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authorCampbell Barton <ideasman42@gmail.com>2019-08-23 04:53:45 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-08-23 05:03:11 +0300
commit232049dd9408e15d2082181e60ddd775b375ff19 (patch)
tree445988faa416644cfb0d210d864fb908e69d4f77 /source/blender/editors/armature/armature_edit.c
parent30582c59ccd00fc5c3221540c078947d25fc1bfd (diff)
Armature: use BKE_armature_transform when applying transformation
Keep ED_armature_transform for RNA Armature.transform since it operates on edit-bones in edit-mode. Rename ED_armature_transform_bones to ED_armature_edit_transform since it wasn't obviously an edit-mode function.
Diffstat (limited to 'source/blender/editors/armature/armature_edit.c')
-rw-r--r--source/blender/editors/armature/armature_edit.c34
1 files changed, 7 insertions, 27 deletions
diff --git a/source/blender/editors/armature/armature_edit.c b/source/blender/editors/armature/armature_edit.c
index 4e6661b1d15..c4c10549da3 100644
--- a/source/blender/editors/armature/armature_edit.c
+++ b/source/blender/editors/armature/armature_edit.c
@@ -62,22 +62,10 @@
/* ************************** Object Tools Exports ******************************* */
/* NOTE: these functions are exported to the Object module to be called from the tools there */
-void ED_armature_transform_apply(Main *bmain, Object *ob, float mat[4][4], const bool do_props)
-{
- bArmature *arm = ob->data;
-
- /* Put the armature into editmode */
- ED_armature_to_edit(arm);
-
- /* Transform the bones */
- ED_armature_transform_bones(arm, mat, do_props);
-
- /* Turn the list into an armature */
- ED_armature_from_edit(bmain, arm);
- ED_armature_edit_free(arm);
-}
-
-void ED_armature_transform_bones(struct bArmature *arm, float mat[4][4], const bool do_props)
+/**
+ * See #BKE_armature_transform for object-mode transform.
+ */
+void ED_armature_edit_transform(bArmature *arm, const float mat[4][4], const bool do_props)
{
EditBone *ebone;
float scale = mat4_to_scale(mat); /* store the scale of the matrix here to use on envelopes */
@@ -114,21 +102,13 @@ void ED_armature_transform_bones(struct bArmature *arm, float mat[4][4], const b
}
}
-void ED_armature_transform(Main *bmain, bArmature *arm, float mat[4][4], const bool do_props)
+void ED_armature_transform(bArmature *arm, const float mat[4][4], const bool do_props)
{
if (arm->edbo) {
- ED_armature_transform_bones(arm, mat, do_props);
+ ED_armature_edit_transform(arm, mat, do_props);
}
else {
- /* Put the armature into editmode */
- ED_armature_to_edit(arm);
-
- /* Transform the bones */
- ED_armature_transform_bones(arm, mat, do_props);
-
- /* Go back to object mode*/
- ED_armature_from_edit(bmain, arm);
- ED_armature_edit_free(arm);
+ BKE_armature_transform(arm, mat, do_props);
}
}