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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
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')
-rw-r--r--source/gameengine/Converter/KX_ConvertActuators.cpp6
-rw-r--r--source/gameengine/Ketsji/KX_Camera.cpp15
-rw-r--r--source/gameengine/Ketsji/KX_Camera.h18
-rw-r--r--source/gameengine/Ketsji/KX_SceneActuator.cpp9
4 files changed, 43 insertions, 5 deletions
diff --git a/source/gameengine/Converter/KX_ConvertActuators.cpp b/source/gameengine/Converter/KX_ConvertActuators.cpp
index 68024100719..a9b84e8f51f 100644
--- a/source/gameengine/Converter/KX_ConvertActuators.cpp
+++ b/source/gameengine/Converter/KX_ConvertActuators.cpp
@@ -684,15 +684,11 @@ void BL_ConvertActuators(char* maggiename,
break;
}
case ACT_SCENE_CAMERA:
+ mode = KX_SceneActuator::KX_SCENE_SET_CAMERA;
if (sceneact->camera)
{
- mode = KX_SceneActuator::KX_SCENE_SET_CAMERA;
cam = (KX_Camera*) converter->FindGameObject(sceneact->camera);
}
- else
- {
- // TODO:warn user
- }
break;
case ACT_SCENE_RESTART:
{
diff --git a/source/gameengine/Ketsji/KX_Camera.cpp b/source/gameengine/Ketsji/KX_Camera.cpp
index b75662f01c9..aa15199b816 100644
--- a/source/gameengine/Ketsji/KX_Camera.cpp
+++ b/source/gameengine/Ketsji/KX_Camera.cpp
@@ -69,7 +69,22 @@ KX_Camera::~KX_Camera()
}
+CValue* KX_Camera::GetReplica()
+{
+ KX_Camera* replica = new KX_Camera(*this);
+
+ // this will copy properties and so on...
+ CValue::AddDataToReplica(replica);
+ ProcessReplica(replica);
+
+ return replica;
+}
+void KX_Camera::ProcessReplica(KX_Camera* replica)
+{
+ KX_GameObject::ProcessReplica(replica);
+}
+
MT_Transform KX_Camera::GetWorldToCamera() const
{
MT_Transform camtrans;
diff --git a/source/gameengine/Ketsji/KX_Camera.h b/source/gameengine/Ketsji/KX_Camera.h
index 34a3d2f2653..08f2bf3d1c1 100644
--- a/source/gameengine/Ketsji/KX_Camera.h
+++ b/source/gameengine/Ketsji/KX_Camera.h
@@ -134,6 +134,24 @@ public:
KX_Camera(void* sgReplicationInfo,SG_Callbacks callbacks,const RAS_CameraData& camdata, bool frustum_culling = true, PyTypeObject *T = &Type);
virtual ~KX_Camera();
+ /**
+ * Inherited from CValue -- return a new copy of this
+ * instance allocated on the heap. Ownership of the new
+ * object belongs with the caller.
+ */
+ virtual CValue*
+ GetReplica(
+ );
+
+ /**
+ * Inherited from CValue -- Makes sure any internal
+ * data owned by this class is deep copied. Called internally
+ */
+ virtual void
+ ProcessReplica(
+ KX_Camera* replica
+ );
+
MT_Transform GetWorldToCamera() const;
MT_Transform GetCameraToWorld() const;
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;