[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [17005] trunk/blender/source/gameengine/ BlenderRoutines/BL_KetsjiEmbedStart.cpp: BGE bug #17789 fixed: Lock Active Camera and Layer to Scene doesn't work in BGE.
Benoit Bolsee
benoit.bolsee at online.be
Fri Oct 10 09:20:42 CEST 2008
Revision: 17005
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=17005
Author: ben2610
Date: 2008-10-10 09:20:42 +0200 (Fri, 10 Oct 2008)
Log Message:
-----------
BGE bug #17789 fixed: Lock Active Camera and Layer to Scene doesn't work in BGE. This bug fix applies only to games started from the 3D view. Now the BGE will use the layer and camera selected in the 3d viewport under the mouse when the user presses P. Note that there is still a problem with the restart game actuator but that's another bug.
Modified Paths:
--------------
trunk/blender/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
Modified: trunk/blender/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
===================================================================
--- trunk/blender/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp 2008-10-10 05:32:04 UTC (rev 17004)
+++ trunk/blender/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp 2008-10-10 07:20:42 UTC (rev 17005)
@@ -191,7 +191,16 @@
ketsjiengine->SetUseFixedTime(usefixed);
ketsjiengine->SetTimingDisplay(frameRate, profile, properties);
-
+
+ //lock frame and camera enabled - storing global values
+ int tmp_lay= G.scene->lay;
+ Object *tmp_camera = G.scene->camera;
+
+ if (G.vd->scenelock==0){
+ G.scene->lay= v3d->lay;
+ G.scene->camera= v3d->camera;
+ }
+
// some blender stuff
MT_CmMatrix4x4 projmat;
@@ -403,7 +412,8 @@
}
printf("\nBlender Game Engine Finished\n\n");
exitstring = ketsjiengine->GetExitString();
-
+
+
// when exiting the mainloop
// Clears the dictionary by hand:
@@ -439,6 +449,12 @@
Py_DECREF(gameLogic_keys);
gameLogic_keys = NULL;
}
+ //lock frame and camera enabled - restoring global values
+ if (G.vd->scenelock==0){
+ G.scene->lay= tmp_lay;
+ G.scene->camera= tmp_camera;
+ }
+
// set the cursor back to normal
canvas->SetMouseState(RAS_ICanvas::MOUSE_NORMAL);
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