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@@ -445,7 +445,7 @@ convert_maya() {
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case AC_none:
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case AC_none:
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// none: just get out a static model, no animation.
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// none: just get out a static model, no animation.
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- all_ok = convert_hierarchy(&get_egg_data());
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+ all_ok = convert_hierarchy(get_egg_data());
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break;
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break;
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case AC_flip:
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case AC_flip:
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@@ -485,7 +485,7 @@ convert_maya() {
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break;
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break;
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};
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};
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- reparent_decals(&get_egg_data());
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+ reparent_decals(get_egg_data());
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}
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}
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if (had_error()) {
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if (had_error()) {
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@@ -564,7 +564,7 @@ convert_flip(double start_frame, double end_frame, double frame_inc,
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bool all_ok = true;
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bool all_ok = true;
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EggGroup *sequence_node = new EggGroup(_character_name);
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EggGroup *sequence_node = new EggGroup(_character_name);
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- get_egg_data().add_child(sequence_node);
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+ get_egg_data()->add_child(sequence_node);
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if (_animation_convert == AC_flip) {
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if (_animation_convert == AC_flip) {
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sequence_node->set_switch_flag(true);
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sequence_node->set_switch_flag(true);
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sequence_node->set_switch_fps(output_frame_rate);
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sequence_node->set_switch_fps(output_frame_rate);
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@@ -612,7 +612,7 @@ convert_char_model() {
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_tree.reset_sliders();
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_tree.reset_sliders();
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EggGroup *char_node = new EggGroup(_character_name);
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EggGroup *char_node = new EggGroup(_character_name);
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- get_egg_data().add_child(char_node);
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+ get_egg_data()->add_child(char_node);
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char_node->set_dart_type(EggGroup::DT_default);
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char_node->set_dart_type(EggGroup::DT_default);
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return convert_hierarchy(char_node);
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return convert_hierarchy(char_node);
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@@ -631,7 +631,7 @@ convert_char_chan(double start_frame, double end_frame, double frame_inc,
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// MStatus status;
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// MStatus status;
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EggTable *root_table_node = new EggTable();
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EggTable *root_table_node = new EggTable();
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- get_egg_data().add_child(root_table_node);
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+ get_egg_data()->add_child(root_table_node);
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EggTable *bundle_node = new EggTable(_character_name);
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EggTable *bundle_node = new EggTable(_character_name);
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bundle_node->set_table_type(EggTable::TT_bundle);
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bundle_node->set_table_type(EggTable::TT_bundle);
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root_table_node->add_child(bundle_node);
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root_table_node->add_child(bundle_node);
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@@ -643,7 +643,7 @@ convert_char_chan(double start_frame, double end_frame, double frame_inc,
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// Set the frame rate before we start asking for anim tables to be
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// Set the frame rate before we start asking for anim tables to be
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// created.
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// created.
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_tree._fps = output_frame_rate;
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_tree._fps = output_frame_rate;
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- _tree.clear_egg(&get_egg_data(), NULL, skeleton_node, morph_node);
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+ _tree.clear_egg(get_egg_data(), NULL, skeleton_node, morph_node);
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// Now we can get the animation data by walking through all of the
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// Now we can get the animation data by walking through all of the
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// frames, one at a time, and getting the joint angles at each
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// frames, one at a time, and getting the joint angles at each
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@@ -732,7 +732,7 @@ bool MayaToEggConverter::
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convert_hierarchy(EggGroupNode *egg_root) {
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convert_hierarchy(EggGroupNode *egg_root) {
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int num_nodes = _tree.get_num_nodes();
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int num_nodes = _tree.get_num_nodes();
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- _tree.clear_egg(&get_egg_data(), egg_root, NULL, NULL);
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+ _tree.clear_egg(get_egg_data(), egg_root, NULL, NULL);
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for (int i = 0; i < num_nodes; i++) {
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for (int i = 0; i < num_nodes; i++) {
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MayaNodeDesc *node = _tree.get_node(i);
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MayaNodeDesc *node = _tree.get_node(i);
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if (!process_model_node(node)) {
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if (!process_model_node(node)) {
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