remove unused arguments

This commit is contained in:
Campbell Barton 2011-06-15 14:06:25 +00:00
parent 04c5f054d8
commit 08c155845d
4 changed files with 13 additions and 13 deletions

@ -216,7 +216,7 @@ void pose_remove_group(struct Object *ob);
/* Assorted Evaluation ----------------- */
/* Used for the Action Constraint */
void what_does_obaction(struct Scene *scene, struct Object *ob, struct Object *workob, struct bPose *pose, struct bAction *act, char groupname[], float cframe);
void what_does_obaction(struct Object *ob, struct Object *workob, struct bPose *pose, struct bAction *act, char groupname[], float cframe);
/* for proxy */
void copy_pose_result(struct bPose *to, struct bPose *from);

@ -1128,7 +1128,7 @@ void copy_pose_result(bPose *to, bPose *from)
/* For the calculation of the effects of an Action at the given frame on an object
* This is currently only used for the Action Constraint
*/
void what_does_obaction (Scene *UNUSED(scene), Object *ob, Object *workob, bPose *pose, bAction *act, char groupname[], float cframe)
void what_does_obaction (Object *ob, Object *workob, bPose *pose, bAction *act, char groupname[], float cframe)
{
bActionGroup *agrp= action_groups_find_named(act, groupname);

@ -424,7 +424,7 @@ void constraint_mat_convertspace (Object *ob, bPoseChannel *pchan, float mat[][4
/* ------------ General Target Matrix Tools ---------- */
/* function that sets the given matrix based on given vertex group in mesh */
static void contarget_get_mesh_mat (Scene *scene, Object *ob, const char *substring, float mat[][4])
static void contarget_get_mesh_mat (Object *ob, const char *substring, float mat[][4])
{
DerivedMesh *dm = NULL;
Mesh *me= ob->data;
@ -580,7 +580,7 @@ static void contarget_get_lattice_mat (Object *ob, const char *substring, float
/* generic function to get the appropriate matrix for most target cases */
/* The cases where the target can be object data have not been implemented */
static void constraint_target_to_mat4 (Scene *scene, Object *ob, const char *substring, float mat[][4], short from, short to, float headtail)
static void constraint_target_to_mat4 (Object *ob, const char *substring, float mat[][4], short from, short to, float headtail)
{
/* Case OBJECT */
if (!strlen(substring)) {
@ -597,7 +597,7 @@ static void constraint_target_to_mat4 (Scene *scene, Object *ob, const char *sub
* way as constraints can only really affect things on object/bone level.
*/
else if (ob->type == OB_MESH) {
contarget_get_mesh_mat(scene, ob, substring, mat);
contarget_get_mesh_mat(ob, substring, mat);
constraint_mat_convertspace(ob, NULL, mat, from, to);
}
else if (ob->type == OB_LATTICE) {
@ -677,10 +677,10 @@ static bConstraintTypeInfo CTI_CONSTRNAME = {
/* This function should be used for the get_target_matrix member of all
* constraints that are not picky about what happens to their target matrix.
*/
static void default_get_tarmat (bConstraint *con, bConstraintOb *cob, bConstraintTarget *ct, float UNUSED(ctime))
static void default_get_tarmat (bConstraint *con, bConstraintOb *UNUSED(cob), bConstraintTarget *ct, float UNUSED(ctime))
{
if (VALID_CONS_TARGET(ct))
constraint_target_to_mat4(cob->scene, ct->tar, ct->subtarget, ct->matrix, CONSTRAINT_SPACE_WORLD, ct->space, con->headtail);
constraint_target_to_mat4(ct->tar, ct->subtarget, ct->matrix, CONSTRAINT_SPACE_WORLD, ct->space, con->headtail);
else if (ct)
unit_m4(ct->matrix);
}
@ -1152,7 +1152,7 @@ static void kinematic_get_tarmat (bConstraint *con, bConstraintOb *cob, bConstra
bKinematicConstraint *data= con->data;
if (VALID_CONS_TARGET(ct))
constraint_target_to_mat4(cob->scene, ct->tar, ct->subtarget, ct->matrix, CONSTRAINT_SPACE_WORLD, ct->space, con->headtail);
constraint_target_to_mat4(ct->tar, ct->subtarget, ct->matrix, CONSTRAINT_SPACE_WORLD, ct->space, con->headtail);
else if (ct) {
if (data->flag & CONSTRAINT_IK_AUTO) {
Object *ob= cob->ob;
@ -2039,7 +2039,7 @@ static void pycon_get_tarmat (bConstraint *con, bConstraintOb *cob, bConstraintT
/* firstly calculate the matrix the normal way, then let the py-function override
* this matrix if it needs to do so
*/
constraint_target_to_mat4(cob->scene, ct->tar, ct->subtarget, ct->matrix, CONSTRAINT_SPACE_WORLD, ct->space, con->headtail);
constraint_target_to_mat4(ct->tar, ct->subtarget, ct->matrix, CONSTRAINT_SPACE_WORLD, ct->space, con->headtail);
/* only execute target calculation if allowed */
#ifdef WITH_PYTHON
@ -2158,7 +2158,7 @@ static void actcon_get_tarmat (bConstraint *con, bConstraintOb *cob, bConstraint
unit_m4(ct->matrix);
/* get the transform matrix of the target */
constraint_target_to_mat4(cob->scene, ct->tar, ct->subtarget, tempmat, CONSTRAINT_SPACE_WORLD, ct->space, con->headtail);
constraint_target_to_mat4(ct->tar, ct->subtarget, tempmat, CONSTRAINT_SPACE_WORLD, ct->space, con->headtail);
/* determine where in transform range target is */
/* data->type is mapped as follows for backwards compatability:
@ -2209,7 +2209,7 @@ static void actcon_get_tarmat (bConstraint *con, bConstraintOb *cob, bConstraint
tchan->rotmode= pchan->rotmode;
/* evaluate action using workob (it will only set the PoseChannel in question) */
what_does_obaction(cob->scene, cob->ob, &workob, pose, data->act, pchan->name, t);
what_does_obaction(cob->ob, &workob, pose, data->act, pchan->name, t);
/* convert animation to matrices for use here */
pchan_calc_mat(tchan);
@ -2223,7 +2223,7 @@ static void actcon_get_tarmat (bConstraint *con, bConstraintOb *cob, bConstraint
/* evaluate using workob */
// FIXME: we don't have any consistent standards on limiting effects on object...
what_does_obaction(cob->scene, cob->ob, &workob, NULL, data->act, NULL, t);
what_does_obaction(cob->ob, &workob, NULL, data->act, NULL, t);
object_to_mat4(&workob, ct->matrix);
}
else {

@ -405,7 +405,7 @@ bool BL_ActionActuator::Update(double curtime, bool frame)
// 2.5x - could also do this but looks too high level, constraints use this, it works ok.
// Object workob; /* evaluate using workob */
// what_does_obaction((Scene *)obj->GetScene(), obj->GetArmatureObject(), &workob, m_pose, m_action, NULL, m_localtime);
// what_does_obaction(obj->GetArmatureObject(), &workob, m_pose, m_action, NULL, m_localtime);
}
// done getting the pose from the action