diff options
author | Erwin Coumans <blender@erwincoumans.com> | 2006-11-30 03:19:27 +0300 |
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committer | Erwin Coumans <blender@erwincoumans.com> | 2006-11-30 03:19:27 +0300 |
commit | 2572b9f72c8f10b01de949e59b481ac5a587aca4 (patch) | |
tree | 8500180c02ce6f7e5ace9c1d62f408d62c8be7f2 /source/gameengine/Ketsji/KX_ISceneConverter.h | |
parent | 99d66e1d5e8c9d32c6289cd453ebec3f708aa249 (diff) |
Reserved some Bullet 2.x constraint data.
Although we will delay the main Rigid Body user interface after 2.43 release early 2007, I need some constraint data/UI to make progress with COLLADA Physics.
Added RigidBody constraint UI
LR_ALTKEY+LR_CTRLKEY+LR_SHIFTKEY+ P will bake rigidbody
Contribution by RCRuiz, Ramon Carlos.
Diffstat (limited to 'source/gameengine/Ketsji/KX_ISceneConverter.h')
-rw-r--r-- | source/gameengine/Ketsji/KX_ISceneConverter.h | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Ketsji/KX_ISceneConverter.h b/source/gameengine/Ketsji/KX_ISceneConverter.h index 52a65791885..8693eb34d6b 100644 --- a/source/gameengine/Ketsji/KX_ISceneConverter.h +++ b/source/gameengine/Ketsji/KX_ISceneConverter.h @@ -61,7 +61,7 @@ public: virtual bool TryAndLoadNewFile() = 0; - virtual void ResetPhysicsObjectsAnimationIpo() = 0; + 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; |