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authorMitchell Stokes <mogurijin@gmail.com>2011-08-08 08:28:30 +0400
committerMitchell Stokes <mogurijin@gmail.com>2011-08-08 08:28:30 +0400
commit8883702f8a3b57d0316811e9412bd46ce0dd9c0d (patch)
tree0aff4a8eaee6ad9e9d1fbd6e60c85fa6a81149df /source/gameengine/Ketsji/BL_Action.h
parenta8096ef0acb780d5a6d93aef422ce3d82877a60c (diff)
BGE Animations: Various compatibility fixes:
* Blendin for Loop End works even after a negative pulse. Flipper could still use some work in this area. * Continuous works a lot better. * BL_Action::SetFrame() should work a little smoother.
Diffstat (limited to 'source/gameengine/Ketsji/BL_Action.h')
-rw-r--r--source/gameengine/Ketsji/BL_Action.h4
1 files changed, 4 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/BL_Action.h b/source/gameengine/Ketsji/BL_Action.h
index 14312e158c0..75bda56419a 100644
--- a/source/gameengine/Ketsji/BL_Action.h
+++ b/source/gameengine/Ketsji/BL_Action.h
@@ -71,9 +71,11 @@ private:
short m_ipo_flags;
bool m_done;
+ bool m_calc_localtime;
void InitIPO();
void SetLocalTime(float curtime);
+ void ResetStartTime(float curtime);
void IncrementBlending(float curtime);
void BlendShape(struct Key* key, float srcweight, std::vector<float>& blendshape);
public:
@@ -111,6 +113,8 @@ public:
// Mutators
void SetFrame(float frame);
+ void SetPlayMode(short play_mode);
+ void SetTimes(float start, float end);
enum
{