remove unused arguments
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04c5f054d8
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08c155845d
@ -216,7 +216,7 @@ void pose_remove_group(struct Object *ob);
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/* Assorted Evaluation ----------------- */
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/* Used for the Action Constraint */
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void what_does_obaction(struct Scene *scene, struct Object *ob, struct Object *workob, struct bPose *pose, struct bAction *act, char groupname[], float cframe);
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void what_does_obaction(struct Object *ob, struct Object *workob, struct bPose *pose, struct bAction *act, char groupname[], float cframe);
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/* for proxy */
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void copy_pose_result(struct bPose *to, struct bPose *from);
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@ -1128,7 +1128,7 @@ void copy_pose_result(bPose *to, bPose *from)
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/* For the calculation of the effects of an Action at the given frame on an object
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* This is currently only used for the Action Constraint
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*/
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void what_does_obaction (Scene *UNUSED(scene), Object *ob, Object *workob, bPose *pose, bAction *act, char groupname[], float cframe)
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void what_does_obaction (Object *ob, Object *workob, bPose *pose, bAction *act, char groupname[], float cframe)
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{
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bActionGroup *agrp= action_groups_find_named(act, groupname);
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@ -424,7 +424,7 @@ void constraint_mat_convertspace (Object *ob, bPoseChannel *pchan, float mat[][4
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/* ------------ General Target Matrix Tools ---------- */
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/* function that sets the given matrix based on given vertex group in mesh */
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static void contarget_get_mesh_mat (Scene *scene, Object *ob, const char *substring, float mat[][4])
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static void contarget_get_mesh_mat (Object *ob, const char *substring, float mat[][4])
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{
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DerivedMesh *dm = NULL;
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Mesh *me= ob->data;
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@ -580,7 +580,7 @@ static void contarget_get_lattice_mat (Object *ob, const char *substring, float
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/* generic function to get the appropriate matrix for most target cases */
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/* The cases where the target can be object data have not been implemented */
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static void constraint_target_to_mat4 (Scene *scene, Object *ob, const char *substring, float mat[][4], short from, short to, float headtail)
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static void constraint_target_to_mat4 (Object *ob, const char *substring, float mat[][4], short from, short to, float headtail)
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{
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/* Case OBJECT */
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if (!strlen(substring)) {
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@ -597,7 +597,7 @@ static void constraint_target_to_mat4 (Scene *scene, Object *ob, const char *sub
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* way as constraints can only really affect things on object/bone level.
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*/
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else if (ob->type == OB_MESH) {
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contarget_get_mesh_mat(scene, ob, substring, mat);
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contarget_get_mesh_mat(ob, substring, mat);
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constraint_mat_convertspace(ob, NULL, mat, from, to);
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}
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else if (ob->type == OB_LATTICE) {
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@ -677,10 +677,10 @@ static bConstraintTypeInfo CTI_CONSTRNAME = {
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/* This function should be used for the get_target_matrix member of all
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* constraints that are not picky about what happens to their target matrix.
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*/
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static void default_get_tarmat (bConstraint *con, bConstraintOb *cob, bConstraintTarget *ct, float UNUSED(ctime))
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static void default_get_tarmat (bConstraint *con, bConstraintOb *UNUSED(cob), bConstraintTarget *ct, float UNUSED(ctime))
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{
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if (VALID_CONS_TARGET(ct))
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constraint_target_to_mat4(cob->scene, ct->tar, ct->subtarget, ct->matrix, CONSTRAINT_SPACE_WORLD, ct->space, con->headtail);
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constraint_target_to_mat4(ct->tar, ct->subtarget, ct->matrix, CONSTRAINT_SPACE_WORLD, ct->space, con->headtail);
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else if (ct)
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unit_m4(ct->matrix);
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}
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@ -1152,7 +1152,7 @@ static void kinematic_get_tarmat (bConstraint *con, bConstraintOb *cob, bConstra
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bKinematicConstraint *data= con->data;
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if (VALID_CONS_TARGET(ct))
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constraint_target_to_mat4(cob->scene, ct->tar, ct->subtarget, ct->matrix, CONSTRAINT_SPACE_WORLD, ct->space, con->headtail);
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constraint_target_to_mat4(ct->tar, ct->subtarget, ct->matrix, CONSTRAINT_SPACE_WORLD, ct->space, con->headtail);
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else if (ct) {
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if (data->flag & CONSTRAINT_IK_AUTO) {
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Object *ob= cob->ob;
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@ -2039,7 +2039,7 @@ static void pycon_get_tarmat (bConstraint *con, bConstraintOb *cob, bConstraintT
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/* firstly calculate the matrix the normal way, then let the py-function override
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* this matrix if it needs to do so
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*/
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constraint_target_to_mat4(cob->scene, ct->tar, ct->subtarget, ct->matrix, CONSTRAINT_SPACE_WORLD, ct->space, con->headtail);
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constraint_target_to_mat4(ct->tar, ct->subtarget, ct->matrix, CONSTRAINT_SPACE_WORLD, ct->space, con->headtail);
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/* only execute target calculation if allowed */
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#ifdef WITH_PYTHON
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@ -2158,7 +2158,7 @@ static void actcon_get_tarmat (bConstraint *con, bConstraintOb *cob, bConstraint
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unit_m4(ct->matrix);
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/* get the transform matrix of the target */
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constraint_target_to_mat4(cob->scene, ct->tar, ct->subtarget, tempmat, CONSTRAINT_SPACE_WORLD, ct->space, con->headtail);
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constraint_target_to_mat4(ct->tar, ct->subtarget, tempmat, CONSTRAINT_SPACE_WORLD, ct->space, con->headtail);
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/* determine where in transform range target is */
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/* data->type is mapped as follows for backwards compatability:
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@ -2209,7 +2209,7 @@ static void actcon_get_tarmat (bConstraint *con, bConstraintOb *cob, bConstraint
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tchan->rotmode= pchan->rotmode;
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/* evaluate action using workob (it will only set the PoseChannel in question) */
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what_does_obaction(cob->scene, cob->ob, &workob, pose, data->act, pchan->name, t);
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what_does_obaction(cob->ob, &workob, pose, data->act, pchan->name, t);
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/* convert animation to matrices for use here */
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pchan_calc_mat(tchan);
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@ -2223,7 +2223,7 @@ static void actcon_get_tarmat (bConstraint *con, bConstraintOb *cob, bConstraint
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/* evaluate using workob */
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// FIXME: we don't have any consistent standards on limiting effects on object...
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what_does_obaction(cob->scene, cob->ob, &workob, NULL, data->act, NULL, t);
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what_does_obaction(cob->ob, &workob, NULL, data->act, NULL, t);
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object_to_mat4(&workob, ct->matrix);
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}
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else {
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@ -405,7 +405,7 @@ bool BL_ActionActuator::Update(double curtime, bool frame)
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// 2.5x - could also do this but looks too high level, constraints use this, it works ok.
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// Object workob; /* evaluate using workob */
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// what_does_obaction((Scene *)obj->GetScene(), obj->GetArmatureObject(), &workob, m_pose, m_action, NULL, m_localtime);
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// what_does_obaction(obj->GetArmatureObject(), &workob, m_pose, m_action, NULL, m_localtime);
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}
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// done getting the pose from the action
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