Get the new animation framework properly working
Store start and end frames as v2f Also move bone animations to their own function instead of object propertiesmutilcraft-mt53
parent
ba4d93027f
commit
118285e6ba
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@ -1103,6 +1103,8 @@ methods:
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- get_wielded_item() -> ItemStack
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- set_wielded_item(item): replaces the wielded item, returns true if successful
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- set_armor_groups({group1=rating, group2=rating, ...})
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- set_animations({x=1,y=1}, frame_speed=15, frame_blend=0)
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- set_bone_posrot("", {x=0,y=0,z=0}, {x=0,y=0,z=0})
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- set_properties(object property table)
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LuaEntitySAO-only: (no-op for other objects)
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- setvelocity({x=num, y=num, z=num})
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@ -1116,7 +1118,6 @@ LuaEntitySAO-only: (no-op for other objects)
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- select_horiz_by_yawpitch=false)
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^ Select sprite from spritesheet with optional animation and DM-style
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texture selection based on yaw relative to camera
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- setanimations(frame_start, frame_end, frame_speed, frame_blend)
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- get_entity_name() (DEPRECATED: Will be removed in a future version)
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- get_luaentity()
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Player-only: (no-op for other objects)
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@ -576,6 +576,10 @@ private:
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v2s16 m_tx_basepos;
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bool m_initial_tx_basepos_set;
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bool m_tx_select_horiz_by_yawpitch;
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v2f m_frames;
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int m_frame_speed;
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int m_frame_blend;
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std::map<std::string, core::vector2d<v3f> > m_bone_posrot;
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int m_anim_frame;
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int m_anim_num_frames;
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float m_anim_framelength;
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@ -924,6 +928,8 @@ public:
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m_visuals_expired = false;
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removeFromScene();
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addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
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updateAnimations();
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updateBonePosRot();
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}
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if(m_prop.physical){
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@ -1136,32 +1142,27 @@ public:
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}
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}
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void updateAnimations(int frame_start, int frame_end, float frame_speed, float frame_blend)
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void updateAnimations()
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{
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if(!m_animated_meshnode)
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return;
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m_animated_meshnode->setFrameLoop(frame_start, frame_end);
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m_animated_meshnode->setAnimationSpeed(frame_speed);
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m_animated_meshnode->setTransitionTime(frame_blend);
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m_animated_meshnode->setFrameLoop((int)m_frames.X, (int)m_frames.Y);
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m_animated_meshnode->setAnimationSpeed(m_frame_speed);
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m_animated_meshnode->setTransitionTime(m_frame_blend);
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}
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if(m_prop.animation_bone_position.size() > 0)
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void updateBonePosRot()
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{
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if(m_bone_posrot.size() > 0)
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{
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for(std::map<std::string, v3f>::const_iterator ii = m_prop.animation_bone_position.begin(); ii != m_prop.animation_bone_position.end(); ++ii){
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m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
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m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
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for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_posrot.begin(); ii != m_bone_posrot.end(); ++ii){
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std::string bone_name = (*ii).first;
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v3f bone_pos = (*ii).second;
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v3f bone_pos = (*ii).second.X;
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v3f bone_rot = (*ii).second.Y;
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irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
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bone->setPosition(bone_pos);
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}
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}
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if(m_prop.animation_bone_rotation.size() > 0)
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{
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for(std::map<std::string, v3f>::const_iterator ii = m_prop.animation_bone_rotation.begin(); ii != m_prop.animation_bone_rotation.end(); ++ii){
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m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
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std::string bone_name = (*ii).first;
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v3f bone_rot = (*ii).second;
