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authorChris Want <cwant@ualberta.ca>2004-01-27 09:08:37 +0300
committerChris Want <cwant@ualberta.ca>2004-01-27 09:08:37 +0300
commite8aaea0b63c19c3defbf9fe48612a387ab05de9f (patch)
treef91729f1edf5383e5194e95aeb8c7774307f45bd /source/blender/blenkernel/BKE_constraint.h
parentc225bf124045ee0575eac60d1ff3f01730141127 (diff)
Armature related fixes and cleanups:
* Armatures that had constraint targets inside other armatures weren't transform()-ing correctly * Issues with lattice deformed objects that are parents of bones when rendering an animation. Seems to be mostly OK now with the exception of the first rendered frame -- weird bugs like this have plagued blender for ages, which leads me to believe that RE_rotateBlenderScene() is a piece of garbage that nobody understands (especially me). * made a few helper functions to clean up some repeated code related to clearing constraint status and rebuilding displists.
Diffstat (limited to 'source/blender/blenkernel/BKE_constraint.h')
-rw-r--r--source/blender/blenkernel/BKE_constraint.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_constraint.h b/source/blender/blenkernel/BKE_constraint.h
index 6570f547e48..273b9d2a0a5 100644
--- a/source/blender/blenkernel/BKE_constraint.h
+++ b/source/blender/blenkernel/BKE_constraint.h
@@ -51,6 +51,8 @@ struct bConstraintChannel *clone_constraint_channels (struct ListBase *dst, stru
void relink_constraints (struct ListBase *list);
void free_constraint_data (struct bConstraint *con);
void clear_object_constraint_status (struct Object *ob);
+void clear_all_constraints(void);
+void rebuild_all_armature_displists(void);
void do_constraint_channels (struct ListBase *conbase, struct ListBase *chanbase, float ctime);
short get_constraint_target (struct bConstraint *con, short ownertype, void *ownerdata, float mat[][4], float size[3], float time);
struct bConstraintChannel *find_constraint_channel (ListBase *list, const char *name);