diff options
author | Erwin Coumans <blender@erwincoumans.com> | 2006-12-16 08:50:38 +0300 |
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committer | Erwin Coumans <blender@erwincoumans.com> | 2006-12-16 08:50:38 +0300 |
commit | 92379ec21f78ba7a7f7354d3039ef300c0bb2cb4 (patch) | |
tree | 3fd43168fe1267d6d654cd5acddf812cda158c64 /source/gameengine/Ketsji/KX_ISceneConverter.h | |
parent | 3c9a11f24ed9bd131e049e98e86aaee1bcaeb53a (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.h | 6 |
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; |