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irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
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bone->setRotation(bone_rot);
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}
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}
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@ -1236,12 +1237,22 @@ public:
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}
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else if(cmd == GENERIC_CMD_SET_ANIMATIONS)
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{
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int frame_start = readU16(is);
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int frame_end = readU16(is);
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float frame_speed = readF1000(is);
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float frame_blend = readF1000(is);
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m_frames = readV2F1000(is);
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m_frame_speed = readF1000(is);
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m_frame_blend = readF1000(is);
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updateAnimations(frame_start, frame_end, frame_speed, frame_blend);
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updateAnimations();
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expireVisuals();
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}
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else if(cmd == GENERIC_CMD_SET_BONE_POSROT)
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{
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std::string bone = deSerializeString(is);
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v3f position = readV3F1000(is);
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v3f rotation = readV3F1000(is);
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m_bone_posrot[bone] = core::vector2d<v3f>(position, rotation);
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updateBonePosRot();
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expireVisuals();
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}
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else if(cmd == GENERIC_CMD_PUNCHED)
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{
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@ -644,6 +644,22 @@ void LuaEntitySAO::setArmorGroups(const ItemGroupList &armor_groups)
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m_armor_groups_sent = false;
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}
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void LuaEntitySAO::setAnimations(v2f frames, float frame_speed, float frame_blend)
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{
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std::string str = gob_cmd_set_animations(frames, frame_speed, frame_blend);
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// create message and add to list
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ActiveObjectMessage aom(getId(), true, str);
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m_messages_out.push_back(aom);
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}
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void LuaEntitySAO::setBonePosRot(std::string bone, v3f position, v3f rotation)
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{
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std::string str = gob_cmd_set_bone_posrot(bone, position, rotation);
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// create message and add to list
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ActiveObjectMessage aom(getId(), true, str);
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m_messages_out.push_back(aom);
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}
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ObjectProperties* LuaEntitySAO::accessObjectProperties()
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{
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return &m_prop;
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@ -706,14 +722,6 @@ void LuaEntitySAO::setSprite(v2s16 p, int num_frames, float framelength,
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m_messages_out.push_back(aom);
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}
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void LuaEntitySAO::setAnimations(int frame_start, int frame_end, float frame_speed, float frame_blend)
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{
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std::string str = gob_cmd_set_animations(frame_start, frame_end, frame_speed, frame_blend);
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// create message and add to list
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ActiveObjectMessage aom(getId(), true, str);
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m_messages_out.push_back(aom);
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}
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std::string LuaEntitySAO::getName()
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{
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return m_init_name;
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@ -1085,6 +1093,22 @@ void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups)
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m_armor_groups_sent = false;
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}
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void PlayerSAO::setAnimations(v2f frames, float frame_speed, float frame_blend)
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{
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std::string str = gob_cmd_set_animations(frames, frame_speed, frame_blend);
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// create message and add to list
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ActiveObjectMessage aom(getId(), true, str);
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m_messages_out.push_back(aom);
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}
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void PlayerSAO::setBonePosRot(std::string bone, v3f position, v3f rotation)
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{
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std::string str = gob_cmd_set_bone_posrot(bone, position, rotation);
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// create message and add to list
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ActiveObjectMessage aom(getId(), true, str);
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m_messages_out.push_back(aom);
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}
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ObjectProperties* PlayerSAO::accessObjectProperties()
