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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/editors/transform/transform.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/editors/transform/transform.h')
-rw-r--r--source/blender/editors/transform/transform.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/editors/transform/transform.h b/source/blender/editors/transform/transform.h
index f7256d6d03a..c72c6a83d82 100644
--- a/source/blender/editors/transform/transform.h
+++ b/source/blender/editors/transform/transform.h
@@ -137,6 +137,7 @@ typedef struct TransDataExtension {
* namely when a bone is in "NoLocal" or "Hinge" mode)... */
float r_smtx[3][3]; /* Invers of previous one. */
int rotOrder; /* rotation mode, as defined in eRotationModes (DNA_action_types.h) */
+ float oloc[3], orot[3], oquat[4], orotAxis[3], orotAngle; /* Original object transformation used for rigid bodies */
} TransDataExtension;
typedef struct TransData2D {