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authorErwin Coumans <blender@erwincoumans.com>2006-12-16 08:50:38 +0300
committerErwin Coumans <blender@erwincoumans.com>2006-12-16 08:50:38 +0300
commit92379ec21f78ba7a7f7354d3039ef300c0bb2cb4 (patch)
tree3fd43168fe1267d6d654cd5acddf812cda158c64 /source/gameengine/Converter/KX_BlenderSceneConverter.h
parent3c9a11f24ed9bd131e049e98e86aaee1bcaeb53a (diff)
contribution from RCRuiz:
drawing of rigidbody constraint pivots, and allow passing of full constraint frame.
Diffstat (limited to 'source/gameengine/Converter/KX_BlenderSceneConverter.h')
-rw-r--r--source/gameengine/Converter/KX_BlenderSceneConverter.h5
1 files changed, 4 insertions, 1 deletions
diff --git a/source/gameengine/Converter/KX_BlenderSceneConverter.h b/source/gameengine/Converter/KX_BlenderSceneConverter.h
index c4447c53930..a897922d51b 100644
--- a/source/gameengine/Converter/KX_BlenderSceneConverter.h
+++ b/source/gameengine/Converter/KX_BlenderSceneConverter.h
@@ -76,7 +76,7 @@ class KX_BlenderSceneConverter : public KX_ISceneConverter
bool m_usemat;
void localDel_ipoCurve ( IpoCurve * icu ,struct SpaceIpo* sipo);
- struct Ipo* findIpoForName(char* objName);
+// struct Ipo* findIpoForName(char* objName);
public:
KX_BlenderSceneConverter(
@@ -132,6 +132,9 @@ public:
virtual void ResetPhysicsObjectsAnimationIpo(bool clearIpo);
+ ///this is for reseting the position,rotation and scale of the gameobjet that is not dynamic
+ virtual void resetNoneDynamicObjectToIpo();
+
///this generates ipo curves for position, rotation, allowing to use game physics in animation
virtual void WritePhysicsObjectToAnimationIpo(int frameNumber);
virtual void TestHandlesPhysicsObjectToAnimationIpo();