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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2009-11-10 23:43:45 +0300
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2009-11-10 23:43:45 +0300
commit37e4a311b0ad9da7177e50620efc3561e2dd7045 (patch)
tree8aea2cc851ab828ee040d601ed4c776283fd639a /source/gameengine/Converter/BL_SkinDeformer.cpp
parent4617bb68ba4b1c5ab459673fffd98bf7203bb4f2 (diff)
Math Lib
* Convert all code to use new functions. * Branch maintainers may want to skip this commit, and run this conversion script instead, if they use a lot of math functions in new code: http://www.pasteall.org/9052/python
Diffstat (limited to 'source/gameengine/Converter/BL_SkinDeformer.cpp')
-rw-r--r--source/gameengine/Converter/BL_SkinDeformer.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/source/gameengine/Converter/BL_SkinDeformer.cpp b/source/gameengine/Converter/BL_SkinDeformer.cpp
index f166a7252ad..ecc45b2da1a 100644
--- a/source/gameengine/Converter/BL_SkinDeformer.cpp
+++ b/source/gameengine/Converter/BL_SkinDeformer.cpp
@@ -52,7 +52,7 @@ extern "C"{
#include "BKE_utildefines.h"
#include "BLI_blenlib.h"
-#include "BLI_arithb.h"
+#include "BLI_math.h"
#define __NLA_DEFNORMALS
//#undef __NLA_DEFNORMALS
@@ -70,7 +70,7 @@ BL_SkinDeformer::BL_SkinDeformer(BL_DeformableGameObject *gameobj,
m_poseApplied(false),
m_recalcNormal(true)
{
- Mat4CpyMat4(m_obmat, bmeshobj->obmat);
+ copy_m4_m4(m_obmat, bmeshobj->obmat);
};
BL_SkinDeformer::BL_SkinDeformer(
@@ -93,7 +93,7 @@ BL_SkinDeformer::BL_SkinDeformer(
// that takes an object as parameter and not a mesh. The object matrice is used
// in the calculation, so we must use the matrix of the original object to
// simulate a pure replacement of the mesh.
- Mat4CpyMat4(m_obmat, bmeshobj_new->obmat);
+ copy_m4_m4(m_obmat, bmeshobj_new->obmat);
}
BL_SkinDeformer::~BL_SkinDeformer()
@@ -194,14 +194,14 @@ bool BL_SkinDeformer::UpdateInternal(bool shape_applied)
m_armobj->ApplyPose();
// save matrix first
- Mat4CpyMat4(obmat, m_objMesh->obmat);
+ copy_m4_m4(obmat, m_objMesh->obmat);
// set reference matrix
- Mat4CpyMat4(m_objMesh->obmat, m_obmat);
+ copy_m4_m4(m_objMesh->obmat, m_obmat);
armature_deform_verts( par_arma, m_objMesh, NULL, m_transverts, NULL, m_bmesh->totvert, ARM_DEF_VGROUP, NULL, NULL );
// restore matrix
- Mat4CpyMat4(m_objMesh->obmat, obmat);
+ copy_m4_m4(m_objMesh->obmat, obmat);
#ifdef __NLA_DEFNORMALS
if (m_recalcNormal)