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-rw-r--r--source/blender/makesdna/DNA_actuator_types.h5
-rw-r--r--source/blender/src/buttons_logic.c20
-rw-r--r--source/gameengine/Converter/BL_ActionActuator.cpp30
-rw-r--r--source/gameengine/Converter/BL_ActionActuator.h5
-rw-r--r--source/gameengine/Converter/KX_ConvertActuators.cpp1
-rw-r--r--source/gameengine/PyDoc/BL_ActionActuator.py15
6 files changed, 64 insertions, 12 deletions
diff --git a/source/blender/makesdna/DNA_actuator_types.h b/source/blender/makesdna/DNA_actuator_types.h
index 77ebef744eb..a467722e8e1 100644
--- a/source/blender/makesdna/DNA_actuator_types.h
+++ b/source/blender/makesdna/DNA_actuator_types.h
@@ -51,8 +51,9 @@ typedef struct bActionActuator {
int sta, end; /* Start & End frames */
char name[32]; /* For property-driven playback */
char frameProp[32]; /* Set this property to the actions current frame */
- int blendin; /* Number of frames of blending */
- short priority; /* Execution priority */
+ short blendin; /* Number of frames of blending */
+ short priority; /* Execution priority */
+ short end_reset; /* Ending the actuator (negative pulse) wont reset the the action to its starting frame */
short strideaxis; /* Displacement axis */
float stridelength; /* Displacement incurred by cycle */
} bActionActuator;
diff --git a/source/blender/src/buttons_logic.c b/source/blender/src/buttons_logic.c
index 7050e61a6ac..cc4df06e22d 100644
--- a/source/blender/src/buttons_logic.c
+++ b/source/blender/src/buttons_logic.c
@@ -1769,23 +1769,27 @@ static short draw_actuatorbuttons(Object *ob, bActuator *act, uiBlock *block, sh
#else
str= "Action types %t|Play %x0|Flipper %x2|Loop Stop %x3|Loop End %x4|Property %x6";
#endif
- uiDefButS(block, MENU, B_REDR, str, xco+30, yco-24, (width-60)/2, 19, &aa->type, 0.0, 0.0, 0.0, 0.0, "Action playback type");
- uiDefIDPoinBut(block, test_actionpoin_but, ID_AC, 1, "AC: ", xco+30 + ((width-60)/2), yco-24, (width-60)/2, 19, &aa->act, "Action name");
+ uiDefButS(block, MENU, B_REDR, str, xco+10, yco-24, width/3, 19, &aa->type, 0.0, 0.0, 0.0, 0.0, "Action playback type");
+ uiDefIDPoinBut(block, test_actionpoin_but, ID_AC, 1, "AC: ", xco+10+ (width/3), yco-24, ((width/3)*2) - (20 + 60), 19, &aa->act, "Action name");
+
+ uiDefButBitS(block, TOGN, 1, 0, "Continue", xco+((width/3)*2)+20, yco-24, 60, 19,
+ &aa->end_reset, 0.0, 0.0, 0, 0, "Restore last frame when switching on/off, otherwise play from the start each time");
+
if(aa->type == ACT_ACTION_FROM_PROP)
{
- uiDefBut(block, TEX, 0, "Prop: ",xco+30, yco-44, width-60, 19, aa->name, 0.0, 31.0, 0, 0, "Use this property to define the Action position");
+ uiDefBut(block, TEX, 0, "Prop: ",xco+10, yco-44, width-20, 19, aa->name, 0.0, 31.0, 0, 0, "Use this property to define the Action position");
}
else
{
- uiDefButI(block, NUM, 0, "Sta: ",xco+30, yco-44, (width-60)/2, 19, &aa->sta, 0.0, MAXFRAMEF, 0, 0, "Start frame");
- uiDefButI(block, NUM, 0, "End: ",xco+30+(width-60)/2, yco-44, (width-60)/2, 19, &aa->end, 0.0, MAXFRAMEF, 0, 0, "End frame");
