[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [37282] branches/soc-2011-pepper/source/ gameengine/Ketsji/BL_Action.cpp: BGE Animations: Removing some redundant pose copies from BL_Action.

Mitchell Stokes mogurijin at gmail.com
Tue Jun 7 01:35:24 CEST 2011


Revision: 37282
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=37282
Author:   moguri
Date:     2011-06-06 23:35:24 +0000 (Mon, 06 Jun 2011)
Log Message:
-----------
BGE Animations: Removing some redundant pose copies from BL_Action.

Modified Paths:
--------------
    branches/soc-2011-pepper/source/gameengine/Ketsji/BL_Action.cpp

Modified: branches/soc-2011-pepper/source/gameengine/Ketsji/BL_Action.cpp
===================================================================
--- branches/soc-2011-pepper/source/gameengine/Ketsji/BL_Action.cpp	2011-06-06 23:28:08 UTC (rev 37281)
+++ branches/soc-2011-pepper/source/gameengine/Ketsji/BL_Action.cpp	2011-06-06 23:35:24 UTC (rev 37282)
@@ -187,14 +187,9 @@
 
 	if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE)
 	{
-		bPose* prev_pose = NULL;
 		BL_ArmatureObject *obj = (BL_ArmatureObject*)m_obj;
 		obj->GetPose(&m_pose);
 
-		// Save the old pose if we need to do some layer blending
-		if (m_blendmode != ACT_BLEND_NONE)
-			obj->GetMRDPose(&prev_pose);
-
 		// Extract the pose from the action
 		{
 			struct PointerRNA id_ptr;
@@ -208,17 +203,6 @@
 			arm->pose = temp;
 		}
 
-		// Handle blending between layers
-		switch(m_blendmode)
-		{
-		case ACT_BLEND_MIX:
-			game_blend_poses(m_pose, prev_pose, 0.5f);
-			break;
-		case ACT_BLEND_NONE:
-		default:
-			break;
-		}
-
 		// Handle blending between actions
 		if (m_blendin && m_blendframe<m_blendin)
 		{
@@ -239,21 +223,10 @@
 			if (m_blendframe>m_blendin)
 				m_blendframe = m_blendin;
 		}
-		else
-		{
-			if (m_blendpose)
-			{
-				game_free_pose(m_blendpose);
-				m_blendpose = NULL;
-			}
-		}
 
 		obj->SetPose(m_pose);
 
 		obj->SetActiveAction(NULL, 0, curtime);
-
-		if (prev_pose)
-			game_free_pose(prev_pose);
 	}
 	else
 	{




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