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?)
This commit is contained in:
Erwin Coumans
2005-08-23 13:16:02 +00:00
parent 0192536102
commit 056a33ac69
15 changed files with 328 additions and 28 deletions

View File

@@ -107,9 +107,9 @@ static void frameTimerProc(GHOST_ITimerTask* task, GHOST_TUns64 time);
static GHOST_ISystem* fSystem = 0;
static const int kTimerFreq = 10;
GPG_Application::GPG_Application(GHOST_ISystem* system, struct Main *maggie, STR_String startSceneName)
GPG_Application::GPG_Application(GHOST_ISystem* system, struct Main* maggie, STR_String startSceneName)
: m_startSceneName(startSceneName),
m_maggie(maggie),
m_maggie(maggie),
m_exitRequested(0),
m_system(system),
m_mainWindow(0),
@@ -141,7 +141,7 @@ GPG_Application::~GPG_Application(void)
bool GPG_Application::SetGameEngineData(struct Main *maggie, STR_String startSceneName)
bool GPG_Application::SetGameEngineData(struct Main* maggie, STR_String startSceneName)
{
bool result = false;
@@ -598,7 +598,7 @@ bool GPG_Application::startEngine(void)
*/
// create a scene converter, create and convert the stratingscene
m_sceneconverter = new KX_BlenderSceneConverter(m_maggie, m_ketsjiengine);
m_sceneconverter = new KX_BlenderSceneConverter(m_maggie,0, m_ketsjiengine);
if (m_sceneconverter)
{
STR_String startscenename = m_startSceneName.Ptr();