All kinds of changes to get it ready for UI layouts. This means RNA and operators should be working correct, but most buttons are still not actually there yet. * Added near empty soft body, fluid, field and collision panels, tweaks to cloth panels. * Fluid bake works, but without escape or showing any progress. * Fluid/Softbody/Cloth/Collision can now be both added as modifiers or in the physics panels. * Missing: fields & soft body for particles. * Missing: proper updating softbodies, guess this code still needs updates after pointcache refactor?
85 lines
2.6 KiB
C++
85 lines
2.6 KiB
C++
/**
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* blenlib/BKE_effect.h (mar-2001 nzc)
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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) 2001-2002 by NaN Holding BV.
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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_EFFECT_H
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#define BKE_EFFECT_H
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#include "DNA_object_types.h"
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struct Object;
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struct Scene;
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struct Effect;
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struct ListBase;
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struct Particle;
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struct Group;
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struct RNG;
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struct PartDeflect *object_add_collision_fields(void);
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typedef struct pEffectorCache {
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struct pEffectorCache *next, *prev;
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Object *ob;
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/* precalculated variables */
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float oldloc[3], oldspeed[3];
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float scale, time_scale;
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float guide_dist;
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Object obcopy; /* for restoring transformation data */
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} pEffectorCache;
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void free_effect(struct Effect *eff);
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void free_effects(struct ListBase *lb);
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struct Effect *copy_effect(struct Effect *eff);
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void copy_effects(struct ListBase *lbn, struct ListBase *lb);
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void deselectall_eff(struct Object *ob);
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/* particle deflector */
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#define PE_WIND_AS_SPEED 0x00000001
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struct PartEff *give_parteff(struct Object *ob);
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struct ListBase *pdInitEffectors(struct Scene *scene, struct Object *obsrc, struct Group *group);
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void pdEndEffectors(struct ListBase *lb);
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void pdDoEffectors(struct Scene *scene, struct ListBase *lb, float *opco, float *force,
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float *speed, float cur_time, float loc_time, unsigned int flags);
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/* required for particle_system.c */
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void do_physical_effector(struct Scene *scene, struct Object *ob, float *opco, short type, float force_val, float distance,
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float falloff, float size, float damp, float *eff_velocity, float *vec_to_part,
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float *velocity, float *field, int planar, struct RNG *rng, float noise_factor,
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float charge, float pa_size);
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float effector_falloff(struct PartDeflect *pd, float *eff_velocity, float *vec_to_part);
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#endif
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