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authorMitchell Stokes <mogurijin@gmail.com>2011-06-01 11:42:40 +0400
committerMitchell Stokes <mogurijin@gmail.com>2011-06-01 11:42:40 +0400
commit39bbf3854a5c91e3d8e410d01b34d4e88df20879 (patch)
tree63b5a746bb780fe54eb398f764ce90eed5f3cf7f /source/gameengine/Ketsji/BL_ActionManager.h
parent6394261e54215d50b1e39e8ea45dcb63080f193e (diff)
BGE Animations: Reimplemented the continuous function of the action actuator.
* To do this, I've added Get/SetFrame() functions. * I've also cleaned up a little bit of the wrap around logic in BL_Action.cpp.
Diffstat (limited to 'source/gameengine/Ketsji/BL_ActionManager.h')
-rw-r--r--source/gameengine/Ketsji/BL_ActionManager.h4
1 files changed, 4 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/BL_ActionManager.h b/source/gameengine/Ketsji/BL_ActionManager.h
index 4509020926f..32e6ce82a76 100644
--- a/source/gameengine/Ketsji/BL_ActionManager.h
+++ b/source/gameengine/Ketsji/BL_ActionManager.h
@@ -51,10 +51,14 @@ public:
short play_mode=0,
short blend_mode=0,
float playback_speed=1.f);
+
+ float GetActionFrame(short layer);
+ void SetActionFrame(short layer, float frame);
void StopAction(short layer);
bool IsActionDone(short layer);
void Update(float);
+
#ifdef WITH_CXX_GUARDEDALLOC
public:
void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:BL_ActionManager"); }