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authorSergej Reich <sergej.reich@googlemail.com>2013-01-23 16:06:18 +0400
committerSergej Reich <sergej.reich@googlemail.com>2013-01-23 16:06:18 +0400
commit419ce840f974c00892df01445ccc23082bbbe7a1 (patch)
tree5a5334e7b886a504a4c399898385d7b75e22b4a9 /source/blender/blenkernel/BKE_rigidbody.h
parentbe21034ae4a235f9a9dbc311fc2fd2f9e91367fe (diff)
rigidbody: Make rigid bodies kinematic during transformation
This allows moving rigid bodies on frame > startframe. Also rigid bodies can now be picked up and trown around while the simulation is running. Note: There is a small glitch with cancelling tansform during simulation but it's tricky to get rid of. TODO: Avoid static-static collision warnings
Diffstat (limited to 'source/blender/blenkernel/BKE_rigidbody.h')
-rw-r--r--source/blender/blenkernel/BKE_rigidbody.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_rigidbody.h b/source/blender/blenkernel/BKE_rigidbody.h
index 26a003841c4..607c3026388 100644
--- a/source/blender/blenkernel/BKE_rigidbody.h
+++ b/source/blender/blenkernel/BKE_rigidbody.h
@@ -87,6 +87,7 @@ void BKE_rigidbody_remove_constraint(struct Scene *scene, struct Object *ob);
/* -------------- */
/* Simulation */
+void BKE_rigidbody_aftertrans_update(struct Object *ob, float loc[3], float rot[3], float quat[4], float rotAxis[3], float rotAngle);
void BKE_rigidbody_sync_transforms(struct Scene *scene, struct Object *ob, float ctime);
void BKE_rigidbody_cache_reset(struct RigidBodyWorld *rbw);
void BKE_rigidbody_do_simulation(struct Scene *scene, float ctime);