diff options
Diffstat (limited to 'source/gameengine/Converter/BL_ArmatureObject.cpp')
-rw-r--r-- | source/gameengine/Converter/BL_ArmatureObject.cpp | 21 |
1 files changed, 11 insertions, 10 deletions
diff --git a/source/gameengine/Converter/BL_ArmatureObject.cpp b/source/gameengine/Converter/BL_ArmatureObject.cpp index 1f1c404efcb..55d9decb333 100644 --- a/source/gameengine/Converter/BL_ArmatureObject.cpp +++ b/source/gameengine/Converter/BL_ArmatureObject.cpp @@ -100,19 +100,20 @@ void game_copy_pose(bPose **dst, bPose *src, int copy_constraint) /* remap pointers */ ghash= BLI_ghash_new(BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp, "game_copy_pose gh"); - pchan= (bPoseChannel*)src->chanbase.first; - outpchan= (bPoseChannel*)out->chanbase.first; + pchan= (bPoseChannel *)src->chanbase.first; + outpchan= (bPoseChannel *)out->chanbase.first; for (; pchan; pchan=pchan->next, outpchan=outpchan->next) BLI_ghash_insert(ghash, pchan, outpchan); - for (pchan = (bPoseChannel*)out->chanbase.first; pchan; pchan = pchan->next) { - pchan->parent= (bPoseChannel*)BLI_ghash_lookup(ghash, pchan->parent); - pchan->child= (bPoseChannel*)BLI_ghash_lookup(ghash, pchan->child); + for (pchan = (bPoseChannel *)out->chanbase.first; pchan; pchan = pchan->next) { + pchan->parent= (bPoseChannel *)BLI_ghash_lookup(ghash, pchan->parent); + pchan->child= (bPoseChannel *)BLI_ghash_lookup(ghash, pchan->child); if (copy_constraint) { ListBase listb; // copy all constraint for backward compatibility - copy_constraints(&listb, &pchan->constraints, FALSE); // copy_constraints NULLs listb, no need to make extern for this operation. + // BKE_copy_constraints NULLs listb, no need to make extern for this operation. + BKE_copy_constraints(&listb, &pchan->constraints, FALSE); pchan->constraints= listb; } else { pchan->constraints.first = NULL; @@ -157,8 +158,8 @@ void game_blend_poses(bPose *dst, bPose *src, float srcweight/*, short mode*/) dstweight = 1.0F; } - schan= (bPoseChannel*)src->chanbase.first; - for (dchan = (bPoseChannel*)dst->chanbase.first; dchan; dchan=(bPoseChannel*)dchan->next, schan= (bPoseChannel*)schan->next) { + schan= (bPoseChannel *)src->chanbase.first; + for (dchan = (bPoseChannel *)dst->chanbase.first; dchan; dchan=(bPoseChannel *)dchan->next, schan= (bPoseChannel *)schan->next) { // always blend on all channels since we don't know which one has been set /* quat interpolation done separate */ if (schan->rotmode == ROT_MODE_QUAT) { @@ -304,7 +305,7 @@ void BL_ArmatureObject::LoadConstraints(KX_BlenderSceneConverter* converter) case CONSTRAINT_TYPE_TRANSFORM: case CONSTRAINT_TYPE_DISTLIMIT: case CONSTRAINT_TYPE_TRANSLIKE: - cti = constraint_get_typeinfo(pcon); + cti = BKE_constraint_get_typeinfo(pcon); gametarget = gamesubtarget = NULL; if (cti && cti->get_constraint_targets) { ListBase listb = { NULL, NULL }; @@ -375,7 +376,7 @@ void BL_ArmatureObject::LoadChannels() BL_ArmatureChannel* proxy; m_channelNumber = 0; - for (pchan = (bPoseChannel*)m_pose->chanbase.first; pchan; pchan=(bPoseChannel*)pchan->next) { + for (pchan = (bPoseChannel *)m_pose->chanbase.first; pchan; pchan=(bPoseChannel *)pchan->next) { proxy = new BL_ArmatureChannel(this, pchan); m_poseChannels.AddBack(proxy); m_channelNumber++; |