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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/gameengine/GamePlayer/ghost
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/gameengine/GamePlayer/ghost')
-rw-r--r--source/gameengine/GamePlayer/ghost/GPG_Application.cpp8
-rw-r--r--source/gameengine/GamePlayer/ghost/GPG_Application.h4
2 files changed, 6 insertions, 6 deletions
diff --git a/source/gameengine/GamePlayer/ghost/GPG_Application.cpp b/source/gameengine/GamePlayer/ghost/GPG_Application.cpp
index 52bee8e81dd..b1c4a4d6d25 100644
--- a/source/gameengine/GamePlayer/ghost/GPG_Application.cpp
+++ b/source/gameengine/GamePlayer/ghost/GPG_Application.cpp
@@ -107,9 +107,9 @@ static void frameTimerProc(GHOST_ITimerTask* task, GHOST_TUns64 time);
static GHOST_ISystem* fSystem = 0;
static const int kTimerFreq = 10;
-GPG_Application::GPG_Application(GHOST_ISystem* system, struct Main *maggie, STR_String startSceneName)
+GPG_Application::GPG_Application(GHOST_ISystem* system, struct Main* maggie, STR_String startSceneName)
: m_startSceneName(startSceneName),
- m_maggie(maggie),
+ m_maggie(maggie),
m_exitRequested(0),
m_system(system),
m_mainWindow(0),
@@ -141,7 +141,7 @@ GPG_Application::~GPG_Application(void)
-bool GPG_Application::SetGameEngineData(struct Main *maggie, STR_String startSceneName)
+bool GPG_Application::SetGameEngineData(struct Main* maggie, STR_String startSceneName)
{
bool result = false;
@@ -598,7 +598,7 @@ bool GPG_Application::startEngine(void)
*/
// create a scene converter, create and convert the stratingscene
- m_sceneconverter = new KX_BlenderSceneConverter(m_maggie, m_ketsjiengine);
+ m_sceneconverter = new KX_BlenderSceneConverter(m_maggie,0, m_ketsjiengine);
if (m_sceneconverter)
{
STR_String startscenename = m_startSceneName.Ptr();
diff --git a/source/gameengine/GamePlayer/ghost/GPG_Application.h b/source/gameengine/GamePlayer/ghost/GPG_Application.h
index 183ca4318a9..2724b5ac2e3 100644
--- a/source/gameengine/GamePlayer/ghost/GPG_Application.h
+++ b/source/gameengine/GamePlayer/ghost/GPG_Application.h
@@ -57,10 +57,10 @@ struct Main;
class GPG_Application : public GHOST_IEventConsumer
{
public:
- GPG_Application(GHOST_ISystem* system, struct Main *maggie, STR_String startSceneName);
+ GPG_Application(GHOST_ISystem* system, struct Main* maggie, STR_String startSceneName);
~GPG_Application(void);
- bool SetGameEngineData(struct Main *maggie, STR_String startSceneName);
+ bool SetGameEngineData(struct Main* maggie,STR_String startSceneName);
bool startWindow(STR_String& title, int windowLeft, int windowTop, int windowWidth, int windowHeight,
const bool stereoVisual, const int stereoMode);
bool startFullScreen(int width, int height, int bpp, int frequency, const bool stereoVisual, const int stereoMode);