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authorErwin Coumans <blender@erwincoumans.com>2006-12-16 08:50:38 +0300
committerErwin Coumans <blender@erwincoumans.com>2006-12-16 08:50:38 +0300
commit92379ec21f78ba7a7f7354d3039ef300c0bb2cb4 (patch)
tree3fd43168fe1267d6d654cd5acddf812cda158c64 /source/gameengine/Ketsji/KX_ISceneConverter.h
parent3c9a11f24ed9bd131e049e98e86aaee1bcaeb53a (diff)
contribution from RCRuiz:
drawing of rigidbody constraint pivots, and allow passing of full constraint frame.
Diffstat (limited to 'source/gameengine/Ketsji/KX_ISceneConverter.h')
-rw-r--r--source/gameengine/Ketsji/KX_ISceneConverter.h6
1 files changed, 5 insertions, 1 deletions
diff --git a/source/gameengine/Ketsji/KX_ISceneConverter.h b/source/gameengine/Ketsji/KX_ISceneConverter.h
index 8693eb34d6b..2727ce7746e 100644
--- a/source/gameengine/Ketsji/KX_ISceneConverter.h
+++ b/source/gameengine/Ketsji/KX_ISceneConverter.h
@@ -59,14 +59,18 @@ public:
virtual void SetNewFileName(const STR_String& filename) = 0;
virtual bool TryAndLoadNewFile() = 0;
-
+ bool addInitFromFrame;//rcruiz
virtual void ResetPhysicsObjectsAnimationIpo(bool clearIpo) = 0;
+
///this generates ipo curves for position, rotation, allowing to use game physics in animation
virtual void WritePhysicsObjectToAnimationIpo(int frameNumber) = 0;
virtual void TestHandlesPhysicsObjectToAnimationIpo() = 0;
+ ///this is for reseting the position,rotation and scale of the gameobjet that is not dynamic
+ virtual void resetNoneDynamicObjectToIpo()=0;
+
// use blender materials
virtual void SetMaterials(bool val) =0;
virtual bool GetMaterials()=0;