+ uiDefButI(block, NUM, 0, "Sta: ",xco+10, yco-44, (width-20)/2, 19, &aa->sta, 0.0, MAXFRAMEF, 0, 0, "Start frame");
+ uiDefButI(block, NUM, 0, "End: ",xco+10+(width-20)/2, yco-44, (width-20)/2, 19, &aa->end, 0.0, MAXFRAMEF, 0, 0, "End frame");
}
- uiDefButI(block, NUM, 0, "Blendin: ", xco+30, yco-64, (width-60)/2, 19, &aa->blendin, 0.0, MAXFRAMEF, 0.0, 0.0, "Number of frames of motion blending");
- uiDefButS(block, NUM, 0, "Priority: ", xco+30+(width-60)/2, yco-64, (width-60)/2, 19, &aa->priority, 0.0, 100.0, 0.0, 0.0, "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");
+ uiDefButS(block, NUM, 0, "Blendin: ", xco+10, yco-64, (width-20)/2, 19, &aa->blendin, 0.0, 32767, 0.0, 0.0, "Number of frames of motion blending");
+ uiDefButS(block, NUM, 0, "Priority: ", xco+10+(width-20)/2, yco-64, (width-20)/2, 19, &aa->priority, 0.0, 100.0, 0.0, 0.0, "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");
- uiDefBut(block, TEX, 0, "FrameProp: ",xco+30, yco-84, width-60, 19, aa->frameProp, 0.0, 31.0, 0, 0, "Assign this property this actions current frame number");
+ uiDefBut(block, TEX, 0, "FrameProp: ",xco+10, yco-84, width-20, 19, aa->frameProp, 0.0, 31.0, 0, 0, "Assign this property this actions current frame number");
#ifdef __NLA_ACTION_BY_MOTION_ACTUATOR
diff --git a/source/gameengine/Converter/BL_ActionActuator.cpp b/source/gameengine/Converter/BL_ActionActuator.cpp
index 44f6ec1af90..5d6dd694765 100644
--- a/source/gameengine/Converter/BL_ActionActuator.cpp
+++ b/source/gameengine/Converter/BL_ActionActuator.cpp
@@ -184,6 +184,11 @@ bool BL_ActionActuator::Update(double curtime, bool frame)
if (bNegativeEvent)
{
+ // dont continue where we left off when restarting
+ if (m_end_reset) {
+ m_flag &= ~ACT_FLAG_LOCKINPUT;
+ }
+
if (!(m_flag & ACT_FLAG_ACTIVE))
return false;
m_flag &= ~ACT_FLAG_ACTIVE;
@@ -472,8 +477,10 @@ PyMethodDef BL_ActionActuator::Methods[] = {
{"getFrameProperty", (PyCFunction) BL_ActionActuator::sPyGetFrameProperty, METH_VARARGS, GetFrameProperty_doc},
{"setChannel", (PyCFunction) BL_ActionActuator::sPySetChannel, METH_VARARGS, SetChannel_doc},
// {"getChannel", (PyCFunction) BL_ActionActuator::sPyGetChannel, METH_VARARGS},
- {"getType", (PyCFunction) BL_ActionActuator::sPyGetType, METH_VARARGS, GetType_doc},
+ {"getType", (PyCFunction) BL_ActionActuator::sPyGetType, METH_VARARGS, GetType_doc},
{"setType", (PyCFunction) BL_ActionActuator::sPySetType, METH_VARARGS, SetType_doc},
+ {"getContinue", (PyCFunction) BL_ActionActuator::sPyGetContinue, METH_NOARGS, 0},
+ {"setContinue", (PyCFunction) BL_ActionActuator::sPySetContinue, METH_O, 0},
{NULL,NULL} //Sentinel
};
@@ -978,7 +985,26 @@ PyObject* BL_ActionActuator::PySetType(PyObject* self,
default:
printf("Invalid type for action actuator: %d\n", typeArg); /* error */
}
+ Py_RETURN_NONE;
+}
+
+PyObject* BL_ActionActuator::PyGetContinue(PyObject* self) {
+ return PyInt_FromLong((long)(m_end_reset==0));
+}
+
