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authorTon Roosendaal <ton@blender.org>2005-11-29 15:45:18 +0300
committerTon Roosendaal <ton@blender.org>2005-11-29 15:45:18 +0300
commit0140c36df9fcb99945caa5f473dea6a41f74a635 (patch)
tree2a626c3d35749c75f7cf7a8bf7606e953ab24666 /source/blender/blenkernel/BKE_armature.h
parent65ce2c2cee5d4d382ecef61f25f6abc348944290 (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.h9
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