API Cleanup: Use BKE_constraint prefix for constraint api
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@@ -374,7 +374,7 @@ static void execute_posetree(struct Scene *scene, Object *ob, PoseTree *tree)
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/* 1.0=ctime, we pass on object for auto-ik (owner-type here is object, even though
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* strictly speaking, it is a posechannel)
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*/
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BKE_get_constraint_target_matrix(scene, target->con, 0, CONSTRAINT_OBTYPE_OBJECT, ob, rootmat, 1.0);
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BKE_constraint_target_matrix_get(scene, target->con, 0, CONSTRAINT_OBTYPE_OBJECT, ob, rootmat, 1.0);
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/* and set and transform goal */
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mul_m4_m4m4(goal, goalinv, rootmat);
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@@ -385,7 +385,7 @@ static void execute_posetree(struct Scene *scene, Object *ob, PoseTree *tree)
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/* same for pole vector target */
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if (data->poletar) {
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BKE_get_constraint_target_matrix(scene, target->con, 1, CONSTRAINT_OBTYPE_OBJECT, ob, rootmat, 1.0);
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BKE_constraint_target_matrix_get(scene, target->con, 1, CONSTRAINT_OBTYPE_OBJECT, ob, rootmat, 1.0);
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if (data->flag & CONSTRAINT_IK_SETANGLE) {
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/* don't solve IK when we are setting the pole angle */
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@@ -551,7 +551,7 @@ static bool target_callback(const iTaSC::Timestamp& timestamp, const iTaSC::Fram
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bConstraint *constraint = (bConstraint *)target->blenderConstraint;
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float tarmat[4][4];
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BKE_get_constraint_target_matrix(target->blscene, constraint, 0, CONSTRAINT_OBTYPE_OBJECT, target->owner, tarmat, 1.0);
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BKE_constraint_target_matrix_get(target->blscene, constraint, 0, CONSTRAINT_OBTYPE_OBJECT, target->owner, tarmat, 1.0);
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// rootmat contains the target pose in world coordinate
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// if enforce is != 1.0, blend the target position with the end effector position
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@@ -620,7 +620,7 @@ static bool base_callback(const iTaSC::Timestamp& timestamp, const iTaSC::Frame&
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IK_Channel &rootchan = ikscene->channels[0];
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// get polar target matrix in world space
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BKE_get_constraint_target_matrix(ikscene->blscene, ikscene->polarConstraint, 1, CONSTRAINT_OBTYPE_OBJECT, ikscene->blArmature, mat, 1.0);
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BKE_constraint_target_matrix_get(ikscene->blscene, ikscene->polarConstraint, 1, CONSTRAINT_OBTYPE_OBJECT, ikscene->blArmature, mat, 1.0);
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// convert to armature space
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mul_m4_m4m4(polemat, imat, mat);
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// get the target in world space (was computed before as target object are defined before base object)
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