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authorPorteries Tristan <republicthunderbolt9@gmail.com>2015-10-19 20:32:54 +0300
committerPorteries Tristan <republicthunderbolt9@gmail.com>2015-10-19 21:27:04 +0300
commit2c369b149044be5be6dfe8d881855ba846fbecc0 (patch)
tree18a9c33930bac6a68a6ce778e9ce8d9dfc3725c1 /source/gameengine
parent38cd6329d6da59d0cc40c148d05ecd848fc225c8 (diff)
BGE: Cleanup BL_Action.
- Rename m_localtime to m_localframe to avoid ambiguity : it's a count for the actual action frame, not time. - Delete m_end : it's unused.
Diffstat (limited to 'source/gameengine')
-rw-r--r--source/gameengine/Ketsji/BL_Action.cpp27
-rw-r--r--source/gameengine/Ketsji/BL_Action.h4
2 files changed, 15 insertions, 16 deletions
diff --git a/source/gameengine/Ketsji/BL_Action.cpp b/source/gameengine/Ketsji/BL_Action.cpp
index 4d5b6a0e139..078a98969e6 100644
--- a/source/gameengine/Ketsji/BL_Action.cpp
+++ b/source/gameengine/Ketsji/BL_Action.cpp
@@ -75,7 +75,7 @@ BL_Action::BL_Action(class KX_GameObject* gameobj)
m_startframe(0.f),
m_endframe(0.f),
m_endtime(0.f),
- m_localtime(0.f),
+ m_localframe(0.f),
m_blendin(0.f),
m_blendframe(0.f),
m_blendstart(0.f),
@@ -261,12 +261,11 @@ bool BL_Action::Play(const char* name,
// Now that we have an action, we have something we can play
m_starttime = -1.f; // We get the start time on our first update
- m_startframe = m_localtime = start;
+ m_startframe = m_localframe = start;
m_endframe = end;
m_blendin = blendin;
m_playmode = play_mode;
m_blendmode = blend_mode;
- m_endtime = 0.f;
m_blendframe = 0.f;
m_blendstart = 0.f;
m_speed = playback_speed;
@@ -302,7 +301,7 @@ bAction *BL_Action::GetAction()
float BL_Action::GetFrame()
{
- return m_localtime;
+ return m_localframe;
}
const char *BL_Action::GetName()
@@ -325,7 +324,7 @@ void BL_Action::SetFrame(float frame)
else if (frame > max(m_startframe, m_endframe))
frame = max(m_startframe, m_endframe);
- m_localtime = frame;
+ m_localframe = frame;
m_calc_localtime = false;
}
@@ -347,12 +346,12 @@ void BL_Action::SetLocalTime(float curtime)
if (m_endframe < m_startframe)
dt = -dt;
- m_localtime = m_startframe + dt;
+ m_localframe = m_startframe + dt;
}
void BL_Action::ResetStartTime(float curtime)
{
- float dt = (m_localtime > m_startframe) ? m_localtime - m_startframe : m_startframe - m_localtime;
+ float dt = (m_localframe > m_startframe) ? m_localframe - m_startframe : m_startframe - m_localframe;
m_starttime = curtime - dt / (KX_KetsjiEngine::GetAnimFrameRate()*m_speed);
SetLocalTime(curtime);
@@ -400,7 +399,7 @@ void BL_Action::Update(float curtime)
curtime -= KX_KetsjiEngine::GetSuspendedDelta();
- // Grab the start time here so we don't end up with a negative m_localtime when
+ // Grab the start time here so we don't end up with a negative m_localframe when
// suspending and resuming scenes.
if (m_starttime < 0)
m_starttime = curtime;
@@ -414,16 +413,16 @@ void BL_Action::Update(float curtime)
}
// Handle wrap around
- if (m_localtime < min(m_startframe, m_endframe) || m_localtime > max(m_startframe, m_endframe)) {
+ if (m_localframe < min(m_startframe, m_endframe) || m_localframe > max(m_startframe, m_endframe)) {
switch (m_playmode) {
case ACT_MODE_PLAY:
// Clamp
- m_localtime = m_endframe;
+ m_localframe = m_endframe;
m_done = true;
break;
case ACT_MODE_LOOP:
// Put the time back to the beginning
- m_localtime = m_startframe;
+ m_localframe = m_startframe;
m_starttime = curtime;
break;
case ACT_MODE_PING_PONG:
@@ -446,7 +445,7 @@ void BL_Action::Update(float curtime)
obj->GetPose(&m_blendpose);
// Extract the pose from the action
- obj->SetPoseByAction(m_tmpaction, m_localtime);
+ obj->SetPoseByAction(m_tmpaction, m_localframe);
// Handle blending between armature actions
if (m_blendin && m_blendframe<m_blendin)
@@ -480,7 +479,7 @@ void BL_Action::Update(float curtime)
PointerRNA ptrrna;
RNA_id_pointer_create(&key->id, &ptrrna);
- animsys_evaluate_action(&ptrrna, m_tmpaction, NULL, m_localtime);
+ animsys_evaluate_action(&ptrrna, m_tmpaction, NULL, m_localframe);
// Handle blending between shape actions
if (m_blendin && m_blendframe < m_blendin)
@@ -514,7 +513,7 @@ void BL_Action::Update(float curtime)
/* This function is not thread safe because of recursive scene graph transform
* updates on children. e.g: If an object and one of its children is animated,
* the both can write transform at the same time. A thread lock avoid problems. */
- m_obj->UpdateIPO(m_localtime, m_ipo_flags & ACT_IPOFLAG_CHILD);
+ m_obj->UpdateIPO(m_localframe, m_ipo_flags & ACT_IPOFLAG_CHILD);
BLI_spin_unlock(&BL_ActionLock);
if (m_done)
diff --git a/source/gameengine/Ketsji/BL_Action.h b/source/gameengine/Ketsji/BL_Action.h
index f6124b032aa..f41b2ef9460 100644
--- a/source/gameengine/Ketsji/BL_Action.h
+++ b/source/gameengine/Ketsji/BL_Action.h
@@ -48,9 +48,9 @@ private:
float m_startframe;
float m_endframe;
+ /// The current action frame.
+ float m_localframe;
float m_starttime;
- float m_endtime;
- float m_localtime;
float m_blendin;
float m_blendframe;