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Diffstat (limited to 'source/blender/blenkernel/intern/armature.c')
-rw-r--r--source/blender/blenkernel/intern/armature.c33
1 files changed, 16 insertions, 17 deletions
diff --git a/source/blender/blenkernel/intern/armature.c b/source/blender/blenkernel/intern/armature.c
index 1970df54339..9155d67dc36 100644
--- a/source/blender/blenkernel/intern/armature.c
+++ b/source/blender/blenkernel/intern/armature.c
@@ -37,7 +37,6 @@
#include "MEM_guardedalloc.h"
-#include "BLI_bpath.h"
#include "BLI_math.h"
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
@@ -640,7 +639,7 @@ static void pchan_b_bone_defmats(bPoseChannel *pchan, bPoseChanDeform *pdef_info
}
}
-static void b_bone_deform(bPoseChanDeform *pdef_info, Bone *bone, float co[3], DualQuat *dq, float defmat[][3])
+static void b_bone_deform(bPoseChanDeform *pdef_info, Bone *bone, float co[3], DualQuat *dq, float defmat[3][3])
{
Mat4 *b_bone = pdef_info->b_bone_mats;
float (*mat)[4] = b_bone[0].mat;
@@ -722,7 +721,7 @@ float distfactor_to_bone(const float vec[3], const float b1[3], const float b2[3
}
}
-static void pchan_deform_mat_add(bPoseChannel *pchan, float weight, float bbonemat[][3], float mat[][3])
+static void pchan_deform_mat_add(bPoseChannel *pchan, float weight, float bbonemat[3][3], float mat[3][3])
{
float wmat[3][3];
@@ -736,7 +735,7 @@ static void pchan_deform_mat_add(bPoseChannel *pchan, float weight, float bbonem
}
static float dist_bone_deform(bPoseChannel *pchan, bPoseChanDeform *pdef_info, float vec[3], DualQuat *dq,
- float mat[][3], const float co[3])
+ float mat[3][3], const float co[3])
{
Bone *bone = pchan->bone;
float fac, contrib = 0.0;
@@ -783,7 +782,7 @@ static float dist_bone_deform(bPoseChannel *pchan, bPoseChanDeform *pdef_info, f
}
static void pchan_bone_deform(bPoseChannel *pchan, bPoseChanDeform *pdef_info, float weight, float vec[3], DualQuat *dq,
- float mat[][3], const float co[3], float *contrib)
+ float mat[3][3], const float co[3], float *contrib)
{
float cop[3], bbonemat[3][3];
DualQuat bbonedq;
@@ -1089,7 +1088,7 @@ void armature_deform_verts(Object *armOb, Object *target, DerivedMesh *dm, float
/* ************ END Armature Deform ******************* */
-void get_objectspace_bone_matrix(struct Bone *bone, float M_accumulatedMatrix[][4], int UNUSED(root),
+void get_objectspace_bone_matrix(struct Bone *bone, float M_accumulatedMatrix[4][4], int UNUSED(root),
int UNUSED(posed))
{
copy_m4_m4(M_accumulatedMatrix, bone->arm_mat);
@@ -1098,7 +1097,7 @@ void get_objectspace_bone_matrix(struct Bone *bone, float M_accumulatedMatrix[][
/* **************** Space to Space API ****************** */
/* Convert World-Space Matrix to Pose-Space Matrix */
-void BKE_armature_mat_world_to_pose(Object *ob, float inmat[][4], float outmat[][4])
+void BKE_armature_mat_world_to_pose(Object *ob, float inmat[4][4], float outmat[4][4])
{
float obmat[4][4];
@@ -1132,7 +1131,7 @@ void BKE_armature_loc_world_to_pose(Object *ob, const float inloc[3], float outl
/* Simple helper, computes the offset bone matrix.
* offs_bone = yoffs(b-1) + root(b) + bonemat(b).
* Not exported, as it is only used in this file currently... */
-static void get_offset_bone_mat(Bone *bone, float offs_bone[][4])
+static void get_offset_bone_mat(Bone *bone, float offs_bone[4][4])
{
if (!bone->parent)
return;
@@ -1164,7 +1163,7 @@ static void get_offset_bone_mat(Bone *bone, float offs_bone[][4])
* pose-channel into its local space (i.e. 'visual'-keyframing).
* (note: I don't understand that, so I keep it :p --mont29).
