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