Revision: 39089
          
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=39089
Author:   moguri
Date:     2011-08-06 00:35:16 +0000 (Sat, 06 Aug 2011)
Log Message:
-----------
BGE Animations: Making the ping pong mode for action actuators behave more like 
trunk. The behavior is a lot closer, but there are still differences when 
interrupting a ping pong action. I'm still trying to decide if these are 
acceptable differences as they don't look all that simple to fix.

Modified Paths:
--------------
    branches/soc-2011-pepper/source/gameengine/Converter/BL_ActionActuator.cpp
    branches/soc-2011-pepper/source/gameengine/Converter/BL_ActionActuator.h

Modified: 
branches/soc-2011-pepper/source/gameengine/Converter/BL_ActionActuator.cpp
===================================================================
--- branches/soc-2011-pepper/source/gameengine/Converter/BL_ActionActuator.cpp  
2011-08-05 22:17:23 UTC (rev 39088)
+++ branches/soc-2011-pepper/source/gameengine/Converter/BL_ActionActuator.cpp  
2011-08-06 00:35:16 UTC (rev 39089)
@@ -153,7 +153,18 @@
        else if (m_playtype == ACT_ACTION_LOOP_STOP)
                play_mode = BL_Action::ACT_MODE_LOOP;
        else if (m_playtype == ACT_ACTION_PINGPONG)
-               play_mode = BL_Action::ACT_MODE_PING_PONG;
+       {
+               // We handle ping pong ourselves to increase compabitility with 
the pre-Pepper actuator
+               play_mode = BL_Action::ACT_MODE_PLAY;
+               
+               if (m_flag & ACT_FLAG_REVERSE)
+               {
+                       float tmp = start;
+                       start = end;
+                       end = tmp;
+                       m_localtime = end;
+               }
+       }
        else if (m_playtype == ACT_ACTION_FROM_PROP)
        {
                CValue* prop = GetParent()->GetProperty(m_propname);
@@ -173,13 +184,14 @@
        
        if (bPositiveEvent)
        {
-               if (m_flag & ACT_FLAG_ACTIVE && m_flag & ACT_FLAG_CONTINUE)
+
+               if (m_playtype != ACT_ACTION_PINGPONG && m_flag & 
ACT_FLAG_ACTIVE && m_flag & ACT_FLAG_CONTINUE)
                        start = m_localtime = obj->GetActionFrame(m_layer);
 
                if (obj->PlayAction(m_action->id.name+2, start, end, m_layer, 
m_priority, m_blendin, play_mode, m_layer_weight, m_ipo_flags))
                {
                        m_flag |= ACT_FLAG_ACTIVE;
-                       if (m_flag & ACT_FLAG_CONTINUE)
+                       if (m_playtype != ACT_ACTION_PINGPONG && m_flag & 
ACT_FLAG_CONTINUE)
                                obj->SetActionFrame(m_layer, m_localtime);
 
                        if (m_playtype == ACT_ACTION_PLAY)
@@ -211,7 +223,7 @@
                        m_flag &= ~ACT_FLAG_ACTIVE;
                        return false;
                }
-               else if (m_playtype == ACT_ACTION_LOOP_END)
+               else if (m_playtype == ACT_ACTION_LOOP_END || m_playtype == 
ACT_ACTION_PINGPONG)
                {
                        // Convert into a play and let it finish
                        start = obj->GetActionFrame(m_layer);
@@ -219,6 +231,9 @@
                        obj->PlayAction(m_action->id.name+2, start, end, 
m_layer, m_priority, 0, BL_Action::ACT_MODE_PLAY, m_layer_weight, m_ipo_flags);
 
                        m_flag |= ACT_FLAG_PLAY_END;
+
+                       if (m_playtype == ACT_ACTION_PINGPONG)
+                               m_flag ^= ACT_FLAG_REVERSE;
                }
                else if (m_playtype == ACT_ACTION_FLIPPER)
                {

Modified: 
branches/soc-2011-pepper/source/gameengine/Converter/BL_ActionActuator.h
===================================================================
--- branches/soc-2011-pepper/source/gameengine/Converter/BL_ActionActuator.h    
2011-08-05 22:17:23 UTC (rev 39088)
+++ branches/soc-2011-pepper/source/gameengine/Converter/BL_ActionActuator.h    
2011-08-06 00:35:16 UTC (rev 39089)
@@ -151,7 +151,7 @@
        STR_String      m_framepropname;
 };
 
-// The first values are not used in BL_ActionActuator anymore,
+// Not all of these values are used in BL_ActionActuator anymore,
 // but BL_ShapeActionActuator still uses them, so we keep them around
 // for now.
 enum {

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