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authorBenoit Bolsee <benoit.bolsee@online.be>2008-04-15 00:54:20 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2008-04-15 00:54:20 +0400
commit566053319a47119bf718154f800659f9f0b86472 (patch)
treedecf82225fcbd22e9c7f937b53af02b4ad04911c /source/gameengine/Ketsji/KX_SceneActuator.cpp
parent0b8b4369c9dbfd9f0048b54a74bf3669919e7f0f (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/Ketsji/KX_SceneActuator.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_SceneActuator.cpp9
1 files changed, 9 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/KX_SceneActuator.cpp b/source/gameengine/Ketsji/KX_SceneActuator.cpp
index a37fce434be..7a9d144e92f 100644
--- a/source/gameengine/Ketsji/KX_SceneActuator.cpp
+++ b/source/gameengine/Ketsji/KX_SceneActuator.cpp
@@ -105,6 +105,15 @@ bool KX_SceneActuator::Update()
{
m_scene->SetActiveCamera(m_camera);
}
+ else
+ {
+ // if no camera is set and the parent object is a camera, use it as the camera
+ SCA_IObject* parent = GetParent();
+ if (parent->isA(&KX_Camera::Type))
+ {
+ m_scene->SetActiveCamera((KX_Camera*)parent);
+ }
+ }
break;
default:
break;