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authorTon Roosendaal <ton@blender.org>2009-01-04 17:14:06 +0300
committerTon Roosendaal <ton@blender.org>2009-01-04 17:14:06 +0300
commitf7cb86df3a9ceccc4d649e42735732a608169157 (patch)
tree558a9ba43708a2213b1afa8f46d79f5daa140bc6 /source/blender/blenkernel/BKE_action.h
parent74f9e98c828c17910405092785633373d4ae88e8 (diff)
2.5
Think global, act local! The old favorite G.scene gone! Man... that took almost 2 days. Also removed G.curscreen and G.edbo. Not everything could get solved; here's some notes. - modifiers now store current scene in ModifierData. This is not meant for permanent, but it can probably stick there until we cleaned the anim system and depsgraph to cope better with timing issues. - Game engine G.scene should become an argument for staring it. Didn't solve this yet. - Texture nodes should get scene cfra, but the current implementation is too tightly wrapped to do it easily.
Diffstat (limited to 'source/blender/blenkernel/BKE_action.h')
-rw-r--r--source/blender/blenkernel/BKE_action.h9
1 files changed, 4 insertions, 5 deletions
diff --git a/source/blender/blenkernel/BKE_action.h b/source/blender/blenkernel/BKE_action.h
index 574d4154e86..11e2b828436 100644
--- a/source/blender/blenkernel/BKE_action.h
+++ b/source/blender/blenkernel/BKE_action.h
@@ -44,6 +44,7 @@ struct bActionChannel;
struct bPose;
struct bPoseChannel;
struct Object;
+struct Scene;
struct ID;
/* Kernel prototypes */
@@ -80,11 +81,9 @@ void free_action(struct bAction * id);
void make_local_action(struct bAction *act);
/* only for armatures, doing pose actions only too */
-void do_all_pose_actions(struct Object *);
+void do_all_pose_actions(struct Scene *scene, struct Object *);
/* only for objects, doing only 1 channel */
-void do_all_object_actions(struct Object *);
-/* only for Mesh, Curve, Surface, Lattice, doing only Shape channel */
-void do_all_shape_actions(struct Object *);
+void do_all_object_actions(struct Scene *scene, struct Object *);
/**
@@ -134,7 +133,7 @@ void extract_pose_from_action(struct bPose *pose, struct bAction *act, float cti
/**
* Get the effects of the given action using a workob
*/
-void what_does_obaction(struct Object *ob, struct Object *workob, struct bAction *act, float cframe);
+void what_does_obaction(struct Scene *scene, struct Object *ob, struct Object *workob, struct bAction *act, float cframe);
/**
* Iterate through the action channels of the action