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-rw-r--r--source/blender/editors/space_logic/logic_window.c3
-rw-r--r--source/blender/makesdna/DNA_actuator_types.h2
-rw-r--r--source/blender/makesrna/intern/rna_actuator.c5
-rw-r--r--source/gameengine/Converter/BL_ActionActuator.cpp14
-rw-r--r--source/gameengine/Converter/BL_ActionActuator.h3
-rw-r--r--source/gameengine/Converter/KX_ConvertActuators.cpp1
6 files changed, 21 insertions, 7 deletions
diff --git a/source/blender/editors/space_logic/logic_window.c b/source/blender/editors/space_logic/logic_window.c
index 0a9a91a53af..0cbc67a3504 100644
--- a/source/blender/editors/space_logic/logic_window.c
+++ b/source/blender/editors/space_logic/logic_window.c
@@ -3700,6 +3700,9 @@ static void draw_actuator_action(uiLayout *layout, PointerRNA *ptr)
uiItemR(row, ptr, "priority", 0, NULL, ICON_NONE);
row= uiLayoutRow(layout, 0);
+ uiItemR(row, ptr, "layer", 0, NULL, ICON_NONE);
+
+ row= uiLayoutRow(layout, 0);
uiItemPointerR(layout, ptr, "frame_property", &settings_ptr, "properties", NULL, ICON_NONE);
#ifdef __NLA_ACTION_BY_MOTION_ACTUATOR
diff --git a/source/blender/makesdna/DNA_actuator_types.h b/source/blender/makesdna/DNA_actuator_types.h
index 683d8142cc9..7951ebc8c99 100644
--- a/source/blender/makesdna/DNA_actuator_types.h
+++ b/source/blender/makesdna/DNA_actuator_types.h
@@ -56,8 +56,10 @@ typedef struct bActionActuator {
char frameProp[32]; /* Set this property to the actions current frame */
short blendin; /* Number of frames of blending */
short priority; /* Execution priority */
+ short layer; /* Animation layer */
short end_reset; /* Ending the actuator (negative pulse) wont reset the the action to its starting frame */
short strideaxis; /* Displacement axis */
+ short pad[3];
float stridelength; /* Displacement incurred by cycle */ // not in use
} bActionActuator;
diff --git a/source/blender/makesrna/intern/rna_actuator.c b/source/blender/makesrna/intern/rna_actuator.c
index e16d13fafaa..656dbc53656 100644
--- a/source/blender/makesrna/intern/rna_actuator.c
+++ b/source/blender/makesrna/intern/rna_actuator.c
@@ -616,6 +616,11 @@ static void rna_def_action_actuator(BlenderRNA *brna)
RNA_def_property_ui_text(prop, "Priority", "Execution priority - lower numbers will override actions with higher numbers. With 2 or more actions at once, the overriding channels must be lower in the stack");
RNA_def_property_update(prop, NC_LOGIC, NULL);
+ prop= RNA_def_property(srna, "layer", PROP_INT, PROP_NONE);
+ RNA_def_property_range(prop, 0, 4); /* This should match BL_ActionManager::MAX_ACTION_LAYERS */
+ RNA_def_property_ui_text(prop, "Layer", "The animation layer to play the action on");
+ RNA_def_property_update(prop, NC_LOGIC, NULL);
+
prop= RNA_def_property(srna, "frame_property", PROP_STRING, PROP_NONE);
RNA_def_property_string_sdna(prop, NULL, "frameProp");
RNA_def_property_ui_text(prop, "Frame Property", "Assign the action's current frame number to this property");
diff --git a/source/gameengine/Converter/BL_ActionActuator.cpp b/source/gameengine/Converter/BL_ActionActuator.cpp
index a6ef7155522..6230f03c4ed 100644
--- a/source/gameengine/Converter/BL_ActionActuator.cpp
+++ b/source/gameengine/Converter/BL_ActionActuator.cpp
@@ -180,9 +180,9 @@ bool BL_ActionActuator::Update(double curtime, bool frame)
if (!m_is_going && bPositiveEvent)
{
m_is_going = true;
- obj->PlayAction(m_action->id.name+2, start, end, 0, m_blendin, play_mode);
+ obj->PlayAction(m_action->id.name+2, start, end, m_layer, m_blendin, play_mode);
if (m_end_reset)
- obj->SetActionFrame(0, m_localtime);
+ obj->SetActionFrame(m_layer, m_localtime);
}
else if (m_is_going && bNegativeEvent)
{
@@ -190,19 +190,19 @@ bool BL_ActionActuator::Update(double curtime, bool frame)
if (!m_end_reset)
{
- obj->StopAction(0);
+ obj->StopAction(m_layer);
return false;
}
- m_localtime = obj->GetActionFrame(0);
- obj->StopAction(0); // Stop the action after getting the frame
+ m_localtime = obj->GetActionFrame(m_layer);
+ obj->StopAction(m_layer); // Stop the action after getting the frame
}
// Handle a frame property if it's defined
if (m_framepropname[0] != 0)
{
CValue* oldprop = obj->GetProperty(m_framepropname);
- CValue* newval = new CFloatValue(obj->GetActionFrame(0));
+ CValue* newval = new CFloatValue(obj->GetActionFrame(m_layer));
if (oldprop)
oldprop->SetValue(newval);
else
@@ -215,7 +215,7 @@ bool BL_ActionActuator::Update(double curtime, bool frame)
return true;
}
// Handle a finished animation
- else if (m_is_going && obj->IsActionDone(0))
+ else if (m_is_going && obj->IsActionDone(m_layer))
{
return false;
}
diff --git a/source/gameengine/Converter/BL_ActionActuator.h b/source/gameengine/Converter/BL_ActionActuator.h
index 1530ccda00b..6daf412d9a3 100644
--- a/source/gameengine/Converter/BL_ActionActuator.h
+++ b/source/gameengine/Converter/BL_ActionActuator.h
@@ -52,6 +52,7 @@ public:
short playtype,
short blendin,
short priority,
+ short layer,
short end_reset,
float stride)
: SCA_IActuator(gameobj, KX_ACT_ACTION),
@@ -69,6 +70,7 @@ public:
m_stridelength(stride),
m_playtype(playtype),
m_priority(priority),
+ m_layer(layer),
m_end_reset(end_reset),
m_is_going(false),
m_pose(NULL),
@@ -163,6 +165,7 @@ protected:
float m_stridelength;
short m_playtype;
short m_priority;
+ short m_layer;
bool m_end_reset;
bool m_is_going;
struct bPose* m_pose;
diff --git a/source/gameengine/Converter/KX_ConvertActuators.cpp b/source/gameengine/Converter/KX_ConvertActuators.cpp
index b8e19c9187a..7bd51fef9f0 100644
--- a/source/gameengine/Converter/KX_ConvertActuators.cpp
+++ b/source/gameengine/Converter/KX_ConvertActuators.cpp
@@ -205,6 +205,7 @@ void BL_ConvertActuators(char* maggiename,
actact->type, // + 1, because Blender starts to count at zero,
actact->blendin,
actact->priority,
+ actact->layer,
actact->end_reset,
actact->stridelength
// Ketsji at 1, because zero is reserved for "NoDef"