diff options
Diffstat (limited to 'source/gameengine/Converter/BL_BlenderDataConversion.cpp')
-rw-r--r-- | source/gameengine/Converter/BL_BlenderDataConversion.cpp | 14 |
1 files changed, 5 insertions, 9 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index 57e576f84b8..5a963be306a 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -28,10 +28,6 @@ * Convert blender data to ketsji */ -#ifdef HAVE_CONFIG_H -#include <config.h> -#endif - #ifdef WIN32 #pragma warning (disable : 4786) #endif @@ -88,7 +84,6 @@ #include "BKE_main.h" #include "BKE_global.h" #include "BKE_object.h" -#include "BKE_scene.h" #include "BL_ModifierDeformer.h" #include "BL_ShapeDeformer.h" #include "BL_SkinDeformer.h" @@ -138,6 +133,7 @@ #include "BLI_math.h" extern "C" { +#include "BKE_scene.h" #include "BKE_customdata.h" #include "BKE_cdderivedmesh.h" #include "BKE_DerivedMesh.h" @@ -1552,7 +1548,7 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj, objprop.m_boundclass = KX_BOUNDMESH; break; } - // Object is not a mesh... can't use polyheder. + // Object is not a mesh... can't use polyhedron. // Fall through and become a sphere. case OB_BOUND_SPHERE: { @@ -1733,7 +1729,7 @@ static KX_GameObject *gameobject_from_blenderobject( // only support relative shape key bool bHasShapeKey = mesh->key != NULL && mesh->key->type==KEY_RELATIVE; bool bHasDvert = mesh->dvert != NULL && ob->defbase.first; - bool bHasArmature = (ob->parent && ob->parent->type == OB_ARMATURE && ob->partype==PARSKEL && bHasDvert); + bool bHasArmature = (BL_ModifierDeformer::HasArmatureDeformer(ob) && ob->parent && ob->parent->type == OB_ARMATURE && bHasDvert); bool bHasModifier = BL_ModifierDeformer::HasCompatibleDeformer(ob); bool bHasSoftBody = (!ob->parent && (ob->gameflag & OB_SOFT_BODY)); @@ -2361,8 +2357,8 @@ void BL_ConvertBlenderObjects(struct Main* maggie, if (me->dvert){ BL_DeformableGameObject *obj = (BL_DeformableGameObject*)converter->FindGameObject(blenderobj); - - if (obj && blenderobj->parent && blenderobj->parent->type==OB_ARMATURE && blenderobj->partype==PARSKEL){ + + if (obj && BL_ModifierDeformer::HasArmatureDeformer(blenderobj) && blenderobj->parent && blenderobj->parent->type==OB_ARMATURE){ KX_GameObject *par = converter->FindGameObject(blenderobj->parent); if (par && obj->GetDeformer()) ((BL_SkinDeformer*)obj->GetDeformer())->SetArmature((BL_ArmatureObject*) par); |