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Diffstat (limited to 'source/blender/blenkernel/intern/armature.c')
-rw-r--r--source/blender/blenkernel/intern/armature.c10
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);