Cleanup: ED_armature naming

- Wasn't clear which functions handle edit-bones.
- Mixed both ebone and edit_bone in names.
- Didn't use ED_armature_* prefix for public API.

See P655 to apply to branches.
This commit is contained in:
2018-04-15 11:45:51 +02:00
parent d0e3fbc06b
commit c12d976020
32 changed files with 171 additions and 168 deletions

View File

@@ -1660,7 +1660,7 @@ static void skin_armature_bone_create(Object *skin_ob,
v = (e->v1 == parent_v ? e->v2 : e->v1);
bone = ED_armature_edit_bone_add(arm, "Bone");
bone = ED_armature_ebone_add(arm, "Bone");
bone->parent = parent_bone;
bone->flag |= BONE_CONNECTED;
@@ -1733,7 +1733,7 @@ static Object *modifier_skin_armature_create(Main *bmain, Scene *scene, Object *
* a fake root bone (have it going off in the Y direction
* (arbitrary) */
if (emap[v].count > 1) {
bone = ED_armature_edit_bone_add(arm, "Bone");
bone = ED_armature_ebone_add(arm, "Bone");
copy_v3_v3(bone->head, me->mvert[v].co);
copy_v3_v3(bone->tail, me->mvert[v].co);
@@ -1934,7 +1934,7 @@ static int meshdeform_bind_exec(bContext *C, wmOperator *op)
int mode = mmd->modifier.mode;
/* force modifier to run, it will call binding routine */
mmd->bindfunc = mesh_deform_bind;
mmd->bindfunc = ED_mesh_deform_bind_callback;
mmd->modifier.mode |= eModifierMode_Realtime;
if (ob->type == OB_MESH) {