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authorBastien Montagne <montagne29@wanadoo.fr>2014-10-10 20:26:46 +0400
committerBastien Montagne <montagne29@wanadoo.fr>2014-10-10 20:45:11 +0400
commit32bc1eb677687893f48e2a76c8b7421b53492631 (patch)
treefde56a8b6670babcd393a54bc629994da49b5422 /source/blender/editors/armature/armature_skinning.c
parentb100bdca25b15df16c1cd3261f8151b824eb8b19 (diff)
Cleanup (no functional changes):
* int -> bool where possible * Use const where possible * Get rid of magic numbers * Add/tweak a few UI tips * A few other misc changes.
Diffstat (limited to 'source/blender/editors/armature/armature_skinning.c')
-rw-r--r--source/blender/editors/armature/armature_skinning.c8
1 files changed, 5 insertions, 3 deletions
diff --git a/source/blender/editors/armature/armature_skinning.c b/source/blender/editors/armature/armature_skinning.c
index fbc18e977ce..5ff15b84284 100644
--- a/source/blender/editors/armature/armature_skinning.c
+++ b/source/blender/editors/armature/armature_skinning.c
@@ -238,7 +238,8 @@ static void envelope_bone_weighting(Object *ob, Mesh *mesh, float (*verts)[3], i
}
}
-static void add_verts_to_dgroups(ReportList *reports, Scene *scene, Object *ob, Object *par, int heat, bool mirror)
+static void add_verts_to_dgroups(ReportList *reports, Scene *scene, Object *ob, Object *par,
+ int heat, const bool mirror)
{
/* This functions implements the automatic computation of vertex group
* weights, either through envelopes or using a heat equilibrium.
@@ -418,7 +419,8 @@ static void add_verts_to_dgroups(ReportList *reports, Scene *scene, Object *ob,
MEM_freeN(verts);
}
-void create_vgroups_from_armature(ReportList *reports, Scene *scene, Object *ob, Object *par, int mode, bool mirror)
+void create_vgroups_from_armature(ReportList *reports, Scene *scene, Object *ob, Object *par,
+ const int mode, const bool mirror)
{
/* Lets try to create some vertex groups
* based on the bones of the parent armature.
@@ -439,7 +441,7 @@ void create_vgroups_from_armature(ReportList *reports, Scene *scene, Object *ob,
ED_vgroup_data_clamp_range(ob->data, defbase_tot);
}
}
- else if (mode == ARM_GROUPS_ENVELOPE || mode == ARM_GROUPS_AUTO) {
+ else if (ELEM(mode, ARM_GROUPS_ENVELOPE, ARM_GROUPS_AUTO)) {
/* Traverse the bone list, trying to create vertex groups
* that are populated with the vertices for which the
* bone is closest.