diff options
author | Benoit Bolsee <benoit.bolsee@online.be> | 2008-06-18 10:46:49 +0400 |
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committer | Benoit Bolsee <benoit.bolsee@online.be> | 2008-06-18 10:46:49 +0400 |
commit | 2bece8dcb5104bc95149b0c40723f1dc855d6b29 (patch) | |
tree | 6bf9f626e03847e48f4b065d2765e4d0099dde64 /source/gameengine/Converter/KX_ConvertActuators.cpp | |
parent | b4c123c275172eb4f8477ea90c3f68d61565483b (diff) |
BGE Patch: Add Shape Action support and update MSCV_7 project file for glew.
Shape Action are now supported in the BGE. A new type of actuator "Shape Action" is available on mesh objects. It can be combined with Action actuator on parent armature. Only relative keys are supported. All the usual action options are available: type, blending, priority, Python API. Only actions with shape channels should be specified of course, otherwise the actuator has no effect. Shape action will still work after a mesh replacement provided that the new mesh has compatible shape keys.
Diffstat (limited to 'source/gameengine/Converter/KX_ConvertActuators.cpp')
-rw-r--r-- | source/gameengine/Converter/KX_ConvertActuators.cpp | 25 |
1 files changed, 25 insertions, 0 deletions
diff --git a/source/gameengine/Converter/KX_ConvertActuators.cpp b/source/gameengine/Converter/KX_ConvertActuators.cpp index 6b594e2e70b..f219c3a1472 100644 --- a/source/gameengine/Converter/KX_ConvertActuators.cpp +++ b/source/gameengine/Converter/KX_ConvertActuators.cpp @@ -84,6 +84,7 @@ #include "DNA_actuator_types.h" #include "DNA_packedFile_types.h" #include "BL_ActionActuator.h" +#include "BL_ShapeActionActuator.h" /* end of blender include block */ #include "BL_BlenderDataConversion.h" @@ -195,6 +196,30 @@ void BL_ConvertActuators(char* maggiename, else printf ("Discarded action actuator from non-armature object [%s]\n", blenderobject->id.name+2); } + case ACT_SHAPEACTION: + { + if (blenderobject->type==OB_MESH){ + bActionActuator* actact = (bActionActuator*) bact->data; + STR_String propname = (actact->name ? actact->name : ""); + + BL_ShapeActionActuator* tmpbaseact = new BL_ShapeActionActuator( + gameobj, + propname, + actact->sta, + actact->end, + actact->act, + actact->type, // + 1, because Blender starts to count at zero, + actact->blendin, + actact->priority, + actact->stridelength + // Ketsji at 1, because zero is reserved for "NoDef" + ); + baseact= tmpbaseact; + break; + } + else + printf ("Discarded shape action actuator from non-mesh object [%s]\n", blenderobject->id.name+2); + } case ACT_IPO: { bIpoActuator* ipoact = (bIpoActuator*) bact->data; |