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authorCampbell Barton <ideasman42@gmail.com>2012-05-05 18:03:12 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-05-05 18:03:12 +0400
commita731e130432a98ab8228112027cd3eaa8ed700b1 (patch)
treee71dad8f907ccd4a73b7bbc1ad166eda2dfba9cf /source/gameengine/Converter
parenta30dec8e5968ae6568184cfdc2e1a69bad0e39d6 (diff)
code cleanup: function naming, use BKE_*type* prefix.
Diffstat (limited to 'source/gameengine/Converter')
-rw-r--r--source/gameengine/Converter/BL_ShapeDeformer.cpp6
-rw-r--r--source/gameengine/Converter/KX_BlenderSceneConverter.cpp8
2 files changed, 7 insertions, 7 deletions
diff --git a/source/gameengine/Converter/BL_ShapeDeformer.cpp b/source/gameengine/Converter/BL_ShapeDeformer.cpp
index bb3636881ea..b93d731c5e6 100644
--- a/source/gameengine/Converter/BL_ShapeDeformer.cpp
+++ b/source/gameengine/Converter/BL_ShapeDeformer.cpp
@@ -77,7 +77,7 @@ BL_ShapeDeformer::BL_ShapeDeformer(BL_DeformableGameObject *gameobj,
m_lastShapeUpdate(-1)
{
m_key = m_bmesh->key;
- m_bmesh->key = copy_key(m_key);
+ m_bmesh->key = BKE_key_copy(m_key);
};
/* this second constructor is needed for making a mesh deformable on the fly. */
@@ -94,14 +94,14 @@ BL_ShapeDeformer::BL_ShapeDeformer(BL_DeformableGameObject *gameobj,
m_lastShapeUpdate(-1)
{
m_key = m_bmesh->key;
- m_bmesh->key = copy_key(m_key);
+ m_bmesh->key = BKE_key_copy(m_key);
};
BL_ShapeDeformer::~BL_ShapeDeformer()
{
if (m_key && m_bmesh->key && m_key != m_bmesh->key)
{
- free_key(m_bmesh->key);
+ BKE_key_free(m_bmesh->key);
BLI_remlink_safe(&G.main->key, m_bmesh->key);
MEM_freeN(m_bmesh->key);
m_bmesh->key = m_key;
diff --git a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
index df6be142b30..b62e667c211 100644
--- a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
+++ b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
@@ -88,8 +88,8 @@ extern "C"
#include "BKE_global.h"
#include "BKE_animsys.h"
#include "BKE_library.h"
-#include "BKE_material.h" // copy_material
-#include "BKE_mesh.h" // copy_mesh
+#include "BKE_material.h" // BKE_material_copy
+#include "BKE_mesh.h" // BKE_mesh_copy
#include "DNA_space_types.h"
#include "DNA_anim_types.h"
#include "RNA_define.h"
@@ -1409,7 +1409,7 @@ RAS_MeshObject *KX_BlenderSceneConverter::ConvertMeshSpecial(KX_Scene* kx_scene,
/* Watch this!, if its used in the original scene can cause big troubles */
if (me->us > 0) {
printf("Mesh has a user \"%s\"\n", name);
- me = (ID*)copy_mesh((Mesh*)me);
+ me = (ID*)BKE_mesh_copy((Mesh*)me);
me->us--;
}
BLI_remlink(&m_maggie->mesh, me); /* even if we made the copy it needs to be removed */
@@ -1433,7 +1433,7 @@ RAS_MeshObject *KX_BlenderSceneConverter::ConvertMeshSpecial(KX_Scene* kx_scene,
if (mat_old && (mat_old->id.flag & LIB_DOIT)==0)
{
Material *mat_old= mesh->mat[i];
- Material *mat_new= copy_material( mat_old );
+ Material *mat_new= BKE_material_copy( mat_old );
mat_new->id.flag |= LIB_DOIT;
mat_old->id.us--;