diff options
author | James Yonan <james@openvpn.net> | 2013-12-09 15:26:52 +0400 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2013-12-09 15:28:38 +0400 |
commit | 1831c930a5a2144e7941407e2a283cd168897626 (patch) | |
tree | 53a979c4efe12074a7a9eb07ef7a721cc8f0d93d /source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp | |
parent | 964252cdda6feedab58d42fc3fe92a42cd47501d (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.cpp | 10 |
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) { |