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authorCampbell Barton <ideasman42@gmail.com>2009-11-10 00:03:54 +0300
committerCampbell Barton <ideasman42@gmail.com>2009-11-10 00:03:54 +0300
commit5935ef004935b27fc5795349aed32f87cf637049 (patch)
treef36022abb03938420606405e9afc841b14d4bd81 /source/gameengine
parent3e2766bc2ee7523ea68caedc5b11e9498ddcbbc1 (diff)
use armature active bone as a pointer rather then a flag for each bone that needs looking up.
- rna vars arm.bones.active & rna.edit_bones.active - needed special undo support. - readfile.c loads. - duplicate and copy_armature support. - keep the draw flag, renamed to BONE_DRAW_ACTIVE, only use for openGL drawing. Note: it may be better to allow active/unselected as with objects.
Diffstat (limited to 'source/gameengine')
-rw-r--r--source/gameengine/Converter/BL_ArmatureChannel.cpp8
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp2
2 files changed, 5 insertions, 5 deletions
diff --git a/source/gameengine/Converter/BL_ArmatureChannel.cpp b/source/gameengine/Converter/BL_ArmatureChannel.cpp
index 9a9161b080f..71e91735b24 100644
--- a/source/gameengine/Converter/BL_ArmatureChannel.cpp
+++ b/source/gameengine/Converter/BL_ArmatureChannel.cpp
@@ -180,10 +180,10 @@ int BL_ArmatureChannel::py_attr_setattr(void *self_v, const struct KX_PYATTRIBUT
bPoseChannel* channel = self->m_posechannel;
int attr_order = attrdef-Attributes;
- int ival;
- double dval;
- char* sval;
- KX_GameObject *oval;
+// int ival;
+// double dval;
+// char* sval;
+// KX_GameObject *oval;
if (!channel) {
PyErr_SetString(PyExc_AttributeError, "channel is NULL");
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index db32f18f63b..2b3838d4dfe 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -1818,7 +1818,7 @@ bPoseChannel *get_active_posechannel2 (Object *ob)
/* find active */
for(pchan= (bPoseChannel *)ob->pose->chanbase.first; pchan; pchan= pchan->next) {
- if(pchan->bone && (pchan->bone->flag & BONE_ACTIVE) && (pchan->bone->layer & arm->layer))
+ if(pchan->bone && (pchan->bone == arm->act_bone) && (pchan->bone->layer & arm->layer))
return pchan;
}