based on time change. would be nice if dep graph could handle this. - made dep check if modifiers need update on time change - fix render crash (access null) - added new Build Effect modifier type. compared to old one works as a full member of modifier system, means can apply subsurf, etc on it, reorder, what have you. and it is all nice and self contained. - removed old Build effect, old files convert to new style on load - couldn't help myself, added a randomize feature to build effect - removed Python BuildEffect support
		
			
				
	
	
		
			48 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			48 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/* dec 95
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 * jan feb 96
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 * $Id$
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 *
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 * ***** BEGIN GPL/BL DUAL 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. The Blender
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 * Foundation also sells licenses for use in proprietary software under
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 * the Blender License.  See http://www.blender.org/BL/ for information
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 * about this.
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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/BL DUAL LICENSE BLOCK *****
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 */
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#ifndef PARTICLE_EFFECT_H
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#define PARTICLE_EFFECT_H
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/* effect.c */
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extern Effect *add_effect(int type);
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extern PartEff *give_parteff(Object *ob);
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extern void where_is_particle(PartEff *paf, Particle *pa, float ctime, float *vec);
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extern void free_effect(Effect *eff);
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extern void free_effects(ListBase *lb);
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extern void copy_effects(ListBase *lbn, ListBase *lb);
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extern void build_particle_system(Object *ob);
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#endif
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