Game Engine: Option to record static objects animation

This commit is contained in:
James Yonan
2013-12-09 22:26:52 +11:00
committed by Campbell Barton
parent 964252cdda
commit 1831c930a5
10 changed files with 72 additions and 10 deletions

View File

@@ -435,6 +435,11 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
shapeInfo->Release();
gameobj->SetPhysicsController(physicscontroller,isbulletdyna);
// record animation for dynamic objects
if (isbulletdyna)
gameobj->SetRecordAnimation(true);
// don't add automatically sensor object, they are added when a collision sensor is registered
if (!isbulletsensor && objprop->m_in_active_layer)
{
@@ -493,6 +498,11 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
gameobj->getClientInfo()->m_type =
(isbulletsensor) ? ((isActor) ? KX_ClientObjectInfo::OBACTORSENSOR : KX_ClientObjectInfo::OBSENSOR) :
(isActor) ? KX_ClientObjectInfo::ACTOR : KX_ClientObjectInfo::STATIC;
// should we record animation for this object?
if (objprop->m_record_animation)
gameobj->SetRecordAnimation(true);
// store materialname in auxinfo, needed for touchsensors
if (meshobj)
{