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Diffstat (limited to 'source/blender/editors/space_view3d/drawarmature.c')
-rw-r--r--source/blender/editors/space_view3d/drawarmature.c32
1 files changed, 16 insertions, 16 deletions
diff --git a/source/blender/editors/space_view3d/drawarmature.c b/source/blender/editors/space_view3d/drawarmature.c
index 15e6994dfe4..2211b1ddb62 100644
--- a/source/blender/editors/space_view3d/drawarmature.c
+++ b/source/blender/editors/space_view3d/drawarmature.c
@@ -2338,9 +2338,9 @@ static void draw_ghost_poses_range(Scene *scene, View3D *v3d, ARegion *ar, Base
/* copy the pose */
poseo = ob->pose;
- copy_pose(&posen, ob->pose, 1);
+ BKE_pose_copy_data(&posen, ob->pose, 1);
ob->pose = posen;
- armature_rebuild_pose(ob, ob->data); /* child pointers for IK */
+ BKE_pose_rebuild(ob, ob->data); /* child pointers for IK */
ghost_poses_tag_unselected(ob, 0); /* hide unselected bones if need be */
glEnable(GL_BLEND);
@@ -2352,20 +2352,20 @@ static void draw_ghost_poses_range(Scene *scene, View3D *v3d, ARegion *ar, Base
UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128 - (int)(120.0 * sqrt(colfac)));
BKE_animsys_evaluate_animdata(scene, &ob->id, adt, (float)CFRA, ADT_RECALC_ALL);
- where_is_pose(scene, ob);
+ BKE_pose_where_is(scene, ob);
draw_pose_bones(scene, v3d, ar, base, OB_WIRE, TRUE, FALSE);
}
glDisable(GL_BLEND);
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
ghost_poses_tag_unselected(ob, 1); /* unhide unselected bones if need be */
- free_pose(posen);
+ BKE_pose_free(posen);
/* restore */
CFRA = cfrao;
ob->pose = poseo;
arm->flag = flago;
- armature_rebuild_pose(ob, ob->data);
+ BKE_pose_rebuild(ob, ob->data);
ob->mode |= OB_MODE_POSE;
ob->ipoflag = ipoflago;
}
@@ -2415,9 +2415,9 @@ static void draw_ghost_poses_keys(Scene *scene, View3D *v3d, ARegion *ar, Base *
/* copy the pose */
poseo = ob->pose;
- copy_pose(&posen, ob->pose, 1);
+ BKE_pose_copy_data(&posen, ob->pose, 1);
ob->pose = posen;
- armature_rebuild_pose(ob, ob->data); /* child pointers for IK */
+ BKE_pose_rebuild(ob, ob->data); /* child pointers for IK */
ghost_poses_tag_unselected(ob, 0); /* hide unselected bones if need be */
glEnable(GL_BLEND);
@@ -2431,7 +2431,7 @@ static void draw_ghost_poses_keys(Scene *scene, View3D *v3d, ARegion *ar, Base *
CFRA = (int)ak->cfra;
BKE_animsys_evaluate_animdata(scene, &ob->id, adt, (float)CFRA, ADT_RECALC_ALL);
- where_is_pose(scene, ob);
+ BKE_pose_where_is(scene, ob);
draw_pose_bones(scene, v3d, ar, base, OB_WIRE, TRUE, FALSE);
}
glDisable(GL_BLEND);
@@ -2439,13 +2439,13 @@ static void draw_ghost_poses_keys(Scene *scene, View3D *v3d, ARegion *ar, Base *
ghost_poses_tag_unselected(ob, 1); /* unhide unselected bones if need be */
BLI_dlrbTree_free(&keys);
- free_pose(posen);
+ BKE_pose_free(posen);
/* restore */
CFRA = cfrao;
ob->pose = poseo;
arm->flag = flago;
- armature_rebuild_pose(ob, ob->data);
+ BKE_pose_rebuild(ob, ob->data);
ob->mode |= OB_MODE_POSE;
}
@@ -2481,9 +2481,9 @@ static void draw_ghost_poses(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
/* copy the pose */
poseo = ob->pose;
- copy_pose(&posen, ob->pose, 1);
+ BKE_pose_copy_data(&posen, ob->pose, 1);
ob->pose = posen;
- armature_rebuild_pose(ob, ob->data); /* child pointers for IK */
+ BKE_pose_rebuild(ob, ob->data); /* child pointers for IK */
ghost_poses_tag_unselected(ob, 0); /* hide unselected bones if need be */
glEnable(GL_BLEND);
@@ -2501,7 +2501,7 @@ static void draw_ghost_poses(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
if (CFRA != cfrao) {
BKE_animsys_evaluate_animdata(scene, &ob->id, adt, (float)CFRA, ADT_RECALC_ALL);
- where_is_pose(scene, ob);
+ BKE_pose_where_is(scene, ob);
draw_pose_bones(scene, v3d, ar, base, OB_WIRE, TRUE, FALSE);
}
}
@@ -2516,7 +2516,7 @@ static void draw_ghost_poses(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
if (CFRA != cfrao) {
BKE_animsys_evaluate_animdata(scene, &ob->id, adt, (float)CFRA, ADT_RECALC_ALL);
- where_is_pose(scene, ob);
+ BKE_pose_where_is(scene, ob);
draw_pose_bones(scene, v3d, ar, base, OB_WIRE, TRUE, FALSE);
}
}
@@ -2525,13 +2525,13 @@ static void draw_ghost_poses(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
ghost_poses_tag_unselected(ob, 1); /* unhide unselected bones if need be */
- free_pose(posen);
+ BKE_pose_free(posen);
/* restore */
CFRA = cfrao;
ob->pose = poseo;
arm->flag = flago;
- armature_rebuild_pose(ob, ob->data);
+ BKE_pose_rebuild(ob, ob->data);
ob->mode |= OB_MODE_POSE;
}