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Diffstat (limited to 'source/gameengine/Converter/BL_ArmatureObject.cpp')
-rw-r--r--source/gameengine/Converter/BL_ArmatureObject.cpp11
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..cfd90813a16 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_framePose(NULL),
+ m_scene(scene), // maybe remove later. needed for where_is_pose
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;
}
}