forked from bartvdbraak/blender
* blenderplayer wasnt useing the scenes frame rate.
* GBE Python API's alignToVect wasnt clamping the align ammount from 0.0-1.0 * Generated images arnt animated - use for a test to see if the textures animated.
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@ -850,10 +850,8 @@ int BKE_texture_dependsOnTime(const struct Tex *texture)
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if(texture->plugin) {
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// assume all plugins depend on time
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return 1;
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} else if(texture->ima &&
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( texture->ima->source == IMA_SRC_SEQUENCE ||
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texture->ima->source == IMA_SRC_MOVIE ||
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texture->ima->source == IMA_SRC_GENERATED ) ) {
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} else if( texture->ima &&
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ELEM(texture->ima->source, IMA_SRC_SEQUENCE, IMA_SRC_MOVIE)) {
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return 1;
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} else if(texture->ipo) {
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// assume any ipo means the texture is animated
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@ -56,6 +56,7 @@ extern "C"
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#include "BLO_readfile.h"
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#include "BKE_global.h"
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#include "BKE_main.h"
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#include "DNA_scene_types.h"
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#ifdef __cplusplus
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}
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#endif // __cplusplus
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@ -669,6 +670,11 @@ bool GPG_Application::startEngine(void)
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m_ketsjiengine->StartEngine(true);
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m_engineRunning = true;
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// Set the animation playback rate for ipo's and actions
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// the framerate below should patch with FPS macro defined in blendef.h
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// Could be in StartEngine set the framerate, we need the scene to do this
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m_ketsjiengine->SetAnimFrameRate( (((double) G.scene->r.frs_sec) / G.scene->r.frs_sec_base) );
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}
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if (!m_engineRunning)
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@ -1490,6 +1490,9 @@ PyObject* KX_GameObject::PyAlignAxisToVect(PyObject* self,
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MT_Vector3 vect;
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if (PyVecTo(pyvect, vect))
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{
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if (fac<=0.0) Py_RETURN_NONE; // Nothing to do.
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if (fac< 1.0) fac= 1.0;
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AlignAxisToVect(vect,axis,fac);
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NodeUpdateGS(0.f,true);
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Py_RETURN_NONE;
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