forked from bartvdbraak/blender
BGE Animations: Removing guards that prevent the action actuator from being used on non-armatures. Object animation works through this actuator now too. :)
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23888be423
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6394261e54
@ -3679,10 +3679,6 @@ static void draw_actuator_action(uiLayout *layout, PointerRNA *ptr)
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PointerRNA settings_ptr;
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PointerRNA settings_ptr;
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uiLayout *row;
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uiLayout *row;
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if(ob->type != OB_ARMATURE){
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uiItemL(layout, "Actuator only available for armatures", ICON_NONE);
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return;
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}
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RNA_pointer_create((ID *)ob, &RNA_GameObjectSettings, ob, &settings_ptr);
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RNA_pointer_create((ID *)ob, &RNA_GameObjectSettings, ob, &settings_ptr);
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row= uiLayoutRow(layout, 0);
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row= uiLayoutRow(layout, 0);
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@ -426,11 +426,11 @@ EnumPropertyItem *rna_Actuator_type_itemf(bContext *C, PointerRNA *ptr, Property
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if (ob != NULL) {
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if (ob != NULL) {
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if (ob->type==OB_ARMATURE) {
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if (ob->type==OB_ARMATURE) {
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RNA_enum_items_add_value(&item, &totitem, actuator_type_items, ACT_ACTION);
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RNA_enum_items_add_value(&item, &totitem, actuator_type_items, ACT_ARMATURE);
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RNA_enum_items_add_value(&item, &totitem, actuator_type_items, ACT_ARMATURE);
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}
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}
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}
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}
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RNA_enum_items_add_value(&item, &totitem, actuator_type_items, ACT_ACTION);
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RNA_enum_items_add_value(&item, &totitem, actuator_type_items, ACT_CAMERA);
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RNA_enum_items_add_value(&item, &totitem, actuator_type_items, ACT_CAMERA);
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RNA_enum_items_add_value(&item, &totitem, actuator_type_items, ACT_CONSTRAINT);
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RNA_enum_items_add_value(&item, &totitem, actuator_type_items, ACT_CONSTRAINT);
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RNA_enum_items_add_value(&item, &totitem, actuator_type_items, ACT_EDIT_OBJECT);
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RNA_enum_items_add_value(&item, &totitem, actuator_type_items, ACT_EDIT_OBJECT);
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@ -191,30 +191,26 @@ void BL_ConvertActuators(char* maggiename,
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}
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}
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case ACT_ACTION:
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case ACT_ACTION:
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{
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{
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if (blenderobject->type==OB_ARMATURE){
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bActionActuator* actact = (bActionActuator*) bact->data;
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bActionActuator* actact = (bActionActuator*) bact->data;
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STR_String propname = (actact->name ? actact->name : "");
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STR_String propname = (actact->name ? actact->name : "");
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STR_String propframe = (actact->frameProp ? actact->frameProp : "");
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STR_String propframe = (actact->frameProp ? actact->frameProp : "");
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BL_ActionActuator* tmpbaseact = new BL_ActionActuator(
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BL_ActionActuator* tmpbaseact = new BL_ActionActuator(
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gameobj,
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gameobj,
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propname,
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propname,
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propframe,
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propframe,
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actact->sta,
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actact->sta,
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actact->end,
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actact->end,
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actact->act,
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actact->act,
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actact->type, // + 1, because Blender starts to count at zero,
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actact->type, // + 1, because Blender starts to count at zero,
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actact->blendin,
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actact->blendin,
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actact->priority,
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actact->priority,
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actact->end_reset,
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actact->end_reset,
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actact->stridelength
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actact->stridelength
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// Ketsji at 1, because zero is reserved for "NoDef"
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// Ketsji at 1, because zero is reserved for "NoDef"
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);
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);
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baseact= tmpbaseact;
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baseact= tmpbaseact;
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break;
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break;
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}
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else
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printf ("Discarded action actuator from non-armature object [%s]\n", blenderobject->id.name+2);
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}
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}
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case ACT_SHAPEACTION:
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case ACT_SHAPEACTION:
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{
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{
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