BGE: added bge.logic.{get,set}AnimRecordFrame functions
By using getAnimRecordFrame(), game developers have access to the frame number used by the "Record animation" feature. This enables them to record additional information in Blender's F-Curves and ensuring perfect synchronization with the information already recorded by Blender. The setAnimRecordFrame() can be used to change the frame number at which animations are recorded, for example to introduce delays the recording that do not require delays in the actual game/simulation run. The getter/setter functions in KX_KetsjiEngine are not directly named after property they access (m_currentFrame). I found "current frame" to be too vague for a public interface, hence chose a more descriptive name. Reviewers: moguri, hg1, campbellbarton, panzergame, aligorith Reviewed By: panzergame, aligorith Differential Revision: https://developer.blender.org/D1449
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@ -337,6 +337,28 @@ General functions
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.. warning: Not implimented yet
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.. function:: getAnimRecordFrame()
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Gets the current frame number used for recording animations. This
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number is incremented automatically by Blender when the "Record
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animation" feature is turned on.
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:rtype: int
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.. function:: setAnimRecordFrame(framenr)
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Sets the current frame number used for recording animations. This
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number is automatically incremented by Blender when the "Record
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animation" feature is turned on.
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The frame number Must be non-negative, unless Blender has
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:attr:`bpy.types.UserPreferencesEdit.use_negative_frames` enabled
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in its user preferences. Only use non-negative numbers to be on
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the safe side, unless you know what you are doing.
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:arg framenr: The new frame number.
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:type framenr: int
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.. function:: getExitKey()
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Gets the key used to exit the game engine
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@ -1750,6 +1750,16 @@ void KX_KetsjiEngine::SetAnimRecordMode(bool animation_record, int startFrame)
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m_currentFrame = startFrame;
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}
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int KX_KetsjiEngine::getAnimRecordFrame() const
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{
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return m_currentFrame;
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}
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void KX_KetsjiEngine::setAnimRecordFrame(int framenr)
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{
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m_currentFrame = framenr;
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}
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bool KX_KetsjiEngine::GetUseFixedTime(void) const
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{
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return m_bFixedTime;
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@ -225,6 +225,9 @@ public:
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KX_ISceneConverter* GetSceneConverter() { return m_sceneconverter; }
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void SetAnimRecordMode(bool animation_record, int startFrame);
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int getAnimRecordFrame() const;
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void setAnimRecordFrame(int framenr);
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RAS_IRasterizer* GetRasterizer() { return m_rasterizer; }
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RAS_ICanvas* GetCanvas() { return m_canvas; }
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SCA_IInputDevice* GetKeyboardDevice() { return m_keyboarddevice; }
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@ -526,6 +526,27 @@ static PyObject *gPyGetPhysicsTicRate(PyObject *)
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return PyFloat_FromDouble(PHY_GetActiveEnvironment()->GetFixedTimeStep());
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}
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static PyObject *gPySetAnimRecordFrame(PyObject *, PyObject *args)
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{
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int anim_record_frame;
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if (!PyArg_ParseTuple(args, "i:setAnimRecordFrame", &anim_record_frame))
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return NULL;
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if (anim_record_frame < 0 && (U.flag & USER_NONEGFRAMES)) {
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PyErr_Format(PyExc_ValueError, "Frame number must be non-negative (was %i).", anim_record_frame);
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return NULL;
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}
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gp_KetsjiEngine->setAnimRecordFrame(anim_record_frame);
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Py_RETURN_NONE;
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}
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static PyObject *gPyGetAnimRecordFrame(PyObject *)
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{
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return PyLong_FromLong(gp_KetsjiEngine->getAnimRecordFrame());
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}
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static PyObject *gPyGetAverageFrameRate(PyObject *)
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{
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return PyFloat_FromDouble(KX_KetsjiEngine::GetAverageFrameRate());
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@ -887,6 +908,8 @@ static struct PyMethodDef game_methods[] = {
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{"setLogicTicRate", (PyCFunction) gPySetLogicTicRate, METH_VARARGS, (const char *)"Sets the logic tic rate"},
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{"getPhysicsTicRate", (PyCFunction) gPyGetPhysicsTicRate, METH_NOARGS, (const char *)"Gets the physics tic rate"},
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{"setPhysicsTicRate", (PyCFunction) gPySetPhysicsTicRate, METH_VARARGS, (const char *)"Sets the physics tic rate"},
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{"getAnimRecordFrame", (PyCFunction) gPyGetAnimRecordFrame, METH_NOARGS, (const char *)"Gets the current frame number used for animation recording"},
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{"setAnimRecordFrame", (PyCFunction) gPySetAnimRecordFrame, METH_VARARGS, (const char *)"Sets the current frame number used for animation recording"},
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{"getExitKey", (PyCFunction) gPyGetExitKey, METH_NOARGS, (const char *)"Gets the key used to exit the game engine"},
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{"setExitKey", (PyCFunction) gPySetExitKey, METH_VARARGS, (const char *)"Sets the key used to exit the game engine"},
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{"getAverageFrameRate", (PyCFunction) gPyGetAverageFrameRate, METH_NOARGS, (const char *)"Gets the estimated average frame rate"},
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