now come from a lookup table making things much faster. - Most accessed small point cache functions are now much faster as macros. - Lot's of general code cleanup. - Nothing big should have changed so if something doesn't work like it used to it's probably just a typo somewhere :)
61 lines
1.9 KiB
C++
61 lines
1.9 KiB
C++
/* BKE_particle.h
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*
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*
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2009 by Janne Karhu.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef BKE_BOIDS_H
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#define BKE_BOIDS_H
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#include "DNA_boid_types.h"
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typedef struct BoidBrainData {
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struct ParticleSimulationData *sim;
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struct ParticleSettings *part;
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float timestep, cfra, dfra;
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float wanted_co[3], wanted_speed;
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/* Goal stuff */
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struct Object *goal_ob;
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float goal_co[3];
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float goal_nor[3];
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float goal_priority;
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} BoidBrainData;
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void boids_precalc_rules(struct ParticleSettings *part, float cfra);
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void boid_brain(BoidBrainData *bbd, int p, struct ParticleData *pa);
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void boid_body(BoidBrainData *bbd, struct ParticleData *pa);
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void boid_default_settings(BoidSettings *boids);
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BoidRule *boid_new_rule(int type);
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BoidState *boid_new_state(BoidSettings *boids);
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BoidState *boid_duplicate_state(BoidSettings *boids, BoidState *state);
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void boid_free_settings(BoidSettings *boids);
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BoidSettings *boid_copy_settings(BoidSettings *boids);
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BoidState *boid_get_current_state(BoidSettings *boids);
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#endif
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