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authorTamito Kajiyama <rd6t-kjym@asahi-net.or.jp>2012-12-19 05:49:58 +0400
committerTamito Kajiyama <rd6t-kjym@asahi-net.or.jp>2012-12-19 05:49:58 +0400
commitd433cd65f7127d60e17d05a824290423ad226eae (patch)
treef0a9c821f6046e97b74c6969d41269b558fd52ab /source/blender/blenkernel/BKE_armature.h
parent10f0f66560234a04aed3295c74fff20adacbc57f (diff)
parentf10dea7e3b9b431edae9c787fa1a9e09cd567ed7 (diff)
Merged changes in the trunk up to revision 53146.
Conflicts resolved: release/datafiles/startup.blend source/blender/blenkernel/CMakeLists.txt source/blender/blenlib/intern/bpath.c source/blender/blenloader/intern/readfile.c
Diffstat (limited to 'source/blender/blenkernel/BKE_armature.h')
-rw-r--r--source/blender/blenkernel/BKE_armature.h22
1 files changed, 11 insertions, 11 deletions
diff --git a/source/blender/blenkernel/BKE_armature.h b/source/blender/blenkernel/BKE_armature.h
index b0f372e0bac..765a00b8d4b 100644
--- a/source/blender/blenkernel/BKE_armature.h
+++ b/source/blender/blenkernel/BKE_armature.h
@@ -97,28 +97,28 @@ void BKE_pose_where_is_bone(struct Scene *scene, struct Object *ob, struct bPose
void BKE_pose_where_is_bone_tail(struct bPoseChannel *pchan);
/* get_objectspace_bone_matrix has to be removed still */
-void get_objectspace_bone_matrix(struct Bone *bone, float M_accumulatedMatrix[][4], int root, int posed);
-void vec_roll_to_mat3(const float vec[3], const float roll, float mat[][3]);
-void mat3_to_vec_roll(float mat[][3], float r_vec[3], float *r_roll);
+void get_objectspace_bone_matrix(struct Bone *bone, float M_accumulatedMatrix[4][4], int root, int posed);
+void vec_roll_to_mat3(const float vec[3], const float roll, float mat[3][3]);
+void mat3_to_vec_roll(float mat[3][3], float r_vec[3], float *r_roll);
/* Common Conversions Between Co-ordinate Spaces */
-void BKE_armature_mat_world_to_pose(struct Object *ob, float inmat[][4], float outmat[][4]);
+void BKE_armature_mat_world_to_pose(struct Object *ob, float inmat[4][4], float outmat[4][4]);
void BKE_armature_loc_world_to_pose(struct Object *ob, const float inloc[3], float outloc[3]);
-void BKE_armature_mat_pose_to_bone(struct bPoseChannel *pchan, float inmat[][4], float outmat[][4]);
+void BKE_armature_mat_pose_to_bone(struct bPoseChannel *pchan, float inmat[4][4], float outmat[4][4]);
void BKE_armature_loc_pose_to_bone(struct bPoseChannel *pchan, const float inloc[3], float outloc[3]);
-void BKE_armature_mat_bone_to_pose(struct bPoseChannel *pchan, float inmat[][4], float outmat[][4]);
-void BKE_armature_mat_pose_to_delta(float delta_mat[][4], float pose_mat[][4], float arm_mat[][4]);
+void BKE_armature_mat_bone_to_pose(struct bPoseChannel *pchan, float inmat[4][4], float outmat[4][4]);
+void BKE_armature_mat_pose_to_delta(float delta_mat[4][4], float pose_mat[4][4], float arm_mat[4][4]);
-void BKE_armature_mat_pose_to_bone_ex(struct Object *ob, struct bPoseChannel *pchan, float inmat[][4], float outmat[][4]);
+void BKE_armature_mat_pose_to_bone_ex(struct Object *ob, struct bPoseChannel *pchan, float inmat[4][4], float outmat[4][4]);
-void BKE_pchan_mat3_to_rot(struct bPoseChannel *pchan, float mat[][3], short use_compat);
-void BKE_pchan_apply_mat4(struct bPoseChannel *pchan, float mat[][4], short use_comat);
+void BKE_pchan_mat3_to_rot(struct bPoseChannel *pchan, float mat[3][3], short use_compat);
+void BKE_pchan_apply_mat4(struct bPoseChannel *pchan, float mat[4][4], short use_comat);
void BKE_pchan_to_mat4(struct bPoseChannel *pchan, float chan_mat[4][4]);
void BKE_pchan_calc_mat(struct bPoseChannel *pchan);
/* Get the "pchan to pose" transform matrix. These matrices apply the effects of
* HINGE/NO_SCALE/NO_LOCAL_LOCATION options over the pchan loc/rot/scale transformations. */
-void BKE_pchan_to_pose_mat(struct bPoseChannel *pchan, float rotscale_mat[][4], float loc_mat[][4]);
+void BKE_pchan_to_pose_mat(struct bPoseChannel *pchan, float rotscale_mat[4][4], float loc_mat[4][4]);
/* Rotation Mode Conversions - Used for PoseChannels + Objects... */
void BKE_rotMode_change_values(float quat[4], float eul[3], float axis[3], float *angle, short oldMode, short newMode);