From 92379ec21f78ba7a7f7354d3039ef300c0bb2cb4 Mon Sep 17 00:00:00 2001 From: Erwin Coumans Date: Sat, 16 Dec 2006 05:50:38 +0000 Subject: contribution from RCRuiz: drawing of rigidbody constraint pivots, and allow passing of full constraint frame. --- source/gameengine/Ketsji/KX_ISceneConverter.h | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) (limited to 'source/gameengine/Ketsji/KX_ISceneConverter.h') 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; -- cgit v1.2.3