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{
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return &m_prop;
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@ -61,6 +61,8 @@ public:
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void setHP(s16 hp);
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s16 getHP() const;
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void setArmorGroups(const ItemGroupList &armor_groups);
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void setAnimations(v2f frames, float frame_speed, float frame_blend);
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void setBonePosRot(std::string bone, v3f position, v3f rotation);
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ObjectProperties* accessObjectProperties();
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void notifyObjectPropertiesModified();
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/* LuaEntitySAO-specific */
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@ -73,7 +75,6 @@ public:
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void setTextureMod(const std::string &mod);
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void setSprite(v2s16 p, int num_frames, float framelength,
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bool select_horiz_by_yawpitch);
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void setAnimations(int frame_start, int frame_end, float frame_speed, float frame_blend);
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std::string getName();
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private:
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std::string getPropertyPacket();
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@ -143,6 +144,8 @@ public:
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void setHP(s16 hp);
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void setArmorGroups(const ItemGroupList &armor_groups);
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void setAnimations(v2f frames, float frame_speed, float frame_blend);
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void setBonePosRot(std::string bone, v3f position, v3f rotation);
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ObjectProperties* accessObjectProperties();
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void notifyObjectPropertiesModified();
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@ -92,19 +92,30 @@ std::string gob_cmd_set_sprite(
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return os.str();
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}
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std::string gob_cmd_set_animations(int frame_start, int frame_end, float frame_speed, float frame_blend)
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std::string gob_cmd_set_animations(v2f frames, float frame_speed, float frame_blend)
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{
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std::ostringstream os(std::ios::binary);
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// command
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writeU8(os, GENERIC_CMD_SET_ANIMATIONS);
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// parameters
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writeU16(os, frame_start);
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writeU16(os, frame_end);
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writeV2F1000(os, frames);
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writeF1000(os, frame_speed);
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writeF1000(os, frame_blend);
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return os.str();
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}
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std::string gob_cmd_set_bone_posrot(std::string bone, v3f position, v3f rotation)
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{
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std::ostringstream os(std::ios::binary);
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// command
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writeU8(os, GENERIC_CMD_SET_BONE_POSROT);
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// parameters
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os<<serializeString(bone);
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writeV3F1000(os, position);
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writeV3F1000(os, rotation);
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return os.str();
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}
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std::string gob_cmd_punched(s16 damage, s16 result_hp)
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{
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std::ostringstream os(std::ios::binary);
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@ -29,8 +29,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#define GENERIC_CMD_SET_TEXTURE_MOD 2
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#define GENERIC_CMD_SET_SPRITE 3
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#define GENERIC_CMD_SET_ANIMATIONS 4
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#define GENERIC_CMD_PUNCHED 5
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#define GENERIC_CMD_UPDATE_ARMOR_GROUPS 6
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#define GENERIC_CMD_SET_BONE_POSROT 5
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#define GENERIC_CMD_PUNCHED 6
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#define GENERIC_CMD_UPDATE_ARMOR_GROUPS 7
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#include "object_properties.h"
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std::string gob_cmd_set_properties(const ObjectProperties &prop);
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@ -55,7 +56,9 @@ std::string gob_cmd_set_sprite(
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bool select_horiz_by_yawpitch
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);
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std::string gob_cmd_set_animations(int frame_start, int frame_end, float frame_speed, float frame_blend);
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std::string gob_cmd_set_animations(v2f frames, float frame_speed, float frame_blend);
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std::string gob_cmd_set_bone_posrot(std::string bone, v3f position, v3f rotation);
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std::string gob_cmd_punched(s16 damage, s16 result_hp);
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@ -39,8 +39,6 @@ ObjectProperties::ObjectProperties():
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makes_footstep_sound(false),
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automatic_rotate(0)
