diff options
Diffstat (limited to 'source/gameengine/Converter/BL_SkinDeformer.cpp')
-rw-r--r-- | source/gameengine/Converter/BL_SkinDeformer.cpp | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/source/gameengine/Converter/BL_SkinDeformer.cpp b/source/gameengine/Converter/BL_SkinDeformer.cpp index f166a7252ad..ecc45b2da1a 100644 --- a/source/gameengine/Converter/BL_SkinDeformer.cpp +++ b/source/gameengine/Converter/BL_SkinDeformer.cpp @@ -52,7 +52,7 @@ extern "C"{ #include "BKE_utildefines.h" #include "BLI_blenlib.h" -#include "BLI_arithb.h" +#include "BLI_math.h" #define __NLA_DEFNORMALS //#undef __NLA_DEFNORMALS @@ -70,7 +70,7 @@ BL_SkinDeformer::BL_SkinDeformer(BL_DeformableGameObject *gameobj, m_poseApplied(false), m_recalcNormal(true) { - Mat4CpyMat4(m_obmat, bmeshobj->obmat); + copy_m4_m4(m_obmat, bmeshobj->obmat); }; BL_SkinDeformer::BL_SkinDeformer( @@ -93,7 +93,7 @@ BL_SkinDeformer::BL_SkinDeformer( // that takes an object as parameter and not a mesh. The object matrice is used // in the calculation, so we must use the matrix of the original object to // simulate a pure replacement of the mesh. - Mat4CpyMat4(m_obmat, bmeshobj_new->obmat); + copy_m4_m4(m_obmat, bmeshobj_new->obmat); } BL_SkinDeformer::~BL_SkinDeformer() @@ -194,14 +194,14 @@ bool BL_SkinDeformer::UpdateInternal(bool shape_applied) m_armobj->ApplyPose(); // save matrix first - Mat4CpyMat4(obmat, m_objMesh->obmat); + copy_m4_m4(obmat, m_objMesh->obmat); // set reference matrix - Mat4CpyMat4(m_objMesh->obmat, m_obmat); + copy_m4_m4(m_objMesh->obmat, m_obmat); armature_deform_verts( par_arma, m_objMesh, NULL, m_transverts, NULL, m_bmesh->totvert, ARM_DEF_VGROUP, NULL, NULL ); // restore matrix - Mat4CpyMat4(m_objMesh->obmat, obmat); + copy_m4_m4(m_objMesh->obmat, obmat); #ifdef __NLA_DEFNORMALS if (m_recalcNormal) |