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authorErwin Coumans <blender@erwincoumans.com>2005-08-22 19:47:56 +0400
committerErwin Coumans <blender@erwincoumans.com>2005-08-22 19:47:56 +0400
commit65a52fc419a990036cdf77ccb8bc724b0aefa8b5 (patch)
tree7a29645d8ae599b64fdd6419a23757e4104eaaf1 /source/gameengine/Ketsji/KX_ISceneConverter.h
parent838d9385226a550a0d6f06ad2dee92ec5dbb5e9a (diff)
- prepared for automatic game physics -> animation (ipo) conversion (this allows to use bullet for animation)
- default the m_edgecode to 65535, the wireframe was invisible. when is the edgecode available again ? - added an extra condition, nearsensor is not yet working for bullet, but it crashed.
Diffstat (limited to 'source/gameengine/Ketsji/KX_ISceneConverter.h')
-rw-r--r--source/gameengine/Ketsji/KX_ISceneConverter.h7
1 files changed, 7 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/KX_ISceneConverter.h b/source/gameengine/Ketsji/KX_ISceneConverter.h
index 63e73b4af53..b3422605c87 100644
--- a/source/gameengine/Ketsji/KX_ISceneConverter.h
+++ b/source/gameengine/Ketsji/KX_ISceneConverter.h
@@ -59,6 +59,13 @@ public:
virtual void SetNewFileName(const STR_String& filename) = 0;
virtual bool TryAndLoadNewFile() = 0;
+
+
+ virtual void ResetPhysicsObjectsAnimationIpo() = 0;
+
+ ///this generates ipo curves for position, rotation, allowing to use game physics in animation
+ virtual void WritePhysicsObjectToAnimationIpo(int frameNumber) = 0;
+
};
#endif //__KX_ISCENECONVERTER_H