[Bf-blender-cvs] [dacaa4f] temp-bge-cleanup: Special cleanup for BL_ShapeDeformer
Porteries Tristan
noreply at git.blender.org
Mon May 4 21:32:36 CEST 2015
Commit: dacaa4f042845486282c6a6f73cd1a1d9e95d2af
Author: Porteries Tristan
Date: Mon May 4 21:32:09 2015 +0200
Branches: temp-bge-cleanup
https://developer.blender.org/rBdacaa4f042845486282c6a6f73cd1a1d9e95d2af
Special cleanup for BL_ShapeDeformer
===================================================================
M source/gameengine/Converter/BL_ShapeDeformer.cpp
M source/gameengine/Converter/BL_ShapeDeformer.h
===================================================================
diff --git a/source/gameengine/Converter/BL_ShapeDeformer.cpp b/source/gameengine/Converter/BL_ShapeDeformer.cpp
index 7a4f417..f486377 100644
--- a/source/gameengine/Converter/BL_ShapeDeformer.cpp
+++ b/source/gameengine/Converter/BL_ShapeDeformer.cpp
@@ -73,10 +73,10 @@ BL_ShapeDeformer::BL_ShapeDeformer(BL_DeformableGameObject *gameobj,
:
BL_SkinDeformer(gameobj, bmeshobj, mesh),
m_useShapeDrivers(false),
- m_lastShapeUpdate(-1)
+ m_lastShapeUpdate(-1.0)
{
m_key = BKE_key_copy(m_bmesh->key);
-};
+}
/* this second constructor is needed for making a mesh deformable on the fly. */
BL_ShapeDeformer::BL_ShapeDeformer(BL_DeformableGameObject *gameobj,
@@ -89,19 +89,18 @@ BL_ShapeDeformer::BL_ShapeDeformer(BL_DeformableGameObject *gameobj,
:
BL_SkinDeformer(gameobj, bmeshobj_old, bmeshobj_new, mesh, release_object, recalc_normal, arma),
m_useShapeDrivers(false),
- m_lastShapeUpdate(-1)
+ m_lastShapeUpdate(-1.0)
{
m_key = BKE_key_copy(m_bmesh->key);
-};
+}
BL_ShapeDeformer::~BL_ShapeDeformer()
{
- if (m_key)
- {
+ if (m_key) {
BKE_libblock_free(G.main, m_key);
m_key = NULL;
}
-};
+}
RAS_Deformer *BL_ShapeDeformer::GetReplica()
{
@@ -115,7 +114,7 @@ RAS_Deformer *BL_ShapeDeformer::GetReplica()
void BL_ShapeDeformer::ProcessReplica()
{
BL_SkinDeformer::ProcessReplica();
- m_lastShapeUpdate = -1;
+ m_lastShapeUpdate = -1.0;
m_key = BKE_key_copy(m_key);
}
@@ -134,11 +133,9 @@ bool BL_ShapeDeformer::LoadShapeDrivers(KX_GameObject *parent)
FCurve *fcu;
for (fcu = (FCurve *)GetKey()->adt->drivers.first; fcu; fcu = (FCurve *)fcu->next) {
-
DriverVar *dvar;
for (dvar = (DriverVar *)fcu->driver->variables.first; dvar; dvar = (DriverVar *)dvar->next) {
- DRIVER_TARGETS_USED_LOOPER(dvar)
- {
+ DRIVER_TARGETS_USED_LOOPER(dvar) {
if (dtar->id) {
if ((Object *)dtar->id == arma->GetOrigArmatureObject())
dtar->id = (ID *)arma->GetArmatureObject();
diff --git a/source/gameengine/Converter/BL_ShapeDeformer.h b/source/gameengine/Converter/BL_ShapeDeformer.h
index 09ba5bb..36d43b9 100644
--- a/source/gameengine/Converter/BL_ShapeDeformer.h
+++ b/source/gameengine/Converter/BL_ShapeDeformer.h
@@ -40,6 +40,8 @@
#include "BL_DeformableGameObject.h"
#include <vector>
+struct Key;
+
class BL_ShapeDeformer : public BL_SkinDeformer
{
public:
@@ -49,12 +51,12 @@ public:
/* this second constructor is needed for making a mesh deformable on the fly. */
BL_ShapeDeformer(BL_DeformableGameObject *gameobj,
- struct Object *bmeshobj_old,
- struct Object *bmeshobj_new,
- class RAS_MeshObject *mesh,
- bool release_object,
- bool recalc_normal,
- BL_ArmatureObject *arma = NULL);
+ Object *bmeshobj_old,
+ Object *bmeshobj_new,
+ RAS_MeshObject *mesh,
+ bool release_object,
+ bool recalc_normal,
+ BL_ArmatureObject *arma = NULL);
virtual RAS_Deformer *GetReplica();
virtual void ProcessReplica();
@@ -64,7 +66,7 @@ public:
bool LoadShapeDrivers(KX_GameObject *parent);
bool ExecuteShapeDrivers(void);
- struct Key *GetKey();
+ Key *GetKey();
void ForceUpdate()
{
@@ -74,8 +76,7 @@ public:
protected:
bool m_useShapeDrivers;
double m_lastShapeUpdate;
- struct Key *m_key;
-
+ Key *m_key;
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:BL_ShapeDeformer")
@@ -83,4 +84,3 @@ protected:
};
#endif
-
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