+PyObject* BL_ActionActuator::PySetContinue(PyObject* self, PyObject* value) {
+ int param = PyObject_IsTrue( value );
- Py_Return;
+ if( param == -1 ) {
+ PyErr_SetString( PyExc_TypeError, "expected True/False or 0/1" );
+ return NULL;
+ }
+
+ if (param) {
+ m_end_reset = 0;
+ } else {
+ m_end_reset = 1;
+ }
+ Py_RETURN_NONE;
}
diff --git a/source/gameengine/Converter/BL_ActionActuator.h b/source/gameengine/Converter/BL_ActionActuator.h
index 190f727c9c3..a67b6d29b74 100644
--- a/source/gameengine/Converter/BL_ActionActuator.h
+++ b/source/gameengine/Converter/BL_ActionActuator.h
@@ -47,6 +47,7 @@ public:
short playtype,
short blendin,
short priority,
+ short end_reset,
float stride,
PyTypeObject* T=&Type)
: SCA_IActuator(gameobj,T),
@@ -64,6 +65,7 @@ public:
m_stridelength(stride),
m_playtype(playtype),
m_priority(priority),
+ m_end_reset(end_reset),
m_pose(NULL),
m_blendpose(NULL),
m_userpose(NULL),
@@ -101,6 +103,8 @@ public:
// KX_PYMETHOD(BL_ActionActuator,GetChannel);
KX_PYMETHOD_DOC(BL_ActionActuator,GetType);
KX_PYMETHOD_DOC(BL_ActionActuator,SetType);
+ KX_PYMETHOD_NOARGS(BL_ActionActuator,GetContinue);
+ KX_PYMETHOD_O(BL_ActionActuator,SetContinue);
virtual PyObject* _getattr(const STR_String& attr);
@@ -137,6 +141,7 @@ protected:
float m_stridelength;
short m_playtype;
short m_priority;
+ short m_end_reset;
struct bPose* m_pose;
struct bPose* m_blendpose;
struct bPose* m_userpose;
diff --git a/source/gameengine/Converter/KX_ConvertActuators.cpp b/source/gameengine/Converter/KX_ConvertActuators.cpp
index 9b1bc1e6b90..1f87e9d9ac7 100644
--- a/source/gameengine/Converter/KX_ConvertActuators.cpp
+++ b/source/gameengine/Converter/KX_ConvertActuators.cpp
@@ -193,6 +193,7 @@ void BL_ConvertActuators(char* maggiename,
actact->type, // + 1, because Blender starts to count at zero,
actact->blendin,
actact->priority,
+ actact->end_reset,
actact->stridelength
// Ketsji at 1, because zero is reserved for "NoDef"
);
diff --git a/source/gameengine/PyDoc/BL_ActionActuator.py b/source/gameengine/PyDoc/BL_ActionActuator.py
index 41f41080c31..d56888cde80 100644
--- a/source/gameengine/PyDoc/BL_ActionActuator.py
+++ b/source/gameengine/PyDoc/BL_ActionActuator.py
@@ -86,6 +86,14 @@ class BL_ActionActuator(SCA_IActuator):
@param mode: KX_ACTIONACT_PLAY, KX_ACTIONACT_PROPERTY, KX_ACTIONACT_FLIPPER, KX_ACTIONACT_LOOPSTOP, KX_ACTIONACT_LOOPEND
@type mode: integer
"""
+
+ def setContinue(cont):
+ """
+ Set the actions continue option True or False. see getContinue.
+
+ @param cont: The continue option.
+ @type cont: bool
+ """
def getType():
"""
@@ -94,6 +102,13 @@ class BL_ActionActuator(SCA_IActuator):
@rtype: integer
@return: KX_ACTIONACT_PLAY, KX_ACTIONACT_PROPERTY, KX_ACTIONACT_FLIPPER, KX_ACTIONACT_LOOPSTOP, KX_ACTIONACT_LOOPEND
"""
+
+ def getContinue():
+ """
+ When True, the action will always play from where last left off, otherwise negative events to this actuator will reset it to its start frame.
+
+ @rtype: bool
+ """
def getAction():
"""