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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_ActionManager.cpp
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_ActionManager.cpp')
-rw-r--r--source/gameengine/Ketsji/BL_ActionManager.cpp12
1 files changed, 12 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/BL_ActionManager.cpp b/source/gameengine/Ketsji/BL_ActionManager.cpp
index 2ee0b58574a..af0d4bff8f0 100644
--- a/source/gameengine/Ketsji/BL_ActionManager.cpp
+++ b/source/gameengine/Ketsji/BL_ActionManager.cpp
@@ -63,6 +63,18 @@ struct bAction *BL_ActionManager::GetCurrentAction(short layer)
return 0;
}
+void BL_ActionManager::SetPlayMode(short layer, short mode)
+{
+ if (m_layers[layer])
+ m_layers[layer]->SetPlayMode(mode);
+}
+
+void BL_ActionManager::SetTimes(short layer, float start, float end)
+{
+ if (m_layers[layer])
+ m_layers[layer]->SetTimes(start, end);
+}
+
bool BL_ActionManager::PlayAction(const char* name,
float start,
float end,