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authorCampbell Barton <ideasman42@gmail.com>2009-06-17 00:38:18 +0400
committerCampbell Barton <ideasman42@gmail.com>2009-06-17 00:38:18 +0400
commit54ed699743dd605a41bc02b2c3b0f59a7dd311a0 (patch)
treeddbaff551e8936e02a34dda827d4c54e901a0d17 /source/gameengine/Converter/BL_ArmatureObject.h
parentecb39291e97742524ff6b091bbca22a5a915f92c (diff)
ActionActuator in the game engine working again to display deformed meshes with the new animation system.
Note that the animation conversion from existing 2.4x blend files doesnt yet set the Action pointer in the actuator so the only way to test is to use the python api to set the new converted action active on the actuator because there is no user interface.
Diffstat (limited to 'source/gameengine/Converter/BL_ArmatureObject.h')
-rw-r--r--source/gameengine/Converter/BL_ArmatureObject.h5
1 files changed, 4 insertions, 1 deletions
diff --git a/source/gameengine/Converter/BL_ArmatureObject.h b/source/gameengine/Converter/BL_ArmatureObject.h
index d5402cfd126..e1e176840a6 100644
--- a/source/gameengine/Converter/BL_ArmatureObject.h
+++ b/source/gameengine/Converter/BL_ArmatureObject.h
@@ -51,7 +51,8 @@ public:
BL_ArmatureObject(
void* sgReplicationInfo,
SG_Callbacks callbacks,
- Object *armature
+ Object *armature,
+ Scene *scene
);
virtual ~BL_ArmatureObject();
@@ -67,6 +68,7 @@ public:
struct bArmature * GetArmature() { return m_armature; }
const struct bArmature * GetArmature() const { return m_armature; }
+ const struct Scene * GetScene() const { return m_scene; }
Object* GetArmatureObject() {return m_objArma;}
@@ -84,6 +86,7 @@ protected:
struct bPose *m_pose;
struct bPose *m_armpose;
struct bPose *m_framePose;
+ struct Scene *m_scene; // need for where_is_pose
double m_lastframe;
class BL_ActionActuator *m_activeAct;
short m_activePriority;