From 0e5a6a21e880a083ad0b565cbf75095f34b891f4 Mon Sep 17 00:00:00 2001 From: Ton Roosendaal Date: Tue, 20 Oct 2009 15:51:18 +0000 Subject: Fixes to get Blender compile and run on PowerPC OSX 10.3, gcc 3.3 (yes antique, but having 5 year old OS's work is very cool) In short: - include after fails - STL template issues (recursion, syntax) --- source/blender/ikplugin/intern/itasc_plugin.cpp | 14 ++++++++------ source/gameengine/Converter/BL_ArmatureActuator.cpp | 2 +- source/gameengine/Ketsji/KX_GameObject.cpp | 3 ++- source/nan_compile.mk | 4 ++-- 4 files changed, 13 insertions(+), 10 deletions(-) (limited to 'source') diff --git a/source/blender/ikplugin/intern/itasc_plugin.cpp b/source/blender/ikplugin/intern/itasc_plugin.cpp index b6fceabdb46..3dcb9e462b9 100644 --- a/source/blender/ikplugin/intern/itasc_plugin.cpp +++ b/source/blender/ikplugin/intern/itasc_plugin.cpp @@ -1121,12 +1121,14 @@ static IK_Scene* convert_tree(Scene *blscene, Object *ob, bPoseChannel *pchan) KDL::Frame tip(iTaSC::F_identity); Vector3 *fl = bone->bone_mat; - KDL::Frame head(KDL::Rotation( - fl[0][0], fl[1][0], fl[2][0], - fl[0][1], fl[1][1], fl[2][1], - fl[0][2], fl[1][2], fl[2][2]), - KDL::Vector(bone->head[0], bone->head[1], bone->head[2])*scale); - + KDL::Rotation brot( + fl[0][0], fl[1][0], fl[2][0], + fl[0][1], fl[1][1], fl[2][1], + fl[0][2], fl[1][2], fl[2][2]); + KDL::Vector bpos(bone->head[0], bone->head[1], bone->head[2]); + bpos = bpos*scale; + KDL::Frame head(brot, bpos); + // rest pose length of the bone taking scaling into account length= bone->length*scale; parent = (a > 0) ? ikscene->channels[tree->parent[a]].tail : root; diff --git a/source/gameengine/Converter/BL_ArmatureActuator.cpp b/source/gameengine/Converter/BL_ArmatureActuator.cpp index a018f0f938d..b70a0aa79e7 100644 --- a/source/gameengine/Converter/BL_ArmatureActuator.cpp +++ b/source/gameengine/Converter/BL_ArmatureActuator.cpp @@ -31,9 +31,9 @@ #include "DNA_constraint_types.h" #include "DNA_actuator_types.h" #include "BKE_constraint.h" -#include "BLI_arithb.h" #include "BL_ArmatureActuator.h" #include "BL_ArmatureObject.h" +#include "BLI_arithb.h" /** * This class is the conversion of the Pose channel constraint. diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp index 9bb261fcba9..d516d3e03ff 100644 --- a/source/gameengine/Ketsji/KX_GameObject.cpp +++ b/source/gameengine/Ketsji/KX_GameObject.cpp @@ -46,7 +46,6 @@ typedef unsigned long uint_ptr; #define KX_INERTIA_INFINITE 10000 -#include "BLI_arithb.h" #include "RAS_IPolygonMaterial.h" #include "KX_BlenderMaterial.h" #include "KX_GameObject.h" @@ -80,6 +79,8 @@ typedef unsigned long uint_ptr; #include "KX_SG_NodeRelationships.h" +#include "BLI_arithb.h" + static MT_Point3 dummy_point= MT_Point3(0.0, 0.0, 0.0); static MT_Vector3 dummy_scaling = MT_Vector3(1.0, 1.0, 1.0); static MT_Matrix3x3 dummy_orientation = MT_Matrix3x3( 1.0, 0.0, 0.0, diff --git a/source/nan_compile.mk b/source/nan_compile.mk index 8d4da1e2790..6a1263e286c 100644 --- a/source/nan_compile.mk +++ b/source/nan_compile.mk @@ -73,8 +73,8 @@ ifeq ($(OS),darwin) CC ?= gcc CCC ?= g++ ifeq ($(CPU),powerpc) - CFLAGS += -pipe -fPIC -ffast-math -mcpu=7450 -mtune=G5 -funsigned-char -fno-strict-aliasing - CCFLAGS += -pipe -fPIC -funsigned-char -fno-strict-aliasing + CFLAGS += -pipe -fPIC -ffast-math -mcpu=7450 -mtune=G5 -funsigned-char -fno-strict-aliasing -Wno-long-double + CCFLAGS += -pipe -fPIC -funsigned-char -fno-strict-aliasing -Wno-long-double else CFLAGS += -pipe -fPIC -ffast-math -march=pentium-m -funsigned-char -fno-strict-aliasing CCFLAGS += -pipe -fPIC -funsigned-char -fno-strict-aliasing -- cgit v1.2.3