Revision: 37512
          
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=37512
Author:   campbellbarton
Date:     2011-06-15 14:06:25 +0000 (Wed, 15 Jun 2011)
Log Message:
-----------
remove unused arguments

Modified Paths:
--------------
    trunk/blender/source/blender/blenkernel/BKE_action.h
    trunk/blender/source/blender/blenkernel/intern/action.c
    trunk/blender/source/blender/blenkernel/intern/constraint.c
    trunk/blender/source/gameengine/Converter/BL_ActionActuator.cpp

Modified: trunk/blender/source/blender/blenkernel/BKE_action.h
===================================================================
--- trunk/blender/source/blender/blenkernel/BKE_action.h        2011-06-15 
14:00:50 UTC (rev 37511)
+++ trunk/blender/source/blender/blenkernel/BKE_action.h        2011-06-15 
14:06:25 UTC (rev 37512)
@@ -216,7 +216,7 @@
 /* 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);

Modified: trunk/blender/source/blender/blenkernel/intern/action.c
===================================================================
--- trunk/blender/source/blender/blenkernel/intern/action.c     2011-06-15 
14:00:50 UTC (rev 37511)
+++ trunk/blender/source/blender/blenkernel/intern/action.c     2011-06-15 
14:06:25 UTC (rev 37512)
@@ -1128,7 +1128,7 @@
 /* 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);
        

Modified: trunk/blender/source/blender/blenkernel/intern/constraint.c
===================================================================
--- trunk/blender/source/blender/blenkernel/intern/constraint.c 2011-06-15 
14:00:50 UTC (rev 37511)
+++ trunk/blender/source/blender/blenkernel/intern/constraint.c 2011-06-15 
14:06:25 UTC (rev 37512)
@@ -424,7 +424,7 @@
 /* ------------ 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 @@
 
 /* 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 @@
         *              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 @@
 /* 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 @@
        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 @@
                /* 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 @@
                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 @@
                        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 @@
                        
                        /* 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 {

Modified: trunk/blender/source/gameengine/Converter/BL_ActionActuator.cpp
===================================================================
--- trunk/blender/source/gameengine/Converter/BL_ActionActuator.cpp     
2011-06-15 14:00:50 UTC (rev 37511)
+++ trunk/blender/source/gameengine/Converter/BL_ActionActuator.cpp     
2011-06-15 14:06:25 UTC (rev 37512)
@@ -405,7 +405,7 @@
                        
 // 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

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