Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/gameengine/Converter/BL_ArmatureObject.cpp')
-rw-r--r--source/gameengine/Converter/BL_ArmatureObject.cpp17
1 files changed, 12 insertions, 5 deletions
diff --git a/source/gameengine/Converter/BL_ArmatureObject.cpp b/source/gameengine/Converter/BL_ArmatureObject.cpp
index 8d73e591113..74ebdbcf1b5 100644
--- a/source/gameengine/Converter/BL_ArmatureObject.cpp
+++ b/source/gameengine/Converter/BL_ArmatureObject.cpp
@@ -101,7 +101,7 @@ static void game_copy_pose(bPose **dst, bPose *src, int copy_constraint)
out->chanhash = NULL;
out->agroups.first= out->agroups.last= NULL;
out->ikdata = NULL;
- out->ikparam = MEM_dupallocN(src->ikparam);
+ out->ikparam = MEM_dupallocN(src->ikparam);
out->flag |= POSE_GAME_ENGINE;
BLI_duplicatelist(&out->chanbase, &src->chanbase);
@@ -230,10 +230,15 @@ BL_ArmatureObject::BL_ArmatureObject(
m_origObjArma = armature; // Keep a copy of the original armature so we can fix drivers later
m_objArma = BKE_object_copy(armature);
m_objArma->data = BKE_armature_copy((bArmature *)armature->data);
+ // During object replication ob->data is increase, we decrease it now because we get a copy.
+ id_us_min(&((bArmature *)m_origObjArma->data)->id);
m_pose = m_objArma->pose;
- // need this to get iTaSC working ok in the BGE
- m_pose->flag |= POSE_GAME_ENGINE;
+ // need this to get iTaSC working ok in the BGE
+ m_pose->flag |= POSE_GAME_ENGINE;
memcpy(m_obmat, m_objArma->obmat, sizeof(m_obmat));
+
+ // The side-effect of this method registers this object as "animatable" with the KX_Scene.
+ GetActionManager();
}
BL_ArmatureObject::~BL_ArmatureObject()
@@ -247,8 +252,10 @@ BL_ArmatureObject::~BL_ArmatureObject()
delete channel;
}
- if (m_objArma)
+ if (m_objArma) {
+ BKE_libblock_free(G.main, m_objArma->data);
BKE_libblock_free(G.main, m_objArma);
+ }
}
@@ -265,7 +272,7 @@ void BL_ArmatureObject::LoadConstraints(KX_BlenderSceneConverter* converter)
// get the persistent pose structure
bPoseChannel* pchan;
bConstraint* pcon;
- bConstraintTypeInfo* cti;
+ const bConstraintTypeInfo* cti;
Object* blendtarget;
KX_GameObject* gametarget;
KX_GameObject* gamesubtarget;