diff --git a/source/blender/blenkernel/BKE_action.h b/source/blender/blenkernel/BKE_action.h index 698f0f0fecf..7d3de68c005 100644 --- a/source/blender/blenkernel/BKE_action.h +++ b/source/blender/blenkernel/BKE_action.h @@ -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); diff --git a/source/blender/blenkernel/intern/action.c b/source/blender/blenkernel/intern/action.c index 77f56058a4f..f7086c81756 100644 --- a/source/blender/blenkernel/intern/action.c +++ b/source/blender/blenkernel/intern/action.c @@ -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); diff --git a/source/blender/blenkernel/intern/constraint.c b/source/blender/blenkernel/intern/constraint.c index 18c9ab7dc90..7be4744a224 100644 --- a/source/blender/blenkernel/intern/constraint.c +++ b/source/blender/blenkernel/intern/constraint.c @@ -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 { diff --git a/source/gameengine/Converter/BL_ActionActuator.cpp b/source/gameengine/Converter/BL_ActionActuator.cpp index c00e7ec7e29..7e353d590bb 100644 --- a/source/gameengine/Converter/BL_ActionActuator.cpp +++ b/source/gameengine/Converter/BL_ActionActuator.cpp @@ -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