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