Cleanup: BKE b-bone API naming
Use BKE_pchan_bbone prefix.
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@ -139,7 +139,7 @@ typedef struct Mat4 {
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} Mat4;
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void equalize_bbone_bezier(float *data, int desired);
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void b_bone_spline_setup(struct bPoseChannel *pchan, int rest, Mat4 result_array[MAX_BBONE_SUBDIV]);
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void BKE_pchan_bbone_spline_setup(struct bPoseChannel *pchan, int rest, Mat4 result_array[MAX_BBONE_SUBDIV]);
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/* like EBONE_VISIBLE */
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#define PBONE_VISIBLE(arm, bone) ( \
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@ -443,7 +443,7 @@ void equalize_bbone_bezier(float *data, int desired)
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/* returns pointer to static array, filled with desired amount of bone->segments elements */
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/* this calculation is done within unit bone space */
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void b_bone_spline_setup(bPoseChannel *pchan, int rest, Mat4 result_array[MAX_BBONE_SUBDIV])
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void BKE_pchan_bbone_spline_setup(bPoseChannel *pchan, int rest, Mat4 result_array[MAX_BBONE_SUBDIV])
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{
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bPoseChannel *next, *prev;
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Bone *bone = pchan->bone;
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@ -734,8 +734,8 @@ static void pchan_b_bone_defmats(bPoseChannel *pchan, bPoseChanDeform *pdef_info
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DualQuat *b_bone_dual_quats = NULL;
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int a;
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b_bone_spline_setup(pchan, 0, b_bone);
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b_bone_spline_setup(pchan, 1, b_bone_rest);
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BKE_pchan_bbone_spline_setup(pchan, 0, b_bone);
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BKE_pchan_bbone_spline_setup(pchan, 1, b_bone_rest);
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/* allocate b_bone matrices and dual quats */
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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
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float loc[3], fac;
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/* get bbone segments */
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b_bone_spline_setup(pchan, 0, bbone);
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BKE_pchan_bbone_spline_setup(pchan, 0, bbone);
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/* figure out which segment(s) the headtail value falls in */
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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,
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if ((par->pose) && (pchan = BKE_pose_channel_find_name(par->pose, bone->name))) {
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if (bone->segments > 1) {
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segments = bone->segments;
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b_bone_spline_setup(pchan, 1, bbone_array);
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BKE_pchan_bbone_spline_setup(pchan, 1, bbone_array);
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bbone = bbone_array;
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}
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}
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@ -1092,7 +1092,7 @@ static void draw_line_bone(int armflag, int boneflag, short constflag, unsigned
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glPopMatrix();
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}
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/* A partial copy of b_bone_spline_setup(), with just the parts for previewing editmode curve settings
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/* A partial copy of BKE_pchan_bbone_spline_setup(), with just the parts for previewing editmode curve settings
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*
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* This assumes that prev/next bones don't have any impact (since they should all still be in the "straight"
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* position here anyway), and that we can simply apply the bbone settings to get the desired effect...
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@ -1181,7 +1181,7 @@ static void draw_b_bone_boxes(const short dt, bPoseChannel *pchan, EditBone *ebo
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int a;
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if (pchan) {
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b_bone_spline_setup(pchan, 0, bbone);
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BKE_pchan_bbone_spline_setup(pchan, 0, bbone);
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}
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else if (ebone) {
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ebone_spline_preview(ebone, bbone);
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@ -1328,7 +1328,7 @@ static void draw_wire_bone(const short dt, int armflag, int boneflag, short cons
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length = pchan->bone->length;
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if (segments > 1) {
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b_bone_spline_setup(pchan, 0, bbones_array);
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BKE_pchan_bbone_spline_setup(pchan, 0, bbones_array);
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bbones = bbones_array;
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}
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}
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