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{
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// Nothing to do for animation_bone_position
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// Nothing to do for animation_bone_rotation
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textures.push_back("unknown_object.png");
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}
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@ -54,22 +52,6 @@ std::string ObjectProperties::dump()
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os<<", visual="<<visual;
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os<<", mesh="<<mesh;
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os<<", visual_size="<<PP2(visual_size);
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os<<", animation_bone_position=[";
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for(std::map<std::string, v3f>::const_iterator ii = animation_bone_position.begin(); ii != animation_bone_position.end(); ++ii){
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std::string bone_name = (*ii).first;
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v3f bone_pos = (*ii).second;
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os<<bone_name<<" "<<bone_pos.X<<","<<bone_pos.Y<<","<<bone_pos.Z<<"\"";
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}
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os<<"]";
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os<<", animation_bone_rotation=[";
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for(std::map<std::string, v3f>::const_iterator ii = animation_bone_rotation.begin(); ii != animation_bone_rotation.end(); ++ii){
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std::string bone_name = (*ii).first;
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v3f bone_rot = (*ii).second;
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os<<bone_name<<" "<<bone_rot.X<<","<<bone_rot.Y<<","<<bone_rot.Z<<"\"";
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}
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os<<"]";
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os<<", textures=[";
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for(u32 i=0; i<textures.size(); i++){
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os<<"\""<<textures[i]<<"\" ";
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@ -93,24 +75,11 @@ void ObjectProperties::serialize(std::ostream &os) const
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writeV3F1000(os, collisionbox.MaxEdge);
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os<<serializeString(visual);
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os<<serializeString(mesh);
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writeU16(os, animation_bone_position.size());
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for(std::map<std::string, v3f>::const_iterator ii = animation_bone_position.begin(); ii != animation_bone_position.end(); ++ii){
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os<<serializeString((*ii).first);
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writeV3F1000(os, (*ii).second);
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}
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writeU16(os, animation_bone_rotation.size());
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for(std::map<std::string, v3f>::const_iterator ii = animation_bone_rotation.begin(); ii != animation_bone_rotation.end(); ++ii){
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os<<serializeString((*ii).first);
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writeV3F1000(os, (*ii).second);
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}
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writeV2F1000(os, visual_size);
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writeU16(os, textures.size());
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for(u32 i=0; i<textures.size(); i++){
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os<<serializeString(textures[i]);
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}
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writeV2S16(os, spritediv);
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writeV2S16(os, initial_sprite_basepos);
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writeU8(os, is_visible);
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@ -130,27 +99,12 @@ void ObjectProperties::deSerialize(std::istream &is)
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collisionbox.MaxEdge = readV3F1000(is);
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visual = deSerializeString(is);
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mesh = deSerializeString(is);
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u32 animation_bone_position_count = readU16(is);
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for(u32 i=0; i<animation_bone_position_count; i++){
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std::string bone_name = deSerializeString(is);
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v3f bone_pos = readV3F1000(is);
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animation_bone_position[bone_name] = bone_pos;
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}
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u32 animation_bone_rotation_count = readU16(is);
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for(u32 i=0; i<animation_bone_rotation_count; i++){
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std::string bone_name = deSerializeString(is);
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v3f bone_rot = readV3F1000(is);
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animation_bone_rotation[bone_name] = bone_rot;
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}
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visual_size = readV2F1000(is);
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textures.clear();
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u32 texture_count = readU16(is);
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for(u32 i=0; i<texture_count; i++){
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textures.push_back(deSerializeString(is));
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}
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spritediv = readV2S16(is);
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initial_sprite_basepos = readV2S16(is);
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is_visible = readU8(is);
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@ -34,8 +34,6 @@ struct ObjectProperties
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core::aabbox3d<f32> collisionbox;
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std::string visual;
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std::string mesh;
