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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/gameengine/Converter
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/gameengine/Converter')
-rw-r--r--source/gameengine/Converter/BL_ActionActuator.cpp14
-rw-r--r--source/gameengine/Converter/BL_ArmatureObject.cpp14
-rw-r--r--source/gameengine/Converter/BL_ArmatureObject.h2
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp2
-rw-r--r--source/gameengine/Converter/BL_SkinDeformer.cpp2
5 files changed, 17 insertions, 17 deletions
diff --git a/source/gameengine/Converter/BL_ActionActuator.cpp b/source/gameengine/Converter/BL_ActionActuator.cpp
index 61379209151..9869dfb9424 100644
--- a/source/gameengine/Converter/BL_ActionActuator.cpp
+++ b/source/gameengine/Converter/BL_ActionActuator.cpp
@@ -370,10 +370,10 @@ PyObject* BL_ActionActuator::PyGetChannel(PyObject* value)
obj->GetPose(&m_pose); /* Get the underlying pose from the armature */
}
- // get_pose_channel accounts for NULL pose, run on both in case one exists but
+ // BKE_pose_channel_find_name accounts for NULL pose, run on both in case one exists but
// the channel doesnt
- if ( !(pchan=get_pose_channel(m_userpose, string)) &&
- !(pchan=get_pose_channel(m_pose, string)) )
+ if ( !(pchan=BKE_pose_channel_find_name(m_userpose, string)) &&
+ !(pchan=BKE_pose_channel_find_name(m_pose, string)) )
{
PyErr_SetString(PyExc_ValueError, "channel doesnt exist");
return NULL;
@@ -457,8 +457,8 @@ KX_PYMETHODDEF_DOC(BL_ActionActuator, setChannel,
obj->GetPose(&m_pose); /* Get the underlying pose from the armature */
game_copy_pose(&m_userpose, m_pose, 0);
}
- // pchan= verify_pose_channel(m_userpose, string); // adds the channel if its not there.
- pchan= get_pose_channel(m_userpose, string); // adds the channel if its not there.
+ // pchan= BKE_pose_channel_verify(m_userpose, string); // adds the channel if its not there.
+ pchan= BKE_pose_channel_find_name(m_userpose, string); // adds the channel if its not there.
if (pchan) {
copy_v3_v3(pchan->loc, matrix[3]);
@@ -480,8 +480,8 @@ KX_PYMETHODDEF_DOC(BL_ActionActuator, setChannel,
obj->GetPose(&m_pose); /* Get the underlying pose from the armature */
game_copy_pose(&m_userpose, m_pose, 0);
}
- // pchan= verify_pose_channel(m_userpose, string);
- pchan= get_pose_channel(m_userpose, string); // adds the channel if its not there.
+ // pchan= BKE_pose_channel_verify(m_userpose, string);
+ pchan= BKE_pose_channel_find_name(m_userpose, string); // adds the channel if its not there.
// for some reason loc.setValue(pchan->loc) fails
if (pchan) {
diff --git a/source/gameengine/Converter/BL_ArmatureObject.cpp b/source/gameengine/Converter/BL_ArmatureObject.cpp
index f9ddc258cfe..f38782a9405 100644
--- a/source/gameengine/Converter/BL_ArmatureObject.cpp
+++ b/source/gameengine/Converter/BL_ArmatureObject.cpp
@@ -61,7 +61,7 @@
/**
* Move here pose function for game engine so that we can mix with GE objects
* Principle is as follow:
- * Use Blender structures so that where_is_pose can be used unchanged
+ * Use Blender structures so that BKE_pose_where_is can be used unchanged
* Copy the constraint so that they can be enabled/disabled/added/removed at runtime
* Don't copy the constraints for the pose used by the Action actuator, it does not need them.
