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authorErwin Coumans <blender@erwincoumans.com>2006-11-30 03:19:27 +0300
committerErwin Coumans <blender@erwincoumans.com>2006-11-30 03:19:27 +0300
commit2572b9f72c8f10b01de949e59b481ac5a587aca4 (patch)
tree8500180c02ce6f7e5ace9c1d62f408d62c8be7f2 /source/gameengine/Converter/KX_BlenderSceneConverter.h
parent99d66e1d5e8c9d32c6289cd453ebec3f708aa249 (diff)
Reserved some Bullet 2.x constraint data.
Although we will delay the main Rigid Body user interface after 2.43 release early 2007, I need some constraint data/UI to make progress with COLLADA Physics. Added RigidBody constraint UI LR_ALTKEY+LR_CTRLKEY+LR_SHIFTKEY+ P will bake rigidbody Contribution by RCRuiz, Ramon Carlos.
Diffstat (limited to 'source/gameengine/Converter/KX_BlenderSceneConverter.h')
-rw-r--r--source/gameengine/Converter/KX_BlenderSceneConverter.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Converter/KX_BlenderSceneConverter.h b/source/gameengine/Converter/KX_BlenderSceneConverter.h
index db2090aa470..c4447c53930 100644
--- a/source/gameengine/Converter/KX_BlenderSceneConverter.h
+++ b/source/gameengine/Converter/KX_BlenderSceneConverter.h
@@ -130,7 +130,7 @@ public:
void RegisterWorldInfo(KX_WorldInfo *worldinfo);
- virtual void ResetPhysicsObjectsAnimationIpo();
+ virtual void ResetPhysicsObjectsAnimationIpo(bool clearIpo);
///this generates ipo curves for position, rotation, allowing to use game physics in animation
virtual void WritePhysicsObjectToAnimationIpo(int frameNumber);