diff options
author | Campbell Barton <ideasman42@gmail.com> | 2012-02-28 18:05:00 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2012-02-28 18:05:00 +0400 |
commit | ed04c213745362fcab99cdda89343aca7cbb65e5 (patch) | |
tree | e1a6819df36bca9a884104882a2d146da1ba4c89 /source/blender/blenkernel/intern/armature.c | |
parent | 150cedac5da7bfce5fdd7c621cb682d6f3e66c8b (diff) |
code cleanup: use float vector size in function definitions, and const's where the values are unchanged.
Diffstat (limited to 'source/blender/blenkernel/intern/armature.c')
-rw-r--r-- | source/blender/blenkernel/intern/armature.c | 17 |
1 files changed, 9 insertions, 8 deletions
diff --git a/source/blender/blenkernel/intern/armature.c b/source/blender/blenkernel/intern/armature.c index c9eb19c0f32..bc18332844b 100644 --- a/source/blender/blenkernel/intern/armature.c +++ b/source/blender/blenkernel/intern/armature.c @@ -642,7 +642,7 @@ static void pchan_b_bone_defmats(bPoseChannel *pchan, bPoseChanDeform *pdef_info } } -static void b_bone_deform(bPoseChanDeform *pdef_info, Bone *bone, float *co, DualQuat *dq, float defmat[][3]) +static void b_bone_deform(bPoseChanDeform *pdef_info, Bone *bone, float co[3], DualQuat *dq, float defmat[][3]) { Mat4 *b_bone = pdef_info->b_bone_mats; float (*mat)[4] = b_bone[0].mat; @@ -666,8 +666,9 @@ static void b_bone_deform(bPoseChanDeform *pdef_info, Bone *bone, float *co, Dua else { mul_m4_v3(b_bone[a+1].mat, co); - if (defmat) + if (defmat) { copy_m3_m4(defmat, b_bone[a+1].mat); + } } } @@ -736,7 +737,7 @@ static void pchan_deform_mat_add(bPoseChannel *pchan, float weight, float bbonem add_m3_m3m3(mat, mat, wmat); } -static float dist_bone_deform(bPoseChannel *pchan, bPoseChanDeform *pdef_info, float *vec, DualQuat *dq, +static float dist_bone_deform(bPoseChannel *pchan, bPoseChanDeform *pdef_info, float vec[3], DualQuat *dq, float mat[][3], float *co) { Bone *bone = pchan->bone; @@ -783,7 +784,7 @@ static float dist_bone_deform(bPoseChannel *pchan, bPoseChanDeform *pdef_info, f return contrib; } -static void pchan_bone_deform(bPoseChannel *pchan, bPoseChanDeform *pdef_info, float weight, float *vec, DualQuat *dq, +static void pchan_bone_deform(bPoseChannel *pchan, bPoseChanDeform *pdef_info, float weight, float vec[3], DualQuat *dq, float mat[][3], float *co, float *contrib) { float cop[3], bbonemat[3][3]; @@ -1116,7 +1117,7 @@ void armature_mat_world_to_pose(Object *ob, float inmat[][4], float outmat[][4]) /* Convert Wolrd-Space Location to Pose-Space Location * NOTE: this cannot be used to convert to pose-space location of the supplied * pose-channel into its local space (i.e. 'visual'-keyframing) */ -void armature_loc_world_to_pose(Object *ob, float *inloc, float *outloc) +void armature_loc_world_to_pose(Object *ob, const float inloc[3], float outloc[3]) { float xLocMat[4][4] = MAT4_UNITY; float nLocMat[4][4]; @@ -1338,7 +1339,7 @@ void armature_mat_bone_to_pose(bPoseChannel *pchan, float inmat[][4], float outm /* Convert Pose-Space Location to Bone-Space Location * NOTE: this cannot be used to convert to pose-space location of the supplied * pose-channel into its local space (i.e. 'visual'-keyframing) */ -void armature_loc_pose_to_bone(bPoseChannel *pchan, float *inloc, float *outloc) +void armature_loc_pose_to_bone(bPoseChannel *pchan, const float inloc[3], float outloc[3]) { float xLocMat[4][4] = MAT4_UNITY; float nLocMat[4][4]; @@ -1478,7 +1479,7 @@ void BKE_rotMode_change_values (float quat[4], float eul[3], float axis[3], floa * *************************************************************************** */ /* Computes vector and roll based on a rotation. * "mat" must contain only a rotation, and no scaling. */ -void mat3_to_vec_roll(float mat[][3], float *vec, float *roll) +void mat3_to_vec_roll(float mat[][3], float vec[3], float *roll) { if (vec) copy_v3_v3(vec, mat[1]); @@ -1496,7 +1497,7 @@ void mat3_to_vec_roll(float mat[][3], float *vec, float *roll) /* Calculates the rest matrix of a bone based * On its vector and a roll around that vector */ -void vec_roll_to_mat3(float *vec, float roll, float mat[][3]) +void vec_roll_to_mat3(const float vec[3], const float roll, float mat[][3]) { float nor[3], axis[3], target[3] = {0, 1, 0}; float theta; |