forked from bartvdbraak/blender
017fa2c19f
* Adding a BL_Action and a BL_ActionManager * Each KX_GameObject has a BL_ActionManager, which can control up to for BL_Action objects at a given time * Currently, the only interface to BL_ActionManager is through KX_GameObject via Python * Only armature animations are currently supported
65 lines
1.7 KiB
C++
65 lines
1.7 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef __BL_ACTIONMANAGER
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#define __BL_ACTIONMANAGER
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#include "BL_Action.h"
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#define MAX_ACTION_LAYERS 4
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class BL_ActionManager
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{
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private:
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BL_Action* m_layers[MAX_ACTION_LAYERS];
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public:
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BL_ActionManager();
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~BL_ActionManager();
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void PlayAction(class KX_GameObject* gameobj,
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const char* name,
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float start,
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float end,
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short layer=0,
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float blendin=0.f,
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short play_mode=0,
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short blend_mode=0);
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void StopAction(short layer);
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void Update(float);
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#ifdef WITH_CXX_GUARDEDALLOC
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public:
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void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:BL_ActionManager"); }
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void operator delete( void *mem ) { MEM_freeN(mem); }
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#endif
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};
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#endif //BL_ACTIONMANAGER
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