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authorTon Roosendaal <ton@blender.org>2009-10-20 19:51:18 +0400
committerTon Roosendaal <ton@blender.org>2009-10-20 19:51:18 +0400
commit0e5a6a21e880a083ad0b565cbf75095f34b891f4 (patch)
tree93b28677f4db43ee1638be884b39998612d852c8
parent5571d37e94a2989ea0dd727abb43887a95f585f3 (diff)
Fixes to get Blender compile and run on PowerPC OSX 10.3, gcc 3.3
(yes antique, but having 5 year old OS's work is very cool) In short: - include <cmath> after <math.h> fails - STL template issues (recursion, syntax)
-rw-r--r--source/blender/ikplugin/intern/itasc_plugin.cpp14
-rw-r--r--source/gameengine/Converter/BL_ArmatureActuator.cpp2
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.cpp3
-rw-r--r--source/nan_compile.mk4
4 files changed, 13 insertions, 10 deletions
diff --git a/source/blender/ikplugin/intern/itasc_plugin.cpp b/source/blender/ikplugin/intern/itasc_plugin.cpp
index b6fceabdb46..3dcb9e462b9 100644
--- a/source/blender/ikplugin/intern/itasc_plugin.cpp
+++ b/source/blender/ikplugin/intern/itasc_plugin.cpp
@@ -1121,12 +1121,14 @@ static IK_Scene* convert_tree(Scene *blscene, Object *ob, bPoseChannel *pchan)
KDL::Frame tip(iTaSC::F_identity);
Vector3 *fl = bone->bone_mat;
- KDL::Frame head(KDL::Rotation(
- fl[0][0], fl[1][0], fl[2][0],
- fl[0][1], fl[1][1], fl[2][1],
- fl[0][2], fl[1][2], fl[2][2]),
- KDL::Vector(bone->head[0], bone->head[1], bone->head[2])*scale);
-
+ KDL::Rotation brot(
+ fl[0][0], fl[1][0], fl[2][0],
+ fl[0][1], fl[1][1], fl[2][1],
+ fl[0][2], fl[1][2], fl[2][2]);
+ KDL::Vector bpos(bone->head[0], bone->head[1], bone->head[2]);
+ bpos = bpos*scale;
+ KDL::Frame head(brot, bpos);
+
// rest pose length of the bone taking scaling into account
length= bone->length*scale;
parent = (a > 0) ? ikscene->channels[tree->parent[a]].tail : root;
diff --git a/source/gameengine/Converter/BL_ArmatureActuator.cpp b/source/gameengine/Converter/BL_ArmatureActuator.cpp
index a018f0f938d..b70a0aa79e7 100644
--- a/source/gameengine/Converter/BL_ArmatureActuator.cpp
+++ b/source/gameengine/Converter/BL_ArmatureActuator.cpp
@@ -31,9 +31,9 @@
#include "DNA_constraint_types.h"
#include "DNA_actuator_types.h"
#include "BKE_constraint.h"
-#include "BLI_arithb.h"
#include "BL_ArmatureActuator.h"
#include "BL_ArmatureObject.h"
+#include "BLI_arithb.h"
/**
* This class is the conversion of the Pose channel constraint.
diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp
index 9bb261fcba9..d516d3e03ff 100644
--- a/source/gameengine/Ketsji/KX_GameObject.cpp
+++ b/source/gameengine/Ketsji/KX_GameObject.cpp
@@ -46,7 +46,6 @@ typedef unsigned long uint_ptr;
#define KX_INERTIA_INFINITE 10000
-#include "BLI_arithb.h"
#include "RAS_IPolygonMaterial.h"
#include "KX_BlenderMaterial.h"
#include "KX_GameObject.h"
@@ -80,6 +79,8 @@ typedef unsigned long uint_ptr;
#include "KX_SG_NodeRelationships.h"
+#include "BLI_arithb.h"
+
static MT_Point3 dummy_point= MT_Point3(0.0, 0.0, 0.0);
static MT_Vector3 dummy_scaling = MT_Vector3(1.0, 1.0, 1.0);
static MT_Matrix3x3 dummy_orientation = MT_Matrix3x3( 1.0, 0.0, 0.0,
diff --git a/source/nan_compile.mk b/source/nan_compile.mk
index 8d4da1e2790..6a1263e286c 100644
--- a/source/nan_compile.mk
+++ b/source/nan_compile.mk
@@ -73,8 +73,8 @@ ifeq ($(OS),darwin)
CC ?= gcc
CCC ?= g++
ifeq ($(CPU),powerpc)
- CFLAGS += -pipe -fPIC -ffast-math -mcpu=7450 -mtune=G5 -funsigned-char -fno-strict-aliasing
- CCFLAGS += -pipe -fPIC -funsigned-char -fno-strict-aliasing
+ CFLAGS += -pipe -fPIC -ffast-math -mcpu=7450 -mtune=G5 -funsigned-char -fno-strict-aliasing -Wno-long-double
+ CCFLAGS += -pipe -fPIC -funsigned-char -fno-strict-aliasing -Wno-long-double
else
CFLAGS += -pipe -fPIC -ffast-math -march=pentium-m -funsigned-char -fno-strict-aliasing
CCFLAGS += -pipe -fPIC -funsigned-char -fno-strict-aliasing