diff options
author | Sybren A. Stüvel <sybren@blender.org> | 2022-01-06 13:37:31 +0300 |
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committer | Sybren A. Stüvel <sybren@blender.org> | 2022-01-06 13:41:03 +0300 |
commit | f9aa6376f1a2b13ab12a77197257e9145f029792 (patch) | |
tree | 8ef47adab543467512f0795f869793078c5dbdd8 /source/blender/blenkernel/BKE_armature.h | |
parent | 1484fe260be9601fe88a21225e05483dc0c280d9 (diff) |
Cleanup: anim, remove `const` declarations from pass-by-value params
Remove `const` from pass-by-value parameters in function declarations.
The variables passed as parameters can never be modified by the function
anyway, so declaring them as `const` is meaningless. Having the
declaration there could confuse, especially as it suggests it does have
a meaning, training people to write meaningless code.
Diffstat (limited to 'source/blender/blenkernel/BKE_armature.h')
-rw-r--r-- | source/blender/blenkernel/BKE_armature.h | 26 |
1 files changed, 13 insertions, 13 deletions
diff --git a/source/blender/blenkernel/BKE_armature.h b/source/blender/blenkernel/BKE_armature.h index fcba7d9d365..8584ce6f508 100644 --- a/source/blender/blenkernel/BKE_armature.h +++ b/source/blender/blenkernel/BKE_armature.h @@ -152,13 +152,13 @@ typedef struct PoseTree { struct bArmature *BKE_armature_add(struct Main *bmain, const char *name); struct bArmature *BKE_armature_from_object(struct Object *ob); int BKE_armature_bonelist_count(const struct ListBase *lb); -void BKE_armature_bonelist_free(struct ListBase *lb, const bool do_id_user); -void BKE_armature_editbonelist_free(struct ListBase *lb, const bool do_id_user); +void BKE_armature_bonelist_free(struct ListBase *lb, bool do_id_user); +void BKE_armature_editbonelist_free(struct ListBase *lb, bool do_id_user); void BKE_armature_copy_bone_transforms(struct bArmature *armature_dst, const struct bArmature *armature_src); -void BKE_armature_transform(struct bArmature *arm, const float mat[4][4], const bool do_props); +void BKE_armature_transform(struct bArmature *arm, const float mat[4][4], bool do_props); /* Bounding box. */ struct BoundBox *BKE_armature_boundbox_get(struct Object *ob); @@ -206,7 +206,7 @@ void BKE_armature_where_is(struct bArmature *arm); */ void BKE_armature_where_is_bone(struct Bone *bone, const struct Bone *bone_parent, - const bool use_recursion); + bool use_recursion); /** * Clear pointers of object's pose * (needed in remap case, since we cannot always wait for a complete pose rebuild). @@ -217,7 +217,7 @@ void BKE_pose_remap_bone_pointers(struct bArmature *armature, struct bPose *pose * Update the links for the B-Bone handles from Bone data. */ void BKE_pchan_rebuild_bbone_handles(struct bPose *pose, struct bPoseChannel *pchan); -void BKE_pose_channels_clear_with_null_bone(struct bPose *pose, const bool do_id_user); +void BKE_pose_channels_clear_with_null_bone(struct bPose *pose, bool do_id_user); /** * Only after leave edit-mode, duplicating, validating older files, library syncing. * @@ -228,7 +228,7 @@ void BKE_pose_channels_clear_with_null_bone(struct bPose *pose, const bool do_id void BKE_pose_rebuild(struct Main *bmain, struct Object *ob, struct bArmature *arm, - const bool do_id_user); + bool do_id_user); /** * Ensures object's pose is rebuilt if needed. * @@ -237,7 +237,7 @@ void BKE_pose_rebuild(struct Main *bmain, void BKE_pose_ensure(struct Main *bmain, struct Object *ob, struct bArmature *arm, - const bool do_id_user); + bool do_id_user); /** * \note This is the only function adding poses. * \note This only reads anim data from channels, and writes to channels. @@ -279,12 +279,12 @@ void BKE_pose_apply_action_blend(struct Object *ob, struct AnimationEvalContext *anim_eval_context, float blend_factor); -void vec_roll_to_mat3(const float vec[3], const float roll, float r_mat[3][3]); +void vec_roll_to_mat3(const float vec[3], float roll, float r_mat[3][3]); /** * Calculates the rest matrix of a bone based on its vector and a roll around that vector. */ -void vec_roll_to_mat3_normalized(const float nor[3], const float roll, float r_mat[3][3]); +void vec_roll_to_mat3_normalized(const float nor[3], float roll, float r_mat[3][3]); /** * Computes vector and roll based on a rotation. * "mat" must contain only a rotation, and no scaling. @@ -484,7 +484,7 @@ void BKE_pchan_bbone_handles_get(struct bPoseChannel *pchan, * Compute B-Bone spline parameters for the given channel. */ void BKE_pchan_bbone_spline_params_get(struct bPoseChannel *pchan, - const bool rest, + bool rest, struct BBoneSplineParameters *r_param); /** @@ -492,8 +492,8 @@ void BKE_pchan_bbone_spline_params_get(struct bPoseChannel *pchan, * This calculation is done within unit bone space. */ void BKE_pchan_bbone_spline_setup(struct bPoseChannel *pchan, - const bool rest, - const bool for_deform, + bool rest, + bool for_deform, Mat4 *result_array); /** @@ -511,7 +511,7 @@ void BKE_pchan_bbone_handles_compute(const BBoneSplineParameters *param, * This calculation is done within unit bone space. */ int BKE_pchan_bbone_spline_compute(struct BBoneSplineParameters *param, - const bool for_deform, + bool for_deform, Mat4 *result_array); /** |