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authorCampbell Barton <ideasman42@gmail.com>2018-12-02 06:29:54 +0300
committerCampbell Barton <ideasman42@gmail.com>2018-12-02 06:29:54 +0300
commit335e1b507b1ad0e7c2bafb2175dac15d3d1add83 (patch)
tree587dff5abd734ead55cd9e0f960cbdeb156cae87 /source
parentc00e1f68e9b81cc4972dabb869d1b6993a3bc767 (diff)
Cleanup: BKE b-bone API naming
Use BKE_pchan_bbone prefix.
Diffstat (limited to 'source')
-rw-r--r--source/blender/blenkernel/BKE_armature.h2
-rw-r--r--source/blender/blenkernel/intern/armature.c6
-rw-r--r--source/blender/blenkernel/intern/constraint.c2
-rw-r--r--source/blender/editors/armature/armature_skinning.c2
-rw-r--r--source/blender/editors/space_view3d/drawarmature.c6
5 files changed, 9 insertions, 9 deletions
diff --git a/source/blender/blenkernel/BKE_armature.h b/source/blender/blenkernel/BKE_armature.h
index dea5afa1ac2..efd665b070a 100644
--- a/source/blender/blenkernel/BKE_armature.h
+++ b/source/blender/blenkernel/BKE_armature.h
@@ -139,7 +139,7 @@ typedef struct Mat4 {
} Mat4;
void equalize_bbone_bezier(float *data, int desired);
-void b_bone_spline_setup(struct bPoseChannel *pchan, int rest, Mat4 result_array[MAX_BBONE_SUBDIV]);
+void BKE_pchan_bbone_spline_setup(struct bPoseChannel *pchan, int rest, Mat4 result_array[MAX_BBONE_SUBDIV]);
/* like EBONE_VISIBLE */
#define PBONE_VISIBLE(arm, bone) ( \
diff --git a/source/blender/blenkernel/intern/armature.c b/source/blender/blenkernel/intern/armature.c
index 4ad9e9c8205..0f9c79c5e3e 100644
--- a/source/blender/blenkernel/intern/armature.c
+++ b/source/blender/blenkernel/intern/armature.c
@@ -443,7 +443,7 @@ void equalize_bbone_bezier(float *data, int desired)
/* returns pointer to static array, filled with desired amount of bone->segments elements */
/* this calculation is done within unit bone space */
-void b_bone_spline_setup(bPoseChannel *pchan, int rest, Mat4 result_array[MAX_BBONE_SUBDIV])
+void BKE_pchan_bbone_spline_setup(bPoseChannel *pchan, int rest, Mat4 result_array[MAX_BBONE_SUBDIV])
{
bPoseChannel *next, *prev;
Bone *bone = pchan->bone;
@@ -734,8 +734,8 @@ static void pchan_b_bone_defmats(bPoseChannel *pchan, bPoseChanDeform *pdef_info
DualQuat *b_bone_dual_quats = NULL;
int a;
- b_bone_spline_setup(pchan, 0, b_bone);
- b_bone_spline_setup(pchan, 1, b_bone_rest);
+ BKE_pchan_bbone_spline_setup(pchan, 0, b_bone);
+ BKE_pchan_bbone_spline_setup(pchan, 1, b_bone_rest);
/* allocate b_bone matrices and dual quats */
b_bone_mats = MEM_mallocN((1 + bone->segments) * sizeof(Mat4), "BBone defmats");
diff --git a/source/blender/blenkernel/intern/constraint.c b/source/blender/blenkernel/intern/constraint.c
index 66147c44352..6fa0224e3ca 100644
--- a/source/blender/blenkernel/intern/constraint.c
+++ b/source/blender/blenkernel/intern/constraint.c
@@ -586,7 +586,7 @@ static void constraint_target_to_mat4(Object *ob, const char *substring, float m
float loc[3], fac;
/* get bbone segments */
- b_bone_spline_setup(pchan, 0, bbone);
+ BKE_pchan_bbone_spline_setup(pchan, 0, bbone);
/* figure out which segment(s) the headtail value falls in */
fac = (float)pchan->bone->segments * headtail;
diff --git a/source/blender/editors/armature/armature_skinning.c b/source/blender/editors/armature/armature_skinning.c
index 8ab8d60af75..474e25f8067 100644
--- a/source/blender/editors/armature/armature_skinning.c
+++ b/source/blender/editors/armature/armature_skinning.c
@@ -322,7 +322,7 @@ static void add_verts_to_dgroups(ReportList *reports, Scene *scene, Object *ob,
if ((par->pose) && (pchan = BKE_pose_channel_find_name(par->pose, bone->name))) {
if (bone->segments > 1) {
segments = bone->segments;
- b_bone_spline_setup(pchan, 1, bbone_array);
+ BKE_pchan_bbone_spline_setup(pchan, 1, bbone_array);
bbone = bbone_array;
}
}
diff --git a/source/blender/editors/space_view3d/drawarmature.c b/source/blender/editors/space_view3d/drawarmature.c
index ec15725d635..0c3b1a21f71 100644
--- a/source/blender/editors/space_view3d/drawarmature.c
+++ b/source/blender/editors/space_view3d/drawarmature.c
@@ -1092,7 +1092,7 @@ static void draw_line_bone(int armflag, int boneflag, short constflag, unsigned
glPopMatrix();
}
-/* A partial copy of b_bone_spline_setup(), with just the parts for previewing editmode curve settings
+/* A partial copy of BKE_pchan_bbone_spline_setup(), with just the parts for previewing editmode curve settings
*
* This assumes that prev/next bones don't have any impact (since they should all still be in the "straight"
* position here anyway), and that we can simply apply the bbone settings to get the desired effect...
@@ -1181,7 +1181,7 @@ static void draw_b_bone_boxes(const short dt, bPoseChannel *pchan, EditBone *ebo
int a;
if (pchan) {
- b_bone_spline_setup(pchan, 0, bbone);
+ BKE_pchan_bbone_spline_setup(pchan, 0, bbone);
}
else if (ebone) {
ebone_spline_preview(ebone, bbone);
@@ -1328,7 +1328,7 @@ static void draw_wire_bone(const short dt, int armflag, int boneflag, short cons
length = pchan->bone->length;
if (segments > 1) {
- b_bone_spline_setup(pchan, 0, bbones_array);
+ BKE_pchan_bbone_spline_setup(pchan, 0, bbones_array);
bbones = bbones_array;
}
}