From 5cd837a562d773cdff155ab05084af590341758d Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Tue, 29 Dec 2009 15:40:26 +0000 Subject: * speedup for animating bones, in one scene with sintel and a dragon animated its over 4x faster. * utility function BLI_findstring to avoid listbase lookup loops everywhere. eg: ListBase *lb= objects= &CTX_data_main(C)->object; Object *ob= BLI_findstring(lb, name, offsetof(ID, name) + 2); * made some more math functions use const's, (fix warnings I made in previous commits) --- .../Converter/KX_BlenderSceneConverter.cpp | 23 +--------------------- 1 file changed, 1 insertion(+), 22 deletions(-) (limited to 'source/gameengine') diff --git a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp index 6519626ee89..7faa570c707 100644 --- a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp +++ b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp @@ -675,23 +675,6 @@ IpoCurve* findIpoCurve(IpoCurve* first, const char* searchName) return 0; } -// this is not longer necesary //rcruiz -/*Ipo* KX_BlenderSceneConverter::findIpoForName(char* objName) -{ - Ipo* ipo_iter = (Ipo*)m_maggie->ipo.first; - - while( ipo_iter ) - { - if( strcmp( objName, ipo_iter->id.name + 2 ) == 0 ) - { - return ipo_iter; - } - ipo_iter = (Ipo*)ipo_iter->id.next; - } - return 0; -} -*/ - void KX_BlenderSceneConverter::ResetPhysicsObjectsAnimationIpo(bool clearIpo) { @@ -1374,12 +1357,8 @@ bool KX_BlenderSceneConverter::MergeScene(KX_Scene *to, KX_Scene *from) * it does not convert */ RAS_MeshObject *KX_BlenderSceneConverter::ConvertMeshSpecial(KX_Scene* kx_scene, Main *maggie, const char *name) { - ID *me; - /* Find a mesh in the current main */ - for(me = (ID *)m_maggie->mesh.first; me; me= (ID *)me->next) - if(strcmp(name, me->name+2)==0) - break; + ID *me= static_cast(BLI_findstring(&m_maggie->mesh, name, offsetof(ID, name) + 2)); if(me==NULL) { printf("Could not be found \"%s\"\n", name); -- cgit v1.2.3