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compile errors
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@ -242,11 +242,9 @@ make_child_dynamic(const string &name) {
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// This may be called before binding the animation to a
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// This may be called before binding the animation to a
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// character to replace certain joints with
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// character to replace certain joints with
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// frozen ones.
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// frozen ones.
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//
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// Returns NULL if the named child cannot be found.
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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void AnimGroup::
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void AnimGroup::
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void make_child_fixed(const string &name, const LMatrix4f &mat) {
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make_child_fixed(const string &name, const LMatrix4f &mat) {
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Children::iterator ci;
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Children::iterator ci;
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for (ci = _children.begin(); ci != _children.end(); ++ci) {
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for (ci = _children.begin(); ci != _children.end(); ++ci) {
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AnimGroup *child = (*ci);
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AnimGroup *child = (*ci);
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@ -256,13 +254,13 @@ void make_child_fixed(const string &name, const LMatrix4f &mat) {
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if (child->is_of_type(AnimChannelMatrix::get_class_type())) {
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if (child->is_of_type(AnimChannelMatrix::get_class_type())) {
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AnimChannelMatrix *mchild = DCAST(AnimChannelMatrix, child);
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AnimChannelMatrix *mchild = DCAST(AnimChannelMatrix, child);
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AnimChannelMatrixFixed *new_mchild =
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AnimChannelMatrixFixed *new_mchild =
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new AnimChannelMatrixFixed(this, name, mat);
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new AnimChannelMatrixFixed(name, mat);
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new_child = new_mchild;
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new_child = new_mchild;
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}
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}
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if (new_child != (AnimGroup *)NULL) {
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if (new_child != (AnimGroup *)NULL) {
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new_child->_children.swap(child->_children);
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new_child->_children.swap(child->_children);
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nassertr(_children.back() == new_child, NULL);
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nassertv(_children.back() == new_child);
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// The new child was appended to the end of our children list
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// The new child was appended to the end of our children list
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// by its constructor. Reposition it to replace the original
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// by its constructor. Reposition it to replace the original
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@ -291,19 +289,12 @@ void make_child_fixed(const string &name, const LMatrix4f &mat) {
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}
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}
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new_children.swap(_children);
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new_children.swap(_children);
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}
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}
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return new_child;
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}
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}
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}
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}
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AnimGroup *result = child->make_child_fixed(name, mat);
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child->make_child_fixed(name, mat);
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if (result != (AnimGroup *)NULL) {
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return result;
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}
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}
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}
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}
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return (AnimGroup *)NULL;
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}
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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@ -24,6 +24,7 @@
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#include "typedWritableReferenceCount.h"
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#include "typedWritableReferenceCount.h"
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#include "pointerTo.h"
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#include "pointerTo.h"
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#include "namable.h"
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#include "namable.h"
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#include "luse.h"
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class AnimBundle;
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class AnimBundle;
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class BamReader;
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class BamReader;
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@ -209,12 +209,11 @@ get_control_effect(AnimControl *control) const {
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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// Function: PartBundle::freeze_joint
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// Function: PartBundle::freeze_joint
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// Access: Protected
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// Access: Published
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// Description: stores away a joint freeze for bind time
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// Description: stores away a joint freeze for bind time
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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INLINE void PartBundle::
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INLINE void PartBundle::
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freeze_joint(string jointName, LMatrix4f transform) const
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freeze_joint(const string &jointName, const LMatrix4f &transform) {
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{
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JointTransform jt;
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JointTransform jt;
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jt.name=jointName;
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jt.name=jointName;
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jt.transform=transform;
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jt.transform=transform;
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@ -109,7 +109,8 @@ PUBLISHED:
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INLINE int get_num_nodes() const;
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INLINE int get_num_nodes() const;
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INLINE PartBundleNode *get_node(int n) const;
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INLINE PartBundleNode *get_node(int n) const;
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INLINE void freeze_joint(string jointName, LMatrix4f transform) const;
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INLINE void freeze_joint(const string &jointName,
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const LMatrix4f &transform);
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void clear_control_effects();
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void clear_control_effects();
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INLINE void set_control_effect(AnimControl *control, float effect);
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INLINE void set_control_effect(AnimControl *control, float effect);
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