* Scan the constraint structures so that the KX equivalent of target objects are identified and
@@ -84,7 +84,7 @@ void game_copy_pose(bPose **dst, bPose *src, int copy_constraint)
return;
}
else if (*dst==src) {
- printf("copy_pose source and target are the same\n");
+ printf("BKE_pose_copy_data source and target are the same\n");
*dst=NULL;
return;
}
@@ -129,7 +129,7 @@ void game_copy_pose(bPose **dst, bPose *src, int copy_constraint)
BLI_ghash_free(ghash, NULL, NULL);
// set acceleration structure for channel lookup
- make_pose_channels_hash(out);
+ BKE_pose_channels_hash_make(out);
*dst=out;
}
@@ -200,7 +200,7 @@ void game_free_pose(bPose *pose)
{
if (pose) {
/* free pose-channels and constraints */
- free_pose_channels(pose);
+ BKE_pose_channels_free(pose);
/* free IK solver state */
BIK_clear_data(pose);
@@ -225,7 +225,7 @@ BL_ArmatureObject::BL_ArmatureObject(
m_poseChannels(),
m_objArma(armature),
m_framePose(NULL),
- m_scene(scene), // maybe remove later. needed for where_is_pose
+ m_scene(scene), // maybe remove later. needed for BKE_pose_where_is
m_lastframe(0.0),
m_timestep(0.040),
m_activeAct(NULL),
@@ -477,7 +477,7 @@ void BL_ArmatureObject::ApplyPose()
}
// update ourself
UpdateBlenderObjectMatrix(m_objArma);
- where_is_pose(m_scene, m_objArma); // XXX
+ BKE_pose_where_is(m_scene, m_objArma); // XXX
// restore ourself
memcpy(m_objArma->obmat, m_obmat, sizeof(m_obmat));
// restore active targets
@@ -590,7 +590,7 @@ bool BL_ArmatureObject::GetBoneMatrix(Bone* bone, MT_Matrix4x4& matrix)
bPoseChannel *pchan;
ApplyPose();
- pchan = get_pose_channel(m_objArma->pose, bone->name);
+ pchan = BKE_pose_channel_find_name(m_objArma->pose, bone->name);
if (pchan)
matrix.setValue(&pchan->pose_mat[0][0]);
RestorePose();
diff --git a/source/gameengine/Converter/BL_ArmatureObject.h b/source/gameengine/Converter/BL_ArmatureObject.h
index a6848cf57df..ced6b94e6fd 100644
--- a/source/gameengine/Converter/BL_ArmatureObject.h
+++ b/source/gameengine/Converter/BL_ArmatureObject.h
@@ -132,7 +132,7 @@ protected:
struct bPose *m_pose;
struct bPose *m_armpose;
struct bPose *m_framePose;
- struct Scene *m_scene; // need for where_is_pose
+ struct Scene *m_scene; // need for BKE_pose_where_is
double m_lastframe;
double m_timestep; // delta since last pose evaluation.
class BL_ActionActuator *m_activeAct;
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 6659f137057..14362cd8f06 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -2613,7 +2613,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
case PARBONE:
{
// parent this to a bone
- Bone *parent_bone = get_named_bone( (bArmature *)(blenderchild->parent)->data, blenderchild->parsubstr);
+ Bone *parent_bone = BKE_armature_find_bone_name( (bArmature *)(blenderchild->parent)->data, blenderchild->parsubstr);
if (parent_bone) {
KX_BoneParentRelation *bone_parent_relation = KX_BoneParentRelation::New(parent_bone);
diff --git a/source/gameengine/Converter/BL_SkinDeformer.cpp b/source/gameengine/Converter/BL_SkinDeformer.cpp
index 2aa97370330..ab275fa773a 100644
--- a/source/gameengine/Converter/BL_SkinDeformer.cpp
+++ b/source/gameengine/Converter/BL_SkinDeformer.cpp
@@ -230,7 +230,7 @@ void BL_SkinDeformer::BGEDeformVerts()
dg;
++i, dg=(bDeformGroup*)dg->next)
{
- m_dfnrToPC[i] = get_pose_channel(par_arma->pose, dg->name);
+ m_dfnrToPC[i] = BKE_pose_channel_find_name(par_arma->pose, dg->name);
if (m_dfnrToPC[i] && m_dfnrToPC[i]->bone->flag & BONE_NO_DEFORM)
m_dfnrToPC[i] = NULL;