Age | Commit message (Collapse) | Author |
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Reveiwers:Moguri, Matpi, youle
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This patch removes the limitations on the number of action layers in the BGE.
BL_ActionManager currently uses a fixed array to keep track of the action layers. This patch replaces the fixed array with a map which allows for dynamic allocation of action layers. Layers (map items) are automatically removed on BL_ActionManager's update function. The maximum number of layers is roughly the value of a short. Backwards functionality is maintained and there are no changes to the Python API.
Task Discussion:
https://developer.blender.org/T39572
Author: Kevin Ednalino
Reviewers: moguri
Differential Revision: https://developer.blender.org/D491
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played directly on camera object with parents.
Updating object IPOs is not currently thread-safe since it also updates
children. This leads to problems when parents and children are both
animated. For now, updating object IPOs is done in its own loop to avoid
threading issues.
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Currently this is only for the Python API. The logic brick will be updated in a future commit.
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had a typo too.
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functions with a macro.
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/ classes.
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http://markmail.org/message/fp7ozcywxum3ar7n
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Also, layer checks were checking for values between 0 and MAX_ACTION_LAYERS when they should have been checking for values between 0 and MAX_ACTION_LAYERS - 1.
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* Blendin for Loop End works even after a negative pulse. Flipper could still use some work in this area.
* Continuous works a lot better.
* BL_Action::SetFrame() should work a little smoother.
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to behave more like it did in trunk. The Pepper version is still more sensitive to pulses than the trunk version, but this is more accurate. I might try to address this, but I'm not sure.
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a per layer basis.
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still needs more testing.
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* Adding BL_Action::Play() and BL_Action::Stop()
* Making BL_ActonManger reuse BL_Actions instead of recreating them all the time
* Making the Property play type work for the Action actuator.
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* To do this, I've added Get/SetFrame() functions.
* I've also cleaned up a little bit of the wrap around logic in BL_Action.cpp.
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BL_ActionManager:
* IsActionDone(short layer) - Checks to see if the animation on the given layer has finished.
KX_GameObject:
* PlayAction(...) - Adds an action to the object's action manager
* StopAction(short layer) - Remove an action from the object's action manager
* IsActionDone(short layer) - Check if an action has finished playing
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* Adding IPOs to BL_Action
* Adding a "speed" option to adjust the playback speed by some factor
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