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authorDalai Felinto <dfelinto@gmail.com>2018-04-16 15:07:42 +0300
committerDalai Felinto <dfelinto@gmail.com>2018-04-17 18:51:28 +0300
commit159806140fd33e6ddab951c0f6f180cfbf927d38 (patch)
treeda076be3baa4d987fb5935e220a3d901c926e0e7 /source/blender/blenkernel/intern/action.c
parent28b996a9d2090efdd74115a653629ef9d7d871f7 (diff)
Removing Blender Game Engine from Blender 2.8
Folders removed entirely: * //extern/recastnavigation * //intern/decklink * //intern/moto * //source/blender/editors/space_logic * //source/blenderplayer * //source/gameengine This includes DNA data and any reference to the BGE code in Blender itself. We are bumping the subversion. Pending tasks: * Tile/clamp code in image editor draw code. * Viewport drawing code (so much of this will go away because of BI removal that we can wait until then to remove this.
Diffstat (limited to 'source/blender/blenkernel/intern/action.c')
-rw-r--r--source/blender/blenkernel/intern/action.c52
1 files changed, 0 insertions, 52 deletions
diff --git a/source/blender/blenkernel/intern/action.c b/source/blender/blenkernel/intern/action.c
index e47c87c995b..7cceec2c08f 100644
--- a/source/blender/blenkernel/intern/action.c
+++ b/source/blender/blenkernel/intern/action.c
@@ -855,39 +855,6 @@ void BKE_pose_free(bPose *pose)
BKE_pose_free_ex(pose, true);
}
-static void copy_pose_channel_data(bPoseChannel *pchan, const bPoseChannel *chan)
-{
- bConstraint *pcon, *con;
-
- copy_v3_v3(pchan->loc, chan->loc);
- copy_v3_v3(pchan->size, chan->size);
- copy_v3_v3(pchan->eul, chan->eul);
- copy_v3_v3(pchan->rotAxis, chan->rotAxis);
- pchan->rotAngle = chan->rotAngle;
- copy_qt_qt(pchan->quat, chan->quat);
- pchan->rotmode = chan->rotmode;
- copy_m4_m4(pchan->chan_mat, (float(*)[4])chan->chan_mat);
- copy_m4_m4(pchan->pose_mat, (float(*)[4])chan->pose_mat);
- pchan->flag = chan->flag;
-
- pchan->roll1 = chan->roll1;
- pchan->roll2 = chan->roll2;
- pchan->curveInX = chan->curveInX;
- pchan->curveInY = chan->curveInY;
- pchan->curveOutX = chan->curveOutX;
- pchan->curveOutY = chan->curveOutY;
- pchan->ease1 = chan->ease1;
- pchan->ease2 = chan->ease2;
- pchan->scaleIn = chan->scaleIn;
- pchan->scaleOut = chan->scaleOut;
-
- con = chan->constraints.first;
- for (pcon = pchan->constraints.first; pcon && con; pcon = pcon->next, con = con->next) {
- pcon->enforce = con->enforce;
- pcon->headtail = con->headtail;
- }
-}
-
/**
* Copy the internal members of each pose channel including constraints
* and ID-Props, used when duplicating bones in editmode.
@@ -1329,25 +1296,6 @@ short action_get_item_transforms(bAction *act, Object *ob, bPoseChannel *pchan,
/* ************** Pose Management Tools ****************** */
-/* Copy the data from the action-pose (src) into the pose */
-/* both args are assumed to be valid */
-/* exported to game engine */
-/* Note! this assumes both poses are aligned, this isn't always true when dealing with user poses */
-void extract_pose_from_pose(bPose *pose, const bPose *src)
-{
- const bPoseChannel *schan;
- bPoseChannel *pchan = pose->chanbase.first;
-
- if (pose == src) {
- printf("extract_pose_from_pose source and target are the same\n");
- return;
- }
-
- for (schan = src->chanbase.first; (schan && pchan); schan = schan->next, pchan = pchan->next) {
- copy_pose_channel_data(pchan, schan);
- }
-}
-
/* for do_all_pose_actions, clears the pose. Now also exported for proxy and tools */
void BKE_pose_rest(bPose *pose)
{