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Rename AlwaysSync into AlwaysSyncAnimation

clandrin преди 2 години
родител
ревизия
b8903ca4cd
променени са 5 файла, в които са добавени 10 реда и са изтрити 10 реда
  1. 1 1
      h3d/parts/GpuParticles.hx
  2. 1 1
      h3d/scene/CameraController.hx
  3. 6 6
      h3d/scene/Object.hx
  4. 1 1
      h3d/scene/Skin.hx
  5. 1 1
      h3d/scene/Trail.hx

+ 1 - 1
h3d/parts/GpuParticles.hx

@@ -905,7 +905,7 @@ class GpuParticles extends h3d.scene.MultiMaterial {
 				return; // was removed
 		}
 
-		if( !ctx.visibleFlag && !alwaysSync )
+		if( !ctx.visibleFlag && !alwaysSyncAnimation )
 			return;
 
 		for( g in groups ) {

+ 1 - 1
h3d/scene/CameraController.hx

@@ -259,7 +259,7 @@ class CameraController extends h3d.scene.Object {
 		if( ctx.scene.renderer.renderMode == LightProbe )
 			return;
 
-		if( !ctx.visibleFlag && !alwaysSync ) {
+		if( !ctx.visibleFlag && !alwaysSyncAnimation ) {
 			super.sync(ctx);
 			return;
 		}

+ 6 - 6
h3d/scene/Object.hx

@@ -7,7 +7,7 @@ package h3d.scene;
 	public var FFollowPositionOnly = 0x08;
 	public var FLightCameraCenter = 0x10;
 	public var FAllocated = 0x20;
-	public var FAlwaysSync = 0x40;
+	public var FAlwaysSyncAnimation = 0x40;
 	public var FInheritCulled = 0x80;
 	public var FModelRoot = 0x100;
 	public var FIgnoreBounds = 0x200;
@@ -115,9 +115,9 @@ class Object {
 	public var culled(get, set) : Bool;
 
 	/**
-		When an object is not visible or culled, its animation does not get synchronized unless you set alwaysSync=true
+		When an object is not visible or culled, its animation does not get synchronized unless you set alwaysSyncAnimation=true
 	**/
-	public var alwaysSync(get, set) : Bool;
+	public var alwaysSyncAnimation(get, set) : Bool;
 
 	/**
 		When enabled, the culled flag and culling collider is inherited by children objects.
@@ -201,7 +201,7 @@ class Object {
 	inline function get_culled() return flags.has(FCulled);
 	inline function get_followPositionOnly() return flags.has(FFollowPositionOnly);
 	inline function get_lightCameraCenter() return flags.has(FLightCameraCenter);
-	inline function get_alwaysSync() return flags.has(FAlwaysSync);
+	inline function get_alwaysSyncAnimation() return flags.has(FAlwaysSyncAnimation);
 	inline function get_inheritCulled() return flags.has(FInheritCulled);
 	inline function get_ignoreBounds() return flags.has(FIgnoreBounds);
 	inline function get_ignoreCollide() return flags.has(FIgnoreCollide);
@@ -215,7 +215,7 @@ class Object {
 	inline function set_allocated(b) return flags.set(FAllocated, b);
 	inline function set_followPositionOnly(b) return flags.set(FFollowPositionOnly, b);
 	inline function set_lightCameraCenter(b) return flags.set(FLightCameraCenter, b);
-	inline function set_alwaysSync(b) return flags.set(FAlwaysSync, b);
+	inline function set_alwaysSyncAnimation(b) return flags.set(FAlwaysSyncAnimation, b);
 	inline function set_ignoreBounds(b) return flags.set(FIgnoreBounds, b);
 	inline function set_inheritCulled(b) return flags.set(FInheritCulled, b);
 	inline function set_ignoreCollide(b) return flags.set(FIgnoreCollide, b);
@@ -702,7 +702,7 @@ class Object {
 			var dt = ctx.elapsedTime;
 			while( dt > 0 && currentAnimation != null )
 				dt = currentAnimation.update(dt);
-			if( currentAnimation != null && ((ctx.visibleFlag && visible && !culled) || alwaysSync)  )
+			if( currentAnimation != null && ((ctx.visibleFlag && visible && !culled) || alwaysSyncAnimation)  )
 				currentAnimation.sync();
 			if( parent == null && old != null )
 				return; // if we were removed by an animation event

+ 1 - 1
h3d/scene/Skin.hx

@@ -217,7 +217,7 @@ class Skin extends MultiMaterial {
 	}
 
 	override function sync( ctx : RenderContext ) {
-		if( !ctx.visibleFlag && !alwaysSync )
+		if( !ctx.visibleFlag && !alwaysSyncAnimation )
 			return;
 		syncJoints();
 	}

+ 1 - 1
h3d/scene/Trail.hx

@@ -92,7 +92,7 @@ class Trail extends Mesh {
 
 	override function sync(ctx) {
 		super.sync(ctx);
-		if( ctx.elapsedTime == 0 || (!ctx.visibleFlag && !alwaysSync) )
+		if( ctx.elapsedTime == 0 || (!ctx.visibleFlag && !alwaysSyncAnimation) )
 			return;
 
 		var curX = absPos._41;