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author | Benoit Bolsee <benoit.bolsee@online.be> | 2008-04-15 00:54:20 +0400 |
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committer | Benoit Bolsee <benoit.bolsee@online.be> | 2008-04-15 00:54:20 +0400 |
commit | 566053319a47119bf718154f800659f9f0b86472 (patch) | |
tree | decf82225fcbd22e9c7f937b53af02b4ad04911c /source/gameengine/Converter | |
parent | 0b8b4369c9dbfd9f0048b54a74bf3669919e7f0f (diff) |
fix BGE bug #8309: After Parent Object added to the visual layer, Child Camera won't follow.
This bug fix is made of two parts:
1) It's now possible to dynamically add a camera.
2) Empty camera name on a SetCamera actuator now points to the actuator's parent object if this object is a camera.
This trick is useful to make current a dynamically created camera: just add a SetCamera actuator on the camera itself and leave the name empty. Later, when the camera is added in the scene with an AddObject actuator, either directly or via a parent object, you just need to activate the actuator to make the newly created camera current. If you set a name on a SetCamera actuator, it will always point to the original camera, even after replication.
Diffstat (limited to 'source/gameengine/Converter')
-rw-r--r-- | source/gameengine/Converter/KX_ConvertActuators.cpp | 6 |
1 files changed, 1 insertions, 5 deletions
diff --git a/source/gameengine/Converter/KX_ConvertActuators.cpp b/source/gameengine/Converter/KX_ConvertActuators.cpp index 68024100719..a9b84e8f51f 100644 --- a/source/gameengine/Converter/KX_ConvertActuators.cpp +++ b/source/gameengine/Converter/KX_ConvertActuators.cpp @@ -684,15 +684,11 @@ void BL_ConvertActuators(char* maggiename, break; } case ACT_SCENE_CAMERA: + mode = KX_SceneActuator::KX_SCENE_SET_CAMERA; if (sceneact->camera) { - mode = KX_SceneActuator::KX_SCENE_SET_CAMERA; cam = (KX_Camera*) converter->FindGameObject(sceneact->camera); } - else - { - // TODO:warn user - } break; case ACT_SCENE_RESTART: { |