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authorErwin Coumans <blender@erwincoumans.com>2005-08-23 17:16:02 +0400
committerErwin Coumans <blender@erwincoumans.com>2005-08-23 17:16:02 +0400
commit056a33ac699f0393b87503536b5492f03fd6b55a (patch)
tree1f23c3d9ef4d44ed9a48097b914481f5822830de /source/gameengine/Ketsji/KX_TrackToActuator.cpp
parent0192536102a0d0179f2cb09e62c7035c13ce3723 (diff)
new game-menu option 'Record Game Physics to Ipo'
including implementation. hope it works, and doesn't break to much. it bakes physics objects transform into ipo, every frame of the running gameengine. When you disable and run the game again, it clears the ipo's again. just for physics objects at the moment. (perhaps some better UI in the future?)
Diffstat (limited to 'source/gameengine/Ketsji/KX_TrackToActuator.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_TrackToActuator.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/gameengine/Ketsji/KX_TrackToActuator.cpp b/source/gameengine/Ketsji/KX_TrackToActuator.cpp
index 2c4d02854ad..0b16ff14f72 100644
--- a/source/gameengine/Ketsji/KX_TrackToActuator.cpp
+++ b/source/gameengine/Ketsji/KX_TrackToActuator.cpp
@@ -107,7 +107,7 @@ MT_Matrix3x3 EulToMat3(float *eul)
/* old function from Blender */
-void Mat3ToEul(MT_Matrix3x3 mat, float *eul)
+void Mat3ToEulOld(MT_Matrix3x3 mat, float *eul)
{
MT_Scalar cy;
@@ -154,8 +154,8 @@ MT_Matrix3x3 matrix3x3_interpol(MT_Matrix3x3 oldmat, MT_Matrix3x3 mat, int m_tim
{
float eul[3], oldeul[3];
- Mat3ToEul(oldmat, oldeul);
- Mat3ToEul(mat, eul);
+ Mat3ToEulOld(oldmat, oldeul);
+ Mat3ToEulOld(mat, eul);
compatible_eulFast(eul, oldeul);
eul[0]= (m_time*oldeul[0] + eul[0])/(1.0+m_time);