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authorTon Roosendaal <ton@blender.org>2009-01-05 18:19:31 +0300
committerTon Roosendaal <ton@blender.org>2009-01-05 18:19:31 +0300
commit1fe21f7e8f2f12b8b0707609e132b53fcc842f9e (patch)
tree86e236a007aa35b0af3b2f606066a751d2d541a4 /source/blender/blenkernel
parentdf20a12728626372de8a5eb127e57cb2cca40649 (diff)
2.5
Put back Armature/Pose code, including 'heat weight'. I've added reeb.h to get things compile, but Martin will cleanup files and put back? Now where to put all vertexgroup code.... I guess mesh? Note for msvc: yep, another new dir to add! :)
Diffstat (limited to 'source/blender/blenkernel')
-rw-r--r--source/blender/blenkernel/BKE_armature.h1
-rw-r--r--source/blender/blenkernel/BKE_object.h1
-rw-r--r--source/blender/blenkernel/intern/armature.c10
-rw-r--r--source/blender/blenkernel/intern/object.c36
4 files changed, 3 insertions, 45 deletions
diff --git a/source/blender/blenkernel/BKE_armature.h b/source/blender/blenkernel/BKE_armature.h
index 6faa6ad5301..409b1a7a44a 100644
--- a/source/blender/blenkernel/BKE_armature.h
+++ b/source/blender/blenkernel/BKE_armature.h
@@ -80,7 +80,6 @@ struct bArmature *copy_armature(struct bArmature *arm);
void bone_flip_name (char *name, int strip_number);
void bone_autoside_name (char *name, int strip_number, short axis, float head, float tail);
-struct bArmature *get_armature (struct Object *ob);
struct Bone *get_named_bone (struct bArmature *arm, const char *name);
float distfactor_to_bone (float vec[3], float b1[3], float b2[3], float rad1, float rad2, float rdist);
diff --git a/source/blender/blenkernel/BKE_object.h b/source/blender/blenkernel/BKE_object.h
index 38eee2e4db1..2af72d98701 100644
--- a/source/blender/blenkernel/BKE_object.h
+++ b/source/blender/blenkernel/BKE_object.h
@@ -81,7 +81,6 @@ void *add_wave(void);
struct Object *add_only_object(int type, char *name);
struct Object *add_object(struct Scene *scene, int type);
-void base_init_from_view3d(struct Base *base, struct View3D *v3d, struct Scene *scene);
struct Object *copy_object(struct Object *ob);
void expand_local_object(struct Object *ob);
diff --git a/source/blender/blenkernel/intern/armature.c b/source/blender/blenkernel/intern/armature.c
index fe1d334f7f9..39ed1febc65 100644
--- a/source/blender/blenkernel/intern/armature.c
+++ b/source/blender/blenkernel/intern/armature.c
@@ -77,13 +77,6 @@
/* **************** Generic Functions, data level *************** */
-bArmature *get_armature(Object *ob)
-{
- if(ob==NULL) return NULL;
- if(ob->type==OB_ARMATURE) return ob->data;
- else return NULL;
-}
-
bArmature *add_armature(char *name)
{
bArmature *arm;
@@ -2275,7 +2268,8 @@ void where_is_pose (Scene *scene, Object *ob)
float imat[4][4];
float ctime;
- arm = get_armature(ob);
+ if(ob->type!=OB_ARMATURE) return;
+ arm = ob->data;
if(ELEM(NULL, arm, scene)) return;
if((ob->pose==NULL) || (ob->pose->flag & POSE_RECALC))
diff --git a/source/blender/blenkernel/intern/object.c b/source/blender/blenkernel/intern/object.c
index 185ce73c936..6dc791ab18a 100644
--- a/source/blender/blenkernel/intern/object.c
+++ b/source/blender/blenkernel/intern/object.c
@@ -1009,38 +1009,6 @@ Object *add_object(struct Scene *scene, int type)
return ob;
}
-void base_init_from_view3d(Base *base, View3D *v3d, struct Scene *scene)
-{
- Object *ob= base->object;
-
- if (!v3d) {
- /* no 3d view, this wont happen often */
- base->lay = 1;
- VECCOPY(ob->loc, scene->cursor);
-
- /* return now because v3d->viewquat isnt available */
- return;
- } else if (v3d->localview) {
- base->lay= ob->lay= v3d->layact + v3d->lay;
- VECCOPY(ob->loc, v3d->cursor);
- } else {
- base->lay= ob->lay= v3d->layact;
- VECCOPY(ob->loc, scene->cursor);
- }
-
- if (U.flag & USER_ADD_VIEWALIGNED) {
- v3d->viewquat[0]= -v3d->viewquat[0];
-
- /* Quats arnt used yet */
- /*if (ob->transflag & OB_QUAT) {
- QUATCOPY(ob->quat, v3d->viewquat);
- } else {*/
- QuatToEul(v3d->viewquat, ob->rot);
- /*}*/
- v3d->viewquat[0]= -v3d->viewquat[0];
- }
-}
-
SoftBody *copy_softbody(SoftBody *sb)
{
SoftBody *sbn;
@@ -1628,11 +1596,9 @@ static void ob_parcurve(Scene *scene, Object *ob, Object *par, float mat[][4])
static void ob_parbone(Object *ob, Object *par, float mat[][4])
{
bPoseChannel *pchan;
- bArmature *arm;
float vec[3];
- arm=get_armature(par);
- if (!arm) {
+ if (ob->type!=OB_ARMATURE) {
Mat4One(mat);
return;
}