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std::map<std::string, v3f> animation_bone_position;
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std::map<std::string, v3f> animation_bone_rotation;
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v2f visual_size;
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core::array<std::string> textures;
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v2s16 spritediv;
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@ -944,30 +944,6 @@ static void read_object_properties(lua_State *L, int index,
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prop->visual_size = read_v2f(L, -1);
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lua_pop(L, 1);
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lua_getfield(L, -1, "animation_bone_position");
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if(lua_istable(L, -1))
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{
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lua_rawgeti (L, -1, 1);
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lua_rawgeti (L, -2, 2);
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std::string bone_name = lua_tostring(L, -2);
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v3f bone_pos = read_v3f(L, -1);
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prop->animation_bone_position[bone_name] = bone_pos;
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lua_pop(L, 2);
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}
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lua_pop(L, 1);
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lua_getfield(L, -1, "animation_bone_rotation");
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if(lua_istable(L, -1))
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{
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lua_rawgeti (L, -1, 1);
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lua_rawgeti (L, -2, 2);
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std::string bone_name = lua_tostring(L, -2);
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v3f bone_rot = read_v3f(L, -1);
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prop->animation_bone_rotation[bone_name] = bone_rot;
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lua_pop(L, 2);
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}
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lua_pop(L, 1);
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lua_getfield(L, -1, "textures");
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if(lua_istable(L, -1)){
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prop->textures.clear();
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@ -2723,6 +2699,48 @@ private:
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return 0;
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}
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// setanimations(self, frames, frame_speed, frame_blend)
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static int l_set_animations(lua_State *L)
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{
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ObjectRef *ref = checkobject(L, 1);
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ServerActiveObject *co = getobject(ref);
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if(co == NULL) return 0;
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// Do it
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v2f frames = v2f(1, 1);
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if(!lua_isnil(L, 2))
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frames = read_v2f(L, 2);
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float frame_speed = 15;
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if(!lua_isnil(L, 3))
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||||
frame_speed = lua_tonumber(L, 3);
|
||||
float frame_blend = 0;
|
||||
if(!lua_isnil(L, 4))
|
||||
frame_blend = lua_tonumber(L, 4);
|
||||
co->setAnimations(frames, frame_speed, frame_blend);
|
||||
return 0;
|
||||
}
|
||||
|
||||
// setboneposrot(std::string bone, v3f position, v3f rotation)
|
||||
static int l_set_bone_posrot(lua_State *L)
|
||||
{
|
||||
ObjectRef *ref = checkobject(L, 1);
|
||||
ServerActiveObject *co = getobject(ref);
|
||||
if(co == NULL) return 0;
|
||||
// Do it
|
||||
|
||||
std::string bone = "";
|
||||
if(!lua_isnil(L, 2))
|
||||
bone = lua_tostring(L, 2);
|
||||
v3f position = v3f(0, 0, 0);
|
||||
if(!lua_isnil(L, 3))
|
||||
position = read_v3f(L, 3);
|
||||
v3f rotation = v3f(0, 0, 0);
|
||||
if(!lua_isnil(L, 4))
|
||||
rotation = read_v3f(L, 4);
|
||||
co->setBonePosRot(bone, position, rotation);
|
||||
return 0;
|
||||
}
|
||||
|
||||
// set_properties(self, properties)
|
||||
static int l_set_properties(lua_State *L)
|
||||
{
|
||||
|
@ -2848,30 +2866,6 @@ private:
|
|||
return 0;
|
||||
}
|
||||
|
||||
// setanimations(self, mod)
|
||||
static int l_setanimations(lua_State *L)
|
||||
{
|
||||
ObjectRef *ref = checkobject(L, 1);
|
||||
LuaEntitySAO *co = getluaobject(ref);
|
||||
if(co == NULL) return 0;
|
||||
// Do it
|
||||
v2s16 p(0,0);
|
||||
int frame_start = 0;
|
||||
if(!lua_isnil(L, 2))
|
||||
frame_start = lua_tonumber(L, 2);
|
||||
int frame_end = 0;
|
||||
if(!lua_isnil(L, 3))
|
||||
frame_end = lua_tonumber(L, 3);
|
||||
float frame_speed = 15;
|
||||
if(!lua_isnil(L, 4))
|
||||
frame_speed = lua_tonumber(L, 4);
|
||||
float frame_blend = 0;
|
||||
if(!lua_isnil(L, 5))
|
||||
frame_blend = lua_tonumber(L, 5);
|
||||
co->setAnimations(frame_start, frame_end, frame_speed, frame_blend);
|
||||
return 0;
|
||||
}
|
||||
|
||||
// DEPRECATED
|
||||
// get_entity_name(self)
|
||||
static int l_get_entity_name(lua_State *L)
|
||||
|
@ -3061,6 +3055,8 @@ const luaL_reg ObjectRef::methods[] = {
|
|||
method(ObjectRef, get_wielded_item),
|
||||
method(ObjectRef, set_wielded_item),
|
||||
method(ObjectRef, set_armor_groups),
|
||||
method(ObjectRef, set_animations),
|
||||
method(ObjectRef, set_bone_posrot),
|
||||
method(ObjectRef, set_properties),
|
||||
// LuaEntitySAO-only
|
||||
method(ObjectRef, setvelocity),
|
||||
|
@ -3071,7 +3067,6 @@ const luaL_reg ObjectRef::methods[] = {
|
|||
method(ObjectRef, getyaw),
|
||||
method(ObjectRef, settexturemod),
|
||||
method(ObjectRef, setsprite),
|
||||
method(ObjectRef, setanimations),
|
||||
method(ObjectRef, get_entity_name),
|
||||
method(ObjectRef, get_luaentity),
|
||||
// Player-only
|
||||
|
|
|
@ -152,6 +152,10 @@ public:
|
|||
|
||||
virtual void setArmorGroups(const ItemGroupList &armor_groups)
|
||||
{}
|
||||
virtual void setAnimations(v2f frames, float frame_speed, float frame_blend)
|
||||
{}
|
||||
virtual void setBonePosRot(std::string bone, v3f position, v3f rotation)
|
||||
{}
|
||||
virtual ObjectProperties* accessObjectProperties()
|
||||
{ return NULL; }
|
||||
virtual void notifyObjectPropertiesModified()
|
||||
|
|
Loading…
Reference in New Issue