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Diffstat (limited to 'source/blender/blenkernel/intern/armature_update.c')
-rw-r--r--source/blender/blenkernel/intern/armature_update.c9
1 files changed, 3 insertions, 6 deletions
diff --git a/source/blender/blenkernel/intern/armature_update.c b/source/blender/blenkernel/intern/armature_update.c
index 97c717572bc..de00372c3ec 100644
--- a/source/blender/blenkernel/intern/armature_update.c
+++ b/source/blender/blenkernel/intern/armature_update.c
@@ -125,7 +125,6 @@ static void splineik_init_tree_from_pchan(Scene *UNUSED(scene),
/* perform binding step if required */
if ((ikData->flag & CONSTRAINT_SPLINEIK_BOUND) == 0) {
float segmentLen = (1.0f / (float)segcount);
- int i;
/* setup new empty array for the points list */
if (ikData->points) {
@@ -140,7 +139,7 @@ static void splineik_init_tree_from_pchan(Scene *UNUSED(scene),
/* perform binding of the joints to parametric positions along the curve based
* proportion of the total length that each bone occupies
*/
- for (i = 0; i < segcount; i++) {
+ for (int i = 0; i < segcount; i++) {
/* 'head' joints, traveling towards the root of the chain
* - 2 methods; the one chosen depends on whether we've got usable lengths
*/
@@ -549,11 +548,9 @@ static void splineik_execute_tree(
/* for each pose-tree, execute it if it is spline, otherwise just free it */
while ((tree = pchan_root->siktree.first) != NULL) {
- int i;
-
/* Firstly, calculate the bone matrix the standard way,
* since this is needed for roll control. */
- for (i = tree->chainlen - 1; i >= 0; i--) {
+ for (int i = tree->chainlen - 1; i >= 0; i--) {
BKE_pose_where_is_bone(depsgraph, scene, ob, tree->chain[i], ctime, 1);
}
@@ -565,7 +562,7 @@ static void splineik_execute_tree(
* - the chain is traversed in the opposite order to storage order (i.e. parent to children)
* so that dependencies are correct
*/
- for (i = tree->chainlen - 1; i >= 0; i--) {
+ for (int i = tree->chainlen - 1; i >= 0; i--) {
bPoseChannel *pchan = tree->chain[i];
splineik_evaluate_bone(tree, ob, pchan, i, &state);
}