diff options
author | Mitchell Stokes <mogurijin@gmail.com> | 2011-06-23 23:09:09 +0400 |
---|---|---|
committer | Mitchell Stokes <mogurijin@gmail.com> | 2011-06-23 23:09:09 +0400 |
commit | 2d2aa95227e3b00f9dc42293d4231af3dc5a99b9 (patch) | |
tree | cfc159562c6e0f48957d702104dd18f7d2cc05af /source/gameengine/Converter/BL_ShapeActionActuator.h | |
parent | 413bc87e4f18bb46eeb2f2f52b5278d182b51de8 (diff) |
BGE Animations: Making shape actions work again:
* BL_DeformableGameObject is no longer responsible for handling keys, BL_ShapeDeformer is
* BL_ShapeDeformer also creates a copy of the key on construction and puts it back on the mesh when destructed. This avoids us permanently modifying Blender data.
* I'm not too fond of clearing out the key every frame, but this works and I can't think of another alternative at the moment (something may be possible with some key juggling)
Diffstat (limited to 'source/gameengine/Converter/BL_ShapeActionActuator.h')
-rw-r--r-- | source/gameengine/Converter/BL_ShapeActionActuator.h | 23 |
1 files changed, 2 insertions, 21 deletions
diff --git a/source/gameengine/Converter/BL_ShapeActionActuator.h b/source/gameengine/Converter/BL_ShapeActionActuator.h index 7a4523d4554..efd24fc305f 100644 --- a/source/gameengine/Converter/BL_ShapeActionActuator.h +++ b/source/gameengine/Converter/BL_ShapeActionActuator.h @@ -54,27 +54,7 @@ public: short playtype, short blendin, short priority, - float stride) - : SCA_IActuator(gameobj, KX_ACT_SHAPEACTION), - - m_lastpos(0, 0, 0), - m_blendframe(0), - m_flag(0), - m_startframe (starttime), - m_endframe(endtime) , - m_starttime(0), - m_localtime(starttime), - m_lastUpdate(-1), - m_blendin(blendin), - m_blendstart(0), - m_stridelength(stride), - m_playtype(playtype), - m_priority(priority), - m_action(action), - m_framepropname(framepropname), - m_propname(propname) - { - }; + float stride); virtual ~BL_ShapeActionActuator(); virtual bool Update(double curtime, bool frame); virtual CValue* GetReplica(); @@ -160,6 +140,7 @@ protected: STR_String m_framepropname; STR_String m_propname; vector<float> m_blendshape; + struct PointerRNA *m_idptr; }; #endif |