From 1dccd4c98a4909383b9c11f7c2ee987e22833dad Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Sat, 5 May 2012 16:03:57 +0000 Subject: code cleanup: naming - pose/armature/image also use ..._find_name(..., name) rather then ..._find_named(..., name) --- both were used. --- source/blender/ikplugin/intern/itasc_plugin.cpp | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) (limited to 'source/blender/ikplugin/intern/itasc_plugin.cpp') diff --git a/source/blender/ikplugin/intern/itasc_plugin.cpp b/source/blender/ikplugin/intern/itasc_plugin.cpp index 2e437c627a2..d94529b6104 100644 --- a/source/blender/ikplugin/intern/itasc_plugin.cpp +++ b/source/blender/ikplugin/intern/itasc_plugin.cpp @@ -418,7 +418,7 @@ static IK_Data* get_ikdata(bPose *pose) // here init ikdata if needed // now that we have scene, make sure the default param are initialized if (!DefIKParam.iksolver) - init_pose_itasc(&DefIKParam); + BKE_pose_itasc_init(&DefIKParam); return (IK_Data*)pose->ikdata; } @@ -1023,7 +1023,7 @@ static void convert_pose(IK_Scene *ikscene) } // compute array of joint value corresponding to current pose -static void rest_pose(IK_Scene *ikscene) +static void BKE_pose_rest(IK_Scene *ikscene) { bPoseChannel *pchan; IK_Channel *ikchan; @@ -1133,7 +1133,7 @@ static IK_Scene* convert_tree(Scene *blscene, Object *ob, bPoseChannel *pchan) } else { // in Blender, the rest pose is always 0 for joints - rest_pose(ikscene); + BKE_pose_rest(ikscene); } rot = &ikscene->jointArray(0); for (a=0, ikchan = ikscene->channels; atotchannel; ++a, ++ikchan) { @@ -1545,7 +1545,7 @@ static void execute_scene(Scene* blscene, IK_Scene* ikscene, bItasc* ikparam, fl if (ikparam->flag & ITASC_SIMULATION) { for (i=0, ikchan=ikscene->channels; inumchan; i++, ++ikchan) { // In simulation mode we don't allow external contraint to change our bones, mark the channel done - // also tell Blender that this channel is part of IK tree (cleared on each where_is_pose() + // also tell Blender that this channel is part of IK tree (cleared on each BKE_pose_where_is() ikchan->pchan->flag |= (POSE_DONE|POSE_CHAIN); ikchan->jointValid = 0; } @@ -1554,8 +1554,8 @@ static void execute_scene(Scene* blscene, IK_Scene* ikscene, bItasc* ikparam, fl // in animation mode, we must get the bone position from action and constraints for (i=0, ikchan=ikscene->channels; inumchan; i++, ++ikchan) { if (!(ikchan->pchan->flag & POSE_DONE)) - where_is_pose_bone(blscene, ikscene->blArmature, ikchan->pchan, ctime, 1); - // tell blender that this channel was controlled by IK, it's cleared on each where_is_pose() + BKE_pose_where_is_bone(blscene, ikscene->blArmature, ikchan->pchan, ctime, 1); + // tell blender that this channel was controlled by IK, it's cleared on each BKE_pose_where_is() ikchan->pchan->flag |= (POSE_DONE|POSE_CHAIN); ikchan->jointValid = 0; } -- cgit v1.2.3