Cleanup: BKE b-bone API naming

Use BKE_pchan_bbone prefix.
This commit is contained in:
Campbell Barton 2018-12-02 14:29:54 +11:00
parent c00e1f68e9
commit 335e1b507b
5 changed files with 9 additions and 9 deletions

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@ -139,7 +139,7 @@ typedef struct Mat4 {
} Mat4;
void equalize_bbone_bezier(float *data, int desired);
void b_bone_spline_setup(struct bPoseChannel *pchan, int rest, Mat4 result_array[MAX_BBONE_SUBDIV]);
void BKE_pchan_bbone_spline_setup(struct bPoseChannel *pchan, int rest, Mat4 result_array[MAX_BBONE_SUBDIV]);
/* like EBONE_VISIBLE */
#define PBONE_VISIBLE(arm, bone) ( \

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@ -443,7 +443,7 @@ void equalize_bbone_bezier(float *data, int desired)
/* returns pointer to static array, filled with desired amount of bone->segments elements */
/* this calculation is done within unit bone space */
void b_bone_spline_setup(bPoseChannel *pchan, int rest, Mat4 result_array[MAX_BBONE_SUBDIV])
void BKE_pchan_bbone_spline_setup(bPoseChannel *pchan, int rest, Mat4 result_array[MAX_BBONE_SUBDIV])
{
bPoseChannel *next, *prev;
Bone *bone = pchan->bone;
@ -734,8 +734,8 @@ static void pchan_b_bone_defmats(bPoseChannel *pchan, bPoseChanDeform *pdef_info
DualQuat *b_bone_dual_quats = NULL;
int a;
b_bone_spline_setup(pchan, 0, b_bone);
b_bone_spline_setup(pchan, 1, b_bone_rest);
BKE_pchan_bbone_spline_setup(pchan, 0, b_bone);
BKE_pchan_bbone_spline_setup(pchan, 1, b_bone_rest);
/* allocate b_bone matrices and dual quats */
b_bone_mats = MEM_mallocN((1 + bone->segments) * sizeof(Mat4), "BBone defmats");

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@ -586,7 +586,7 @@ static void constraint_target_to_mat4(Object *ob, const char *substring, float m
float loc[3], fac;
/* get bbone segments */
b_bone_spline_setup(pchan, 0, bbone);
BKE_pchan_bbone_spline_setup(pchan, 0, bbone);
/* figure out which segment(s) the headtail value falls in */
fac = (float)pchan->bone->segments * headtail;

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@ -322,7 +322,7 @@ static void add_verts_to_dgroups(ReportList *reports, Scene *scene, Object *ob,
if ((par->pose) && (pchan = BKE_pose_channel_find_name(par->pose, bone->name))) {
if (bone->segments > 1) {
segments = bone->segments;
b_bone_spline_setup(pchan, 1, bbone_array);
BKE_pchan_bbone_spline_setup(pchan, 1, bbone_array);
bbone = bbone_array;
}
}

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@ -1092,7 +1092,7 @@ static void draw_line_bone(int armflag, int boneflag, short constflag, unsigned
glPopMatrix();
}
/* A partial copy of b_bone_spline_setup(), with just the parts for previewing editmode curve settings
/* A partial copy of BKE_pchan_bbone_spline_setup(), with just the parts for previewing editmode curve settings
*
* This assumes that prev/next bones don't have any impact (since they should all still be in the "straight"
* position here anyway), and that we can simply apply the bbone settings to get the desired effect...
@ -1181,7 +1181,7 @@ static void draw_b_bone_boxes(const short dt, bPoseChannel *pchan, EditBone *ebo
int a;
if (pchan) {
b_bone_spline_setup(pchan, 0, bbone);
BKE_pchan_bbone_spline_setup(pchan, 0, bbone);
}
else if (ebone) {
ebone_spline_preview(ebone, bbone);
@ -1328,7 +1328,7 @@ static void draw_wire_bone(const short dt, int armflag, int boneflag, short cons
length = pchan->bone->length;
if (segments > 1) {
b_bone_spline_setup(pchan, 0, bbones_array);
BKE_pchan_bbone_spline_setup(pchan, 0, bbones_array);
bbones = bbones_array;
}
}