[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [37066] branches/soc-2011-pepper/source: BGE Animations: Removing guards that prevent the action actuator from being used on non-armatures .

Mitchell Stokes mogurijin at gmail.com
Wed Jun 1 08:43:10 CEST 2011


Revision: 37066
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=37066
Author:   moguri
Date:     2011-06-01 06:43:10 +0000 (Wed, 01 Jun 2011)
Log Message:
-----------
BGE Animations: Removing guards that prevent the action actuator from being used on non-armatures. Object animation works through this actuator now too. :)

Modified Paths:
--------------
    branches/soc-2011-pepper/source/blender/editors/space_logic/logic_window.c
    branches/soc-2011-pepper/source/blender/makesrna/intern/rna_actuator.c
    branches/soc-2011-pepper/source/gameengine/Converter/KX_ConvertActuators.cpp

Modified: branches/soc-2011-pepper/source/blender/editors/space_logic/logic_window.c
===================================================================
--- branches/soc-2011-pepper/source/blender/editors/space_logic/logic_window.c	2011-06-01 06:26:54 UTC (rev 37065)
+++ branches/soc-2011-pepper/source/blender/editors/space_logic/logic_window.c	2011-06-01 06:43:10 UTC (rev 37066)
@@ -3679,10 +3679,6 @@
 	PointerRNA settings_ptr;
 	uiLayout *row;
 
-	if(ob->type != OB_ARMATURE){
-		uiItemL(layout, "Actuator only available for armatures", ICON_NONE);
-		return;
-	}
 	RNA_pointer_create((ID *)ob, &RNA_GameObjectSettings, ob, &settings_ptr);
 
 	row= uiLayoutRow(layout, 0);

Modified: branches/soc-2011-pepper/source/blender/makesrna/intern/rna_actuator.c
===================================================================
--- branches/soc-2011-pepper/source/blender/makesrna/intern/rna_actuator.c	2011-06-01 06:26:54 UTC (rev 37065)
+++ branches/soc-2011-pepper/source/blender/makesrna/intern/rna_actuator.c	2011-06-01 06:43:10 UTC (rev 37066)
@@ -426,11 +426,11 @@
 	
 	if (ob != NULL) {
 		if (ob->type==OB_ARMATURE) {
-			RNA_enum_items_add_value(&item, &totitem, actuator_type_items, ACT_ACTION);
 			RNA_enum_items_add_value(&item, &totitem, actuator_type_items, ACT_ARMATURE);
 		}
 	}
-
+	
+	RNA_enum_items_add_value(&item, &totitem, actuator_type_items, ACT_ACTION);
 	RNA_enum_items_add_value(&item, &totitem, actuator_type_items, ACT_CAMERA);
 	RNA_enum_items_add_value(&item, &totitem, actuator_type_items, ACT_CONSTRAINT);
 	RNA_enum_items_add_value(&item, &totitem, actuator_type_items, ACT_EDIT_OBJECT);

Modified: branches/soc-2011-pepper/source/gameengine/Converter/KX_ConvertActuators.cpp
===================================================================
--- branches/soc-2011-pepper/source/gameengine/Converter/KX_ConvertActuators.cpp	2011-06-01 06:26:54 UTC (rev 37065)
+++ branches/soc-2011-pepper/source/gameengine/Converter/KX_ConvertActuators.cpp	2011-06-01 06:43:10 UTC (rev 37066)
@@ -191,30 +191,26 @@
 			}
 		case ACT_ACTION:
 			{
-				if (blenderobject->type==OB_ARMATURE){
-					bActionActuator* actact = (bActionActuator*) bact->data;
-					STR_String propname = (actact->name ? actact->name : "");
-					STR_String propframe = (actact->frameProp ? actact->frameProp : "");
+				bActionActuator* actact = (bActionActuator*) bact->data;
+				STR_String propname = (actact->name ? actact->name : "");
+				STR_String propframe = (actact->frameProp ? actact->frameProp : "");
 					
-					BL_ActionActuator* tmpbaseact = new BL_ActionActuator(
-						gameobj,
-						propname,
-						propframe,
-						actact->sta,
-						actact->end,
-						actact->act,
-						actact->type, // + 1, because Blender starts to count at zero,
-						actact->blendin,
-						actact->priority,
-						actact->end_reset,
-						actact->stridelength
-						// Ketsji at 1, because zero is reserved for "NoDef"
-						);
-					baseact= tmpbaseact;
-					break;
-				}
-				else
-					printf ("Discarded action actuator from non-armature object [%s]\n", blenderobject->id.name+2);
+				BL_ActionActuator* tmpbaseact = new BL_ActionActuator(
+					gameobj,
+					propname,
+					propframe,
+					actact->sta,
+					actact->end,
+					actact->act,
+					actact->type, // + 1, because Blender starts to count at zero,
+					actact->blendin,
+					actact->priority,
+					actact->end_reset,
+					actact->stridelength
+					// Ketsji at 1, because zero is reserved for "NoDef"
+					);
+				baseact= tmpbaseact;
+				break;
 			}
 		case ACT_SHAPEACTION:
 			{




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