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authorJames Yonan <james@openvpn.net>2013-12-09 15:26:52 +0400
committerCampbell Barton <ideasman42@gmail.com>2013-12-09 15:28:38 +0400
commit1831c930a5a2144e7941407e2a283cd168897626 (patch)
tree53a979c4efe12074a7a9eb07ef7a721cc8f0d93d /source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
parent964252cdda6feedab58d42fc3fe92a42cd47501d (diff)
Game Engine: Option to record static objects animation
Diffstat (limited to 'source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp10
1 files changed, 10 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
index bde50588fd3..16513a97d60 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
@@ -435,6 +435,11 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
shapeInfo->Release();
gameobj->SetPhysicsController(physicscontroller,isbulletdyna);
+
+ // record animation for dynamic objects
+ if (isbulletdyna)
+ gameobj->SetRecordAnimation(true);
+
// don't add automatically sensor object, they are added when a collision sensor is registered
if (!isbulletsensor && objprop->m_in_active_layer)
{
@@ -493,6 +498,11 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
gameobj->getClientInfo()->m_type =
(isbulletsensor) ? ((isActor) ? KX_ClientObjectInfo::OBACTORSENSOR : KX_ClientObjectInfo::OBSENSOR) :
(isActor) ? KX_ClientObjectInfo::ACTOR : KX_ClientObjectInfo::STATIC;
+
+ // should we record animation for this object?
+ if (objprop->m_record_animation)
+ gameobj->SetRecordAnimation(true);
+
// store materialname in auxinfo, needed for touchsensors
if (meshobj)
{