Game Engine working with the new animation system for Ipos (IpoActuator)
FCurves are used for animation evaluation so FCurve modifiers work :). Tested with object location and object color animation. Armature and Shape Keys next.
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@@ -113,11 +113,11 @@ KX_BlenderSceneConverter::~KX_BlenderSceneConverter()
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// delete sumoshapes
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int numipolists = m_map_blender_to_gameipolist.size();
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for (i=0; i<numipolists; i++) {
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BL_InterpolatorList *ipoList= *m_map_blender_to_gameipolist.at(i);
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int numAdtLists = m_map_blender_to_gameAdtList.size();
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for (i=0; i<numAdtLists; i++) {
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BL_InterpolatorList *adtList= *m_map_blender_to_gameAdtList.at(i);
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delete (ipoList);
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delete (adtList);
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}
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vector<pair<KX_Scene*,KX_WorldInfo*> >::iterator itw = m_worldinfos.begin();
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@@ -573,18 +573,18 @@ void KX_BlenderSceneConverter::RegisterPolyMaterial(RAS_IPolyMaterial *polymat)
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void KX_BlenderSceneConverter::RegisterInterpolatorList(
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BL_InterpolatorList *ipoList,
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struct Ipo *for_ipo)
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BL_InterpolatorList *adtList,
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struct AnimData *for_adt)
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{
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m_map_blender_to_gameipolist.insert(CHashedPtr(for_ipo), ipoList);
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m_map_blender_to_gameAdtList.insert(CHashedPtr(for_adt), adtList);
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}
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BL_InterpolatorList *KX_BlenderSceneConverter::FindInterpolatorList(
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struct Ipo *for_ipo)
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struct AnimData *for_adt)
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{
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BL_InterpolatorList **listp = m_map_blender_to_gameipolist[CHashedPtr(for_ipo)];
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BL_InterpolatorList **listp = m_map_blender_to_gameAdtList[CHashedPtr(for_adt)];
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return listp?*listp:NULL;
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}
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