*/
-void BKE_pchan_to_pose_mat(bPoseChannel *pchan, float rotscale_mat[][4], float loc_mat[][4])
+void BKE_pchan_to_pose_mat(bPoseChannel *pchan, float rotscale_mat[4][4], float loc_mat[4][4])
{
Bone *bone, *parbone;
bPoseChannel *parchan;
@@ -1253,7 +1252,7 @@ void BKE_pchan_to_pose_mat(bPoseChannel *pchan, float rotscale_mat[][4], float l
/* Convert Pose-Space Matrix to Bone-Space Matrix.
* NOTE: this cannot be used to convert to pose-space transforms of the supplied
* pose-channel into its local space (i.e. 'visual'-keyframing) */
-void BKE_armature_mat_pose_to_bone(bPoseChannel *pchan, float inmat[][4], float outmat[][4])
+void BKE_armature_mat_pose_to_bone(bPoseChannel *pchan, float inmat[4][4], float outmat[4][4])
{
float rotscale_mat[4][4], loc_mat[4][4], inmat_[4][4];
@@ -1269,7 +1268,7 @@ void BKE_armature_mat_pose_to_bone(bPoseChannel *pchan, float inmat[][4], float
}
/* Convert Bone-Space Matrix to Pose-Space Matrix. */
-void BKE_armature_mat_bone_to_pose(bPoseChannel *pchan, float inmat[][4], float outmat[][4])
+void BKE_armature_mat_bone_to_pose(bPoseChannel *pchan, float inmat[4][4], float outmat[4][4])
{
float rotscale_mat[4][4], loc_mat[4][4], inmat_[4][4];
@@ -1298,7 +1297,7 @@ void BKE_armature_loc_pose_to_bone(bPoseChannel *pchan, const float inloc[3], fl
copy_v3_v3(outloc, nLocMat[3]);
}
-void BKE_armature_mat_pose_to_bone_ex(Object *ob, bPoseChannel *pchan, float inmat[][4], float outmat[][4])
+void BKE_armature_mat_pose_to_bone_ex(Object *ob, bPoseChannel *pchan, float inmat[4][4], float outmat[4][4])
{
bPoseChannel work_pchan = *pchan;
@@ -1316,7 +1315,7 @@ void BKE_armature_mat_pose_to_bone_ex(Object *ob, bPoseChannel *pchan, float inm
}
/* same as BKE_object_mat3_to_rot() */
-void BKE_pchan_mat3_to_rot(bPoseChannel *pchan, float mat[][3], short use_compat)
+void BKE_pchan_mat3_to_rot(bPoseChannel *pchan, float mat[3][3], short use_compat)
{
switch (pchan->rotmode) {
case ROT_MODE_QUAT:
@@ -1335,7 +1334,7 @@ void BKE_pchan_mat3_to_rot(bPoseChannel *pchan, float mat[][3], short use_compat
/* Apply a 4x4 matrix to the pose bone,
* similar to BKE_object_apply_mat4() */
-void BKE_pchan_apply_mat4(bPoseChannel *pchan, float mat[][4], short use_compat)
+void BKE_pchan_apply_mat4(bPoseChannel *pchan, float mat[4][4], short use_compat)
{
float rot[3][3];
mat4_to_loc_rot_size(pchan->loc, rot, pchan->size, mat);
@@ -1345,7 +1344,7 @@ void BKE_pchan_apply_mat4(bPoseChannel *pchan, float mat[][4], short use_compat)
/* Remove rest-position effects from pose-transform for obtaining
* 'visual' transformation of pose-channel.
* (used by the Visual-Keyframing stuff) */
-void BKE_armature_mat_pose_to_delta(float delta_mat[][4], float pose_mat[][4], float arm_mat[][4])
+void BKE_armature_mat_pose_to_delta(float delta_mat[4][4], float pose_mat[4][4], float arm_mat[4][4])
{
float imat[4][4];
@@ -1425,7 +1424,7 @@ void BKE_rotMode_change_values(float quat[4], float eul[3], float axis[3], float
* *************************************************************************** */
/* Computes vector and roll based on a rotation.
* "mat" must contain only a rotation, and no scaling. */
-void mat3_to_vec_roll(float mat[][3], float r_vec[3], float *r_roll)
+void mat3_to_vec_roll(float mat[3][3], float r_vec[3], float *r_roll)
{
if (r_vec) {
copy_v3_v3(r_vec, mat[1]);
@@ -1444,7 +1443,7 @@ void mat3_to_vec_roll(float mat[][3], float r_vec[3], float *r_roll)
/* Calculates the rest matrix of a bone based
* On its vector and a roll around that vector */
-void vec_roll_to_mat3(const float vec[3], const float roll, float mat[][3])
+void vec_roll_to_mat3(const float vec[3], const float roll, float mat[3][3])
{
float nor[3], axis[3], target[3] = {0, 1, 0};
float theta;