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authorErwin Coumans <blender@erwincoumans.com>2005-08-23 17:16:02 +0400
committerErwin Coumans <blender@erwincoumans.com>2005-08-23 17:16:02 +0400
commit056a33ac699f0393b87503536b5492f03fd6b55a (patch)
tree1f23c3d9ef4d44ed9a48097b914481f5822830de /source/blender/blenkernel/bad_level_call_stubs
parent0192536102a0d0179f2cb09e62c7035c13ce3723 (diff)
new game-menu option 'Record Game Physics to Ipo'
including implementation. hope it works, and doesn't break to much. it bakes physics objects transform into ipo, every frame of the running gameengine. When you disable and run the game again, it clears the ipo's again. just for physics objects at the moment. (perhaps some better UI in the future?)
Diffstat (limited to 'source/blender/blenkernel/bad_level_call_stubs')
-rw-r--r--source/blender/blenkernel/bad_level_call_stubs/stubs.c16
1 files changed, 16 insertions, 0 deletions
diff --git a/source/blender/blenkernel/bad_level_call_stubs/stubs.c b/source/blender/blenkernel/bad_level_call_stubs/stubs.c
index 163fc716b70..04371fbb0d0 100644
--- a/source/blender/blenkernel/bad_level_call_stubs/stubs.c
+++ b/source/blender/blenkernel/bad_level_call_stubs/stubs.c
@@ -55,6 +55,22 @@ void freeAllRad(void){}
void free_editText(void){}
void free_editArmature(void){}
+char* getIpoCurveName( struct IpoCurve * icu )
+{
+ return 0;
+};
+
+struct IpoCurve *get_ipocurve(struct ID *from, short type, int adrcode, struct Ipo *useipo)
+{
+ return 0;
+}
+
+void insert_vert_ipo(struct IpoCurve *icu, float x, float y)
+{
+
+}
+
+
void setscreen(struct bScreen *sc){}
void force_draw_all(int header){}