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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/KX_GameObject.cpp
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/KX_GameObject.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.cpp10
1 files changed, 10 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp
index f5115f50d81..0ea775e3fbc 100644
--- a/source/gameengine/Ketsji/KX_GameObject.cpp
+++ b/source/gameengine/Ketsji/KX_GameObject.cpp
@@ -379,6 +379,16 @@ void KX_GameObject::UpdateActionManager(float curtime)
m_actionManager->Update(curtime);
}
+float KX_GameObject::GetActionFrame(short layer)
+{
+ return m_actionManager->GetActionFrame(layer);
+}
+
+void KX_GameObject::SetActionFrame(short layer, float frame)
+{
+ m_actionManager->SetActionFrame(layer, frame);
+}
+
void KX_GameObject::ProcessReplica()
{
SCA_IObject::ProcessReplica();