API Cleanup: Use BKE_constraint prefix for constraint api

This commit is contained in:
2014-04-11 11:47:07 +10:00
parent a15b3c4d11
commit 3216e4b202
36 changed files with 161 additions and 181 deletions

View File

@@ -374,7 +374,7 @@ static void execute_posetree(struct Scene *scene, Object *ob, PoseTree *tree)
/* 1.0=ctime, we pass on object for auto-ik (owner-type here is object, even though
* strictly speaking, it is a posechannel)
*/
BKE_get_constraint_target_matrix(scene, target->con, 0, CONSTRAINT_OBTYPE_OBJECT, ob, rootmat, 1.0);
BKE_constraint_target_matrix_get(scene, target->con, 0, CONSTRAINT_OBTYPE_OBJECT, ob, rootmat, 1.0);
/* and set and transform goal */
mul_m4_m4m4(goal, goalinv, rootmat);
@@ -385,7 +385,7 @@ static void execute_posetree(struct Scene *scene, Object *ob, PoseTree *tree)
/* same for pole vector target */
if (data->poletar) {
BKE_get_constraint_target_matrix(scene, target->con, 1, CONSTRAINT_OBTYPE_OBJECT, ob, rootmat, 1.0);
BKE_constraint_target_matrix_get(scene, target->con, 1, CONSTRAINT_OBTYPE_OBJECT, ob, rootmat, 1.0);
if (data->flag & CONSTRAINT_IK_SETANGLE) {
/* don't solve IK when we are setting the pole angle */

View File

@@ -551,7 +551,7 @@ static bool target_callback(const iTaSC::Timestamp& timestamp, const iTaSC::Fram
bConstraint *constraint = (bConstraint *)target->blenderConstraint;
float tarmat[4][4];
BKE_get_constraint_target_matrix(target->blscene, constraint, 0, CONSTRAINT_OBTYPE_OBJECT, target->owner, tarmat, 1.0);
BKE_constraint_target_matrix_get(target->blscene, constraint, 0, CONSTRAINT_OBTYPE_OBJECT, target->owner, tarmat, 1.0);
// rootmat contains the target pose in world coordinate
// if enforce is != 1.0, blend the target position with the end effector position
@@ -620,7 +620,7 @@ static bool base_callback(const iTaSC::Timestamp& timestamp, const iTaSC::Frame&
IK_Channel &rootchan = ikscene->channels[0];
// get polar target matrix in world space
BKE_get_constraint_target_matrix(ikscene->blscene, ikscene->polarConstraint, 1, CONSTRAINT_OBTYPE_OBJECT, ikscene->blArmature, mat, 1.0);
BKE_constraint_target_matrix_get(ikscene->blscene, ikscene->polarConstraint, 1, CONSTRAINT_OBTYPE_OBJECT, ikscene->blArmature, mat, 1.0);
// convert to armature space
mul_m4_m4m4(polemat, imat, mat);
// get the target in world space (was computed before as target object are defined before base object)