diff options
Diffstat (limited to 'source/gameengine/Converter/BL_ArmatureObject.cpp')
-rw-r--r-- | source/gameengine/Converter/BL_ArmatureObject.cpp | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/source/gameengine/Converter/BL_ArmatureObject.cpp b/source/gameengine/Converter/BL_ArmatureObject.cpp index f9ddc258cfe..f38782a9405 100644 --- a/source/gameengine/Converter/BL_ArmatureObject.cpp +++ b/source/gameengine/Converter/BL_ArmatureObject.cpp @@ -61,7 +61,7 @@ /** * Move here pose function for game engine so that we can mix with GE objects * Principle is as follow: - * Use Blender structures so that where_is_pose can be used unchanged + * Use Blender structures so that BKE_pose_where_is can be used unchanged * Copy the constraint so that they can be enabled/disabled/added/removed at runtime * Don't copy the constraints for the pose used by the Action actuator, it does not need them. * Scan the constraint structures so that the KX equivalent of target objects are identified and @@ -84,7 +84,7 @@ void game_copy_pose(bPose **dst, bPose *src, int copy_constraint) return; } else if (*dst==src) { - printf("copy_pose source and target are the same\n"); + printf("BKE_pose_copy_data source and target are the same\n"); *dst=NULL; return; } @@ -129,7 +129,7 @@ void game_copy_pose(bPose **dst, bPose *src, int copy_constraint) BLI_ghash_free(ghash, NULL, NULL); // set acceleration structure for channel lookup - make_pose_channels_hash(out); + BKE_pose_channels_hash_make(out); *dst=out; } @@ -200,7 +200,7 @@ void game_free_pose(bPose *pose) { if (pose) { /* free pose-channels and constraints */ - free_pose_channels(pose); + BKE_pose_channels_free(pose); /* free IK solver state */ BIK_clear_data(pose); @@ -225,7 +225,7 @@ BL_ArmatureObject::BL_ArmatureObject( m_poseChannels(), m_objArma(armature), m_framePose(NULL), - m_scene(scene), // maybe remove later. needed for where_is_pose + m_scene(scene), // maybe remove later. needed for BKE_pose_where_is m_lastframe(0.0), m_timestep(0.040), m_activeAct(NULL), @@ -477,7 +477,7 @@ void BL_ArmatureObject::ApplyPose() } // update ourself UpdateBlenderObjectMatrix(m_objArma); - where_is_pose(m_scene, m_objArma); // XXX + BKE_pose_where_is(m_scene, m_objArma); // XXX // restore ourself memcpy(m_objArma->obmat, m_obmat, sizeof(m_obmat)); // restore active targets @@ -590,7 +590,7 @@ bool BL_ArmatureObject::GetBoneMatrix(Bone* bone, MT_Matrix4x4& matrix) bPoseChannel *pchan; ApplyPose(); - pchan = get_pose_channel(m_objArma->pose, bone->name); + pchan = BKE_pose_channel_find_name(m_objArma->pose, bone->name); if (pchan) matrix.setValue(&pchan->pose_mat[0][0]); RestorePose(); |