[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [37396] branches/soc-2011-pepper/source: BGE Animations: Adding a layer option to Action actuators.
Mitchell Stokes
mogurijin at gmail.com
Sat Jun 11 03:03:04 CEST 2011
Revision: 37396
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=37396
Author: moguri
Date: 2011-06-11 01:03:03 +0000 (Sat, 11 Jun 2011)
Log Message:
-----------
BGE Animations: Adding a layer option to Action actuators.
Modified Paths:
--------------
branches/soc-2011-pepper/source/blender/editors/space_logic/logic_window.c
branches/soc-2011-pepper/source/blender/makesdna/DNA_actuator_types.h
branches/soc-2011-pepper/source/blender/makesrna/intern/rna_actuator.c
branches/soc-2011-pepper/source/gameengine/Converter/BL_ActionActuator.cpp
branches/soc-2011-pepper/source/gameengine/Converter/BL_ActionActuator.h
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 2011-06-11 00:58:49 UTC (rev 37395)
+++ branches/soc-2011-pepper/source/blender/editors/space_logic/logic_window.c 2011-06-11 01:03:03 UTC (rev 37396)
@@ -3700,6 +3700,9 @@
uiItemR(row, ptr, "priority", 0, NULL, ICON_NONE);
row= uiLayoutRow(layout, 0);
+ uiItemR(row, ptr, "layer", 0, NULL, ICON_NONE);
+
+ row= uiLayoutRow(layout, 0);
uiItemPointerR(layout, ptr, "frame_property", &settings_ptr, "properties", NULL, ICON_NONE);
#ifdef __NLA_ACTION_BY_MOTION_ACTUATOR
Modified: branches/soc-2011-pepper/source/blender/makesdna/DNA_actuator_types.h
===================================================================
--- branches/soc-2011-pepper/source/blender/makesdna/DNA_actuator_types.h 2011-06-11 00:58:49 UTC (rev 37395)
+++ branches/soc-2011-pepper/source/blender/makesdna/DNA_actuator_types.h 2011-06-11 01:03:03 UTC (rev 37396)
@@ -56,8 +56,10 @@
char frameProp[32]; /* Set this property to the actions current frame */
short blendin; /* Number of frames of blending */
short priority; /* Execution priority */
+ short layer; /* Animation layer */
short end_reset; /* Ending the actuator (negative pulse) wont reset the the action to its starting frame */
short strideaxis; /* Displacement axis */
+ short pad[3];
float stridelength; /* Displacement incurred by cycle */ // not in use
} bActionActuator;
Modified: branches/soc-2011-pepper/source/blender/makesrna/intern/rna_actuator.c
===================================================================
--- branches/soc-2011-pepper/source/blender/makesrna/intern/rna_actuator.c 2011-06-11 00:58:49 UTC (rev 37395)
+++ branches/soc-2011-pepper/source/blender/makesrna/intern/rna_actuator.c 2011-06-11 01:03:03 UTC (rev 37396)
@@ -616,6 +616,11 @@
RNA_def_property_ui_text(prop, "Priority", "Execution priority - lower numbers will override actions with higher numbers. With 2 or more actions at once, the overriding channels must be lower in the stack");
RNA_def_property_update(prop, NC_LOGIC, NULL);
+ prop= RNA_def_property(srna, "layer", PROP_INT, PROP_NONE);
+ RNA_def_property_range(prop, 0, 4); /* This should match BL_ActionManager::MAX_ACTION_LAYERS */
+ RNA_def_property_ui_text(prop, "Layer", "The animation layer to play the action on");
+ RNA_def_property_update(prop, NC_LOGIC, NULL);
+
prop= RNA_def_property(srna, "frame_property", PROP_STRING, PROP_NONE);
RNA_def_property_string_sdna(prop, NULL, "frameProp");
RNA_def_property_ui_text(prop, "Frame Property", "Assign the action's current frame number to this property");
Modified: branches/soc-2011-pepper/source/gameengine/Converter/BL_ActionActuator.cpp
===================================================================
--- branches/soc-2011-pepper/source/gameengine/Converter/BL_ActionActuator.cpp 2011-06-11 00:58:49 UTC (rev 37395)
+++ branches/soc-2011-pepper/source/gameengine/Converter/BL_ActionActuator.cpp 2011-06-11 01:03:03 UTC (rev 37396)
@@ -180,9 +180,9 @@
if (!m_is_going && bPositiveEvent)
{
m_is_going = true;
- obj->PlayAction(m_action->id.name+2, start, end, 0, m_blendin, play_mode);
+ obj->PlayAction(m_action->id.name+2, start, end, m_layer, m_blendin, play_mode);
if (m_end_reset)
- obj->SetActionFrame(0, m_localtime);
+ obj->SetActionFrame(m_layer, m_localtime);
}
else if (m_is_going && bNegativeEvent)
{
@@ -190,19 +190,19 @@
if (!m_end_reset)
{
- obj->StopAction(0);
+ obj->StopAction(m_layer);
return false;
}
- m_localtime = obj->GetActionFrame(0);
- obj->StopAction(0); // Stop the action after getting the frame
+ m_localtime = obj->GetActionFrame(m_layer);
+ obj->StopAction(m_layer); // Stop the action after getting the frame
}
// Handle a frame property if it's defined
if (m_framepropname[0] != 0)
{
CValue* oldprop = obj->GetProperty(m_framepropname);
- CValue* newval = new CFloatValue(obj->GetActionFrame(0));
+ CValue* newval = new CFloatValue(obj->GetActionFrame(m_layer));
if (oldprop)
oldprop->SetValue(newval);
else
@@ -215,7 +215,7 @@
return true;
}
// Handle a finished animation
- else if (m_is_going && obj->IsActionDone(0))
+ else if (m_is_going && obj->IsActionDone(m_layer))
{
return false;
}
Modified: branches/soc-2011-pepper/source/gameengine/Converter/BL_ActionActuator.h
===================================================================
--- branches/soc-2011-pepper/source/gameengine/Converter/BL_ActionActuator.h 2011-06-11 00:58:49 UTC (rev 37395)
+++ branches/soc-2011-pepper/source/gameengine/Converter/BL_ActionActuator.h 2011-06-11 01:03:03 UTC (rev 37396)
@@ -52,6 +52,7 @@
short playtype,
short blendin,
short priority,
+ short layer,
short end_reset,
float stride)
: SCA_IActuator(gameobj, KX_ACT_ACTION),
@@ -69,6 +70,7 @@
m_stridelength(stride),
m_playtype(playtype),
m_priority(priority),
+ m_layer(layer),
m_end_reset(end_reset),
m_is_going(false),
m_pose(NULL),
@@ -163,6 +165,7 @@
float m_stridelength;
short m_playtype;
short m_priority;
+ short m_layer;
bool m_end_reset;
bool m_is_going;
struct bPose* m_pose;
Modified: branches/soc-2011-pepper/source/gameengine/Converter/KX_ConvertActuators.cpp
===================================================================
--- branches/soc-2011-pepper/source/gameengine/Converter/KX_ConvertActuators.cpp 2011-06-11 00:58:49 UTC (rev 37395)
+++ branches/soc-2011-pepper/source/gameengine/Converter/KX_ConvertActuators.cpp 2011-06-11 01:03:03 UTC (rev 37396)
@@ -205,6 +205,7 @@
actact->type, // + 1, because Blender starts to count at zero,
actact->blendin,
actact->priority,
+ actact->layer,
actact->end_reset,
actact->stridelength
// Ketsji at 1, because zero is reserved for "NoDef"
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