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authorCampbell Barton <ideasman42@gmail.com>2012-05-05 20:03:57 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-05-05 20:03:57 +0400
commit1dccd4c98a4909383b9c11f7c2ee987e22833dad (patch)
tree3d127436243536d6ceaba4cb884249156ba215cd /source/blender/ikplugin
parentff4ff9c8a429d9869e7056417bc7acd47a545eb2 (diff)
code cleanup: naming - pose/armature/image
also use ..._find_name(..., name) rather then ..._find_named(..., name) --- both were used.
Diffstat (limited to 'source/blender/ikplugin')
-rw-r--r--source/blender/ikplugin/intern/iksolver_plugin.c6
-rw-r--r--source/blender/ikplugin/intern/itasc_plugin.cpp12
2 files changed, 9 insertions, 9 deletions
diff --git a/source/blender/ikplugin/intern/iksolver_plugin.c b/source/blender/ikplugin/intern/iksolver_plugin.c
index 08c5e24aca6..c726102247a 100644
--- a/source/blender/ikplugin/intern/iksolver_plugin.c
+++ b/source/blender/ikplugin/intern/iksolver_plugin.c
@@ -229,7 +229,7 @@ static void where_is_ik_bone(bPoseChannel *pchan, float ik_mat[][3]) // nr = t
}
-/* called from within the core where_is_pose loop, all animsystems and constraints
+/* called from within the core BKE_pose_where_is loop, all animsystems and constraints
* were executed & assigned. Now as last we do an IK pass */
static void execute_posetree(struct Scene *scene, Object *ob, PoseTree *tree)
{
@@ -535,8 +535,8 @@ void iksolver_execute_tree(struct Scene *scene, struct Object *ob, struct bPose
/* 4. walk over the tree for regular solving */
for (a=0; a<tree->totchannel; a++) {
if (!(tree->pchan[a]->flag & POSE_DONE)) // successive trees can set the flag
- where_is_pose_bone(scene, ob, tree->pchan[a], ctime, 1);
- // tell blender that this channel was controlled by IK, it's cleared on each where_is_pose()
+ BKE_pose_where_is_bone(scene, ob, tree->pchan[a], ctime, 1);
+ // tell blender that this channel was controlled by IK, it's cleared on each BKE_pose_where_is()
tree->pchan[a]->flag |= POSE_CHAIN;
}
/* 5. execute the IK solver */
diff --git a/source/blender/ikplugin/intern/itasc_plugin.cpp b/source/blender/ikplugin/intern/itasc_plugin.cpp
index 2e437c627a2..d94529b6104 100644
--- a/source/blender/ikplugin/intern/itasc_plugin.cpp
+++ b/source/blender/ikplugin/intern/itasc_plugin.cpp
@@ -418,7 +418,7 @@ static IK_Data* get_ikdata(bPose *pose)
// here init ikdata if needed
// now that we have scene, make sure the default param are initialized
if (!DefIKParam.iksolver)
- init_pose_itasc(&DefIKParam);
+ BKE_pose_itasc_init(&DefIKParam);
return (IK_Data*)pose->ikdata;
}
@@ -1023,7 +1023,7 @@ static void convert_pose(IK_Scene *ikscene)
}
// compute array of joint value corresponding to current pose
-static void rest_pose(IK_Scene *ikscene)
+static void BKE_pose_rest(IK_Scene *ikscene)
{
bPoseChannel *pchan;
IK_Channel *ikchan;
@@ -1133,7 +1133,7 @@ static IK_Scene* convert_tree(Scene *blscene, Object *ob, bPoseChannel *pchan)
}
else {
// in Blender, the rest pose is always 0 for joints
- rest_pose(ikscene);
+ BKE_pose_rest(ikscene);
}
rot = &ikscene->jointArray(0);
for (a=0, ikchan = ikscene->channels; a<tree->totchannel; ++a, ++ikchan) {
@@ -1545,7 +1545,7 @@ static void execute_scene(Scene* blscene, IK_Scene* ikscene, bItasc* ikparam, fl
if (ikparam->flag & ITASC_SIMULATION) {
for (i=0, ikchan=ikscene->channels; i<ikscene->numchan; i++, ++ikchan) {
// In simulation mode we don't allow external contraint to change our bones, mark the channel done
- // also tell Blender that this channel is part of IK tree (cleared on each where_is_pose()
+ // also tell Blender that this channel is part of IK tree (cleared on each BKE_pose_where_is()
ikchan->pchan->flag |= (POSE_DONE|POSE_CHAIN);
ikchan->jointValid = 0;
}
@@ -1554,8 +1554,8 @@ static void execute_scene(Scene* blscene, IK_Scene* ikscene, bItasc* ikparam, fl
// in animation mode, we must get the bone position from action and constraints
for (i=0, ikchan=ikscene->channels; i<ikscene->numchan; i++, ++ikchan) {
if (!(ikchan->pchan->flag & POSE_DONE))
- where_is_pose_bone(blscene, ikscene->blArmature, ikchan->pchan, ctime, 1);
- // tell blender that this channel was controlled by IK, it's cleared on each where_is_pose()
+ BKE_pose_where_is_bone(blscene, ikscene->blArmature, ikchan->pchan, ctime, 1);
+ // tell blender that this channel was controlled by IK, it's cleared on each BKE_pose_where_is()
ikchan->pchan->flag |= (POSE_DONE|POSE_CHAIN);
ikchan->jointValid = 0;
}