use const for readonly strings and set some functions to static
[blender.git] / source / gameengine / Converter / BL_ShapeDeformer.cpp
index a9c04a9230d51a6f4d63e5decd41db88e61a21e3..fb0a86d60846b40779f04987a7c5df0cd3c36b38 100644 (file)
@@ -1,6 +1,4 @@
 /*
- * $Id$
- *
  * ***** BEGIN GPL LICENSE BLOCK *****
  *
  * This program is free software; you can redistribute it and/or
@@ -69,12 +67,12 @@ extern "C"{
 //#undef __NLA_DEFNORMALS
 
 BL_ShapeDeformer::BL_ShapeDeformer(BL_DeformableGameObject *gameobj,
-                    Object *bmeshobj,
-                    RAS_MeshObject *mesh)
-                               :       
-                                       BL_SkinDeformer(gameobj,bmeshobj, mesh),
-                                       m_lastShapeUpdate(-1),
-                                       m_useShapeDrivers(false)
+                                   Object *bmeshobj,
+                                   RAS_MeshObject *mesh)
+    :
+      BL_SkinDeformer(gameobj,bmeshobj, mesh),
+      m_useShapeDrivers(false),
+      m_lastShapeUpdate(-1)
 {
        m_key = m_bmesh->key;
        m_bmesh->key = copy_key(m_key);
@@ -90,8 +88,8 @@ BL_ShapeDeformer::BL_ShapeDeformer(BL_DeformableGameObject *gameobj,
                                BL_ArmatureObject* arma)
                                :
                                        BL_SkinDeformer(gameobj, bmeshobj_old, bmeshobj_new, mesh, release_object, recalc_normal, arma),
-                                       m_lastShapeUpdate(-1),
-                                       m_useShapeDrivers(false)
+                                       m_useShapeDrivers(false),
+                                       m_lastShapeUpdate(-1)
 {
        m_key = m_bmesh->key;
        m_bmesh->key = copy_key(m_key);
@@ -139,7 +137,7 @@ bool BL_ShapeDeformer::ExecuteShapeDrivers(void)
                m_armobj->ApplyPose();
 
                // We don't need an actual time, just use 0
-               BKE_animsys_evaluate_animdata(&GetKey()->id, GetKey()->adt, 0.f, ADT_RECALC_DRIVERS);
+               BKE_animsys_evaluate_animdata(NULL, &GetKey()->id, GetKey()->adt, 0.f, ADT_RECALC_DRIVERS);
 
                ForceUpdate();
                m_armobj->RestorePose();