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
79 lines
2.9 KiB
C
79 lines
2.9 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/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 BKE_EFFECT_H
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#define BKE_EFFECT_H
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struct Effect;
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struct ListBase;
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struct Object;
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struct PartEff;
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struct MTex;
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struct Mesh;
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struct WaveEff;
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struct Particle;
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struct Effect *add_effect(int type);
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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_act_effect(struct Object *ob);
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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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struct Particle *new_particle(struct PartEff *paf);
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struct PartEff *give_parteff(struct Object *ob);
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void where_is_particle(struct PartEff *paf, struct Particle *pa, float ctime, float *vec);
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void particle_tex(struct MTex *mtex, struct PartEff *paf, float *co, float *no);
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void make_particle_keys(int depth, int nr, struct PartEff *paf, struct Particle *part, float *force, int deform, struct MTex *mtex, unsigned int par_layer);
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void init_mv_jit(float *jit, int num,int seed2);
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void build_particle_system(struct Object *ob);
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void init_wave_deform(struct WaveEff *wav);
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void calc_wave_deform(struct WaveEff *wav, float ctime, float *co);
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/* particle deflector */
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#define PE_WIND_AS_SPEED 0x00000001
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void pdDoEffector(float *opco, float *force, float *speed, float cur_time, unsigned int par_layer,unsigned int flags);
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int pdDoDeflection(float opco[3], float npco[3], float opno[3],
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float npno[3], float life, float force[3], int def_depth,
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float cur_time, unsigned int par_layer, int *last_object,
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int *last_face, int *same_face);
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int SoftBodyDetectCollision(float opco[3], float npco[3], float colco[3],
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float facenormal[3], float *damp, float force[3], int mode,
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float cur_time, unsigned int par_layer,struct Object *vertexowner);
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#endif
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