diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-09-17 05:29:54 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-09-17 05:29:54 +0400 |
commit | 9064ed8d6aa934dedc4b344e328566a8549371f6 (patch) | |
tree | 81618923ec82eba64aa5caa6af6ffeb6231b996a /source/gameengine/Converter/BL_ArmatureObject.h | |
parent | 9b7d40dbae1be5aa18894ffbc8f97a4a8c4c6fdd (diff) |
Fix for bug #4192: game engine armatures that are dynamically added
but don't have an action got the pose of already added armatures, even
though they're not related. This also fixes an issue where the armature
in Blender would end up in the pose from the game after ESC, removes
unneeded copies made during armature evaluation, and also solves the
constraint copying hack.
Diffstat (limited to 'source/gameengine/Converter/BL_ArmatureObject.h')
-rw-r--r-- | source/gameengine/Converter/BL_ArmatureObject.h | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/source/gameengine/Converter/BL_ArmatureObject.h b/source/gameengine/Converter/BL_ArmatureObject.h index 6f2c0d2f4c9..d68e37d9e37 100644 --- a/source/gameengine/Converter/BL_ArmatureObject.h +++ b/source/gameengine/Converter/BL_ArmatureObject.h @@ -61,7 +61,7 @@ public: void SetPose (struct bPose *pose); void ApplyPose(); - bool VerifyPose(); + void RestorePose(); bool SetActiveAction(class BL_ActionActuator *act, short priority, double curtime); @@ -82,6 +82,7 @@ protected: Object *m_objArma; struct bArmature *m_armature; struct bPose *m_pose; + struct bPose *m_armpose; struct bPose *m_framePose; double m_lastframe; class BL_ActionActuator *m_activeAct; |