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authorErwin Coumans <blender@erwincoumans.com>2005-12-31 10:20:08 +0300
committerErwin Coumans <blender@erwincoumans.com>2005-12-31 10:20:08 +0300
commit9119b6e8a547303ce9a7ccd3a00636153b53cb0e (patch)
tree1816973e2baf4888d571e87cfb548cafafe46d41 /source/gameengine/Converter/BL_SkinDeformer.cpp
parent625c553e2077ec0a252ddd934d4267c61011d61f (diff)
Fixed several bugs: python refcounting related and Bullet related (basic add/remove object support, bounding volume hierarchy). Added a few files, updated the Bullet scons. Vc6/7 Bullet projectfiles need to add a couple of files: 'Bullet/CollisionShapes/BvhTriangleMeshShape.cpp',
'Bullet/CollisionShapes/ConvexTriangleCallback.cpp', 'Bullet/CollisionShapes/EmptyShape.cpp', 'Bullet/CollisionShapes/OptimizedBvh.cpp', 'Bullet/CollisionShapes/TriangleCallback.cpp', 'Bullet/CollisionShapes/TriangleIndexVertexArray.cpp', 'Bullet/NarrowPhaseCollision/ManifoldContactAddResult.cpp'. Sorry, no armatures fix yet.
Diffstat (limited to 'source/gameengine/Converter/BL_SkinDeformer.cpp')
-rw-r--r--source/gameengine/Converter/BL_SkinDeformer.cpp12
1 files changed, 11 insertions, 1 deletions
diff --git a/source/gameengine/Converter/BL_SkinDeformer.cpp b/source/gameengine/Converter/BL_SkinDeformer.cpp
index ee298d70baf..84a3b8dcc5c 100644
--- a/source/gameengine/Converter/BL_SkinDeformer.cpp
+++ b/source/gameengine/Converter/BL_SkinDeformer.cpp
@@ -145,6 +145,10 @@ void BL_SkinDeformer::ProcessReplica()
{
}
+//void where_is_pose (Object *ob);
+//void armature_deform_verts(Object *armOb, Object *target, float (*vertexCos)[3], int numVerts, int deformflag);
+extern "C" void armature_deform_verts(struct Object *armOb, struct Object *target, float (*vertexCos)[3], int numVerts, int deformflag);
+
void BL_SkinDeformer::Update(void)
{
@@ -156,7 +160,8 @@ void BL_SkinDeformer::Update(void)
/* XXX note: where_is_pose() (from BKE_armature.h) calculates all matrices needed to start deforming */
/* but it requires the blender object pointer... */
-// void where_is_pose (Object *ob);
+ //void where_is_pose (Object *ob);
+ where_is_pose (m_blenderArmatureObj);
/* store verts locally */
for (int v =0; v<m_bmesh->totvert; v++){
@@ -165,6 +170,11 @@ void BL_SkinDeformer::Update(void)
m_transverts[v]=MT_Point3(m_bmesh->mvert[v].co);
}
+ float test[1000][3];
+
+ armature_deform_verts(m_blenderArmatureObj,m_blenderMeshObject,test,m_bmesh->totvert,ARM_DEF_VGROUP);
+
+
/* XXX note: now use this call instead */
// void armature_deform_verts(Object *armOb, Object *target, float (*vertexCos)[3], int numVerts, int deformflag)
// - armOb = armature object