]> git.lizzy.rs Git - irrlicht.git/blobdiff - source/Irrlicht/CAnimatedMeshSceneNode.cpp
Drop obsolete configuration macros
[irrlicht.git] / source / Irrlicht / CAnimatedMeshSceneNode.cpp
index 085ba6313b271cb409f23fb33fc57a12df1de9ca..cea8ef296d661e21302a22e02f95f7f4d0f01947 100644 (file)
@@ -7,7 +7,9 @@
 #include "ISceneManager.h"\r
 #include "S3DVertex.h"\r
 #include "os.h"\r
+#ifdef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_\r
 #include "CSkinnedMesh.h"\r
+#endif\r
 #include "IDummyTransformationSceneNode.h"\r
 #include "IBoneSceneNode.h"\r
 #include "IMaterialRenderer.h"\r
@@ -192,7 +194,7 @@ IMesh * CAnimatedMeshSceneNode::getMeshForCurrentFrame()
                // As multiple scene nodes may be sharing the same skinned mesh, we have to\r
                // re-animate it every frame to ensure that this node gets the mesh that it needs.\r
 \r
-               CSkinnedMesh* skinnedMesh = reinterpret_cast<CSkinnedMesh*>(Mesh);\r
+               CSkinnedMesh* skinnedMesh = static_cast<CSkinnedMesh*>(Mesh);\r
 \r
                if (JointMode == EJUOR_CONTROL)//write to mesh\r
                        skinnedMesh->transferJointsToMesh(JointChildSceneNodes);\r
@@ -236,15 +238,6 @@ void CAnimatedMeshSceneNode::OnAnimate(u32 timeMs)
 \r
        // set CurrentFrameNr\r
        buildFrameNr(timeMs-LastTimeMs);\r
-\r
-       // update bbox\r
-       if (Mesh)\r
-       {\r
-               scene::IMesh * mesh = getMeshForCurrentFrame();\r
-\r
-               if (mesh)\r
-                       Box = mesh->getBoundingBox();\r
-       }\r
        LastTimeMs = timeMs;\r
 \r
        IAnimatedMeshSceneNode::OnAnimate(timeMs);\r
@@ -276,6 +269,7 @@ void CAnimatedMeshSceneNode::render()
                #ifdef _DEBUG\r
                        os::Printer::log("Animated Mesh returned no mesh to render.", Mesh->getDebugName(), ELL_WARNING);\r
                #endif\r
+               return;\r
        }\r
 \r
        driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);\r
@@ -747,7 +741,7 @@ void CAnimatedMeshSceneNode::animateJoints(bool CalculateAbsolutePositions)
                checkJoints();\r
                const f32 frame = getFrameNr(); //old?\r
 \r
-               CSkinnedMesh* skinnedMesh=reinterpret_cast<CSkinnedMesh*>(Mesh);\r
+               CSkinnedMesh* skinnedMesh=static_cast<CSkinnedMesh*>(Mesh);\r
 \r
                skinnedMesh->transferOnlyJointsHintsToMesh( JointChildSceneNodes );\r
                skinnedMesh->animateMesh(frame, 1.0f);\r