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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