diff options
Diffstat (limited to 'source/blender/blenkernel/intern/armature.c')
-rw-r--r-- | source/blender/blenkernel/intern/armature.c | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/blenkernel/intern/armature.c b/source/blender/blenkernel/intern/armature.c index 2b09f19eac1..7f749f040fa 100644 --- a/source/blender/blenkernel/intern/armature.c +++ b/source/blender/blenkernel/intern/armature.c @@ -438,7 +438,7 @@ Mat4 *b_bone_spline_setup(bPoseChannel *pchan) Mat4MulVecfl(imat, h1); /* if previous bone is B-bone too, use average handle direction */ if(prev->bone->segments>1) h1[1]-= length; - Normalise(h1); + Normalize(h1); VecMulf(h1, -hlength1); } else { @@ -466,7 +466,7 @@ Mat4 *b_bone_spline_setup(bPoseChannel *pchan) roll= atan2(mat3[2][0], mat3[2][2]); /* and only now negate handle */ - Normalise(h2); + Normalize(h2); VecMulf(h2, -hlength2); } @@ -548,7 +548,7 @@ float distfactor_to_bone (float vec[3], float b1[3], float b2[3], float rad1, fl float hsqr, a, l, rad; VecSubf (bdelta, b2, b1); - l = Normalise (bdelta); + l = Normalize (bdelta); VecSubf (pdelta, vec, b1); @@ -964,14 +964,14 @@ void vec_roll_to_mat3(float *vec, float roll, float mat[][3]) float rMatrix[3][3], bMatrix[3][3]; VECCOPY (nor, vec); - Normalise (nor); + Normalize (nor); /* Find Axis & Amount for bone matrix*/ Crossf (axis,target,nor); if (Inpf(axis,axis) > 0.0000000000001) { /* if nor is *not* a multiple of target ... */ - Normalise (axis); + Normalize (axis); theta= NormalizedVecAngle2(target, nor); |