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authorMitchell Stokes <mogurijin@gmail.com>2011-06-23 23:09:09 +0400
committerMitchell Stokes <mogurijin@gmail.com>2011-06-23 23:09:09 +0400
commit2d2aa95227e3b00f9dc42293d4231af3dc5a99b9 (patch)
treecfc159562c6e0f48957d702104dd18f7d2cc05af /source/gameengine/Converter/BL_DeformableGameObject.h
parent413bc87e4f18bb46eeb2f2f52b5278d182b51de8 (diff)
BGE Animations: Making shape actions work again:
* BL_DeformableGameObject is no longer responsible for handling keys, BL_ShapeDeformer is * BL_ShapeDeformer also creates a copy of the key on construction and puts it back on the mesh when destructed. This avoids us permanently modifying Blender data. * I'm not too fond of clearing out the key every frame, but this works and I can't think of another alternative at the moment (something may be possible with some key juggling)
Diffstat (limited to 'source/gameengine/Converter/BL_DeformableGameObject.h')
-rw-r--r--source/gameengine/Converter/BL_DeformableGameObject.h17
1 files changed, 0 insertions, 17 deletions
diff --git a/source/gameengine/Converter/BL_DeformableGameObject.h b/source/gameengine/Converter/BL_DeformableGameObject.h
index 615bb84ac2b..3ba55664007 100644
--- a/source/gameengine/Converter/BL_DeformableGameObject.h
+++ b/source/gameengine/Converter/BL_DeformableGameObject.h
@@ -82,23 +82,6 @@ public:
bool SetActiveAction(class BL_ShapeActionActuator *act, short priority, double curtime);
bool GetShape(vector<float> &shape);
- Key* GetKey()
- {
- if(m_pDeformer) {
- BL_MeshDeformer *deformer= dynamic_cast<BL_MeshDeformer *>(m_pDeformer); // incase its not a MeshDeformer
- if(deformer) {
- return deformer->GetMesh()->key;
- }
-
-#if 0 // TODO. shape keys for softbody, currently they dont store a mesh.
- KX_SoftBodyDeformer *deformer_soft= dynamic_cast<KX_SoftBodyDeformer *>(m_pDeformer);
- if(deformer) {
- return deformer->GetMesh()->key;
- }
-#endif
- }
- return NULL;
- }
virtual void SetDeformer(class RAS_Deformer* deformer);
virtual class RAS_Deformer* GetDeformer()