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authorErwin Coumans <blender@erwincoumans.com>2009-03-09 10:12:16 +0300
committerErwin Coumans <blender@erwincoumans.com>2009-03-09 10:12:16 +0300
commit06d455f4280815c9197f8d9cb6c0cadcdfc5e838 (patch)
tree6d830a17f77a16d16e6e4fd566db0ace3e8bde1e /source/gameengine/Ketsji/KX_ConvertPhysicsObject.h
parent6e85d00055d414e6be34f4738790851a63223ab7 (diff)
Add support to lock individual axis during rigid body simulation, for translation and rotation. This makes it easier to do 1D or 2D physics (tetris, blockout)
todo: create some example/demo.blend.
Diffstat (limited to 'source/gameengine/Ketsji/KX_ConvertPhysicsObject.h')
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObject.h8
1 files changed, 8 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h b/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h
index edacf38ab43..3534500e619 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h
@@ -127,6 +127,14 @@ struct KX_ObjectProperties
/////////////////////////
+ bool m_lockXaxis;
+ bool m_lockYaxis;
+ bool m_lockZaxis;
+ bool m_lockXRotaxis;
+ bool m_lockYRotaxis;
+ bool m_lockZRotaxis;
+
+ /////////////////////////
double m_margin;
KX_BoundBoxClass m_boundclass;
union {