remove unused arguments
authorCampbell Barton <ideasman42@gmail.com>
Wed, 15 Jun 2011 14:06:25 +0000 (14:06 +0000)
committerCampbell Barton <ideasman42@gmail.com>
Wed, 15 Jun 2011 14:06:25 +0000 (14:06 +0000)
source/blender/blenkernel/BKE_action.h
source/blender/blenkernel/intern/action.c
source/blender/blenkernel/intern/constraint.c
source/gameengine/Converter/BL_ActionActuator.cpp

index 698f0f0fecf8459378c875b59f7c6b7e67f2a83f..7d3de68c005e608d784ddcaa28b2f9d930849532 100644 (file)
@@ -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);
index 77f56058a4f89755310b9a2e55cb52784658f24a..f7086c817560043fcf03bf5ee3dbb13dbc7ac0d4 100644 (file)
@@ -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);
        
index 18c9ab7dc90be75ee25725040db4d41afad03953..7be4744a224ba1c1494502d8b37633d9ffbae575 100644 (file)
@@ -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 {
index c00e7ec7e2916d6977ac74ff9945f8ca90ebff00..7e353d590bb1ffcbe13c6515528b97d3679a4e3b 100644 (file)
@@ -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