diff options
Diffstat (limited to 'source/gameengine/Converter/BL_ArmatureObject.cpp')
-rw-r--r-- | source/gameengine/Converter/BL_ArmatureObject.cpp | 11 |
1 files changed, 7 insertions, 4 deletions
diff --git a/source/gameengine/Converter/BL_ArmatureObject.cpp b/source/gameengine/Converter/BL_ArmatureObject.cpp index b00b493193d..f8a9b1b637f 100644 --- a/source/gameengine/Converter/BL_ArmatureObject.cpp +++ b/source/gameengine/Converter/BL_ArmatureObject.cpp @@ -38,6 +38,7 @@ #include "DNA_action_types.h" #include "DNA_armature_types.h" #include "DNA_object_types.h" +#include "DNA_scene_types.h" #include "MT_Matrix4x4.h" @@ -48,17 +49,19 @@ BL_ArmatureObject::BL_ArmatureObject( void* sgReplicationInfo, SG_Callbacks callbacks, - Object *armature ) + Object *armature, + Scene *scene) : KX_GameObject(sgReplicationInfo,callbacks), m_objArma(armature), + m_scene(scene), // maybe remove later. needed for where_is_pose m_framePose(NULL), m_lastframe(0.0), m_activeAct(NULL), m_activePriority(999), m_lastapplyframe(0.0) { - m_armature = get_armature(m_objArma); + m_armature = (bArmature *)armature->data; /* we make a copy of blender object's pose, and then always swap it with * the original pose before calling into blender functions, to deal with @@ -93,9 +96,9 @@ void BL_ArmatureObject::ApplyPose() { m_armpose = m_objArma->pose; m_objArma->pose = m_pose; - + //m_scene->r.cfra++; if(m_lastapplyframe != m_lastframe) { - where_is_pose(m_objArma); + where_is_pose(m_scene, m_objArma); // XXX m_lastapplyframe = m_lastframe; } } |