#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
// 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
\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
#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
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