diff options
author | Ton Roosendaal <ton@blender.org> | 2005-11-29 15:45:18 +0300 |
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committer | Ton Roosendaal <ton@blender.org> | 2005-11-29 15:45:18 +0300 |
commit | 0140c36df9fcb99945caa5f473dea6a41f74a635 (patch) | |
tree | 2a626c3d35749c75f7cf7a8bf7606e953ab24666 /source/blender/blenkernel/BKE_armature.h | |
parent | 65ce2c2cee5d4d382ecef61f25f6abc348944290 (diff) |
Cleanup & preparation commit for getting Armatures/Poses/Actions working
in the game engine again.
All files in source/gameengine/ I've committed below have a comment like
/* XXX note .... */
where something needs to be done. This is pretty straightforward for Erwin,
who has been notified in person too about this. :)
Diffstat (limited to 'source/blender/blenkernel/BKE_armature.h')
-rw-r--r-- | source/blender/blenkernel/BKE_armature.h | 9 |
1 files changed, 0 insertions, 9 deletions
diff --git a/source/blender/blenkernel/BKE_armature.h b/source/blender/blenkernel/BKE_armature.h index 336ba823520..1ce5f7d0f03 100644 --- a/source/blender/blenkernel/BKE_armature.h +++ b/source/blender/blenkernel/BKE_armature.h @@ -95,19 +95,11 @@ void get_objectspace_bone_matrix (struct Bone* bone, float M_accumulatedMatrix[] void vec_roll_to_mat3(float *vec, float roll, float mat[][3]); void mat3_to_vec_roll(float mat[][3], float *vec, float *roll); - /* Animation functions */ - struct PoseTree *ik_tree_to_posetree(struct Object *ob, struct Bone *bone); void solve_posetree(PoseTree *tree); void free_posetree(PoseTree *tree); -/* Gameblender hacks */ -void GB_init_armature_deform(struct ListBase *defbase, float premat[][4], float postmat[][4]); -void GB_calc_armature_deform (float *co, struct MDeformVert *dvert); -void GB_build_mats (float parmat[][4], float obmat[][4], float premat[][4], float postmat[][4]); -void GB_validate_defgroups (struct Mesh *mesh, struct ListBase *defbase); - /* B-Bone support */ typedef struct Mat4 { float mat[4][4]; @@ -115,7 +107,6 @@ typedef struct Mat4 { Mat4 *b_bone_spline_setup(struct bPoseChannel *pchan); - #ifdef __cplusplus } #endif |