diff options
author | Campbell Barton <ideasman42@gmail.com> | 2009-11-10 00:03:54 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2009-11-10 00:03:54 +0300 |
commit | 5935ef004935b27fc5795349aed32f87cf637049 (patch) | |
tree | f36022abb03938420606405e9afc841b14d4bd81 /source/gameengine | |
parent | 3e2766bc2ee7523ea68caedc5b11e9498ddcbbc1 (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.cpp | 8 | ||||
-rw-r--r-- | source/gameengine/Converter/BL_BlenderDataConversion.cpp | 2 |
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; } |