Refactor: remove unused function
this patch just removes an unused function left behind by #132601 Pull Request: https://projects.blender.org/blender/blender/pulls/133162
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committed by
Christoph Lendenfeld
parent
dbb81ca483
commit
3fca91ad74
@@ -19,14 +19,6 @@ struct bAction;
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namespace blender::animrig {
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/**
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* Evaluate the action and apply it to the pose. Only FCurves that
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* relate to selected bones are evaluated.
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*/
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void pose_apply_action_selected_bones(Object *ob,
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bAction *action,
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slot_handle_t slot_handle,
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const AnimationEvalContext *anim_eval_context);
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/**
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* Evaluate the action and apply it to the pose. Ignore selection state of the bones.
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*/
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@@ -86,21 +86,6 @@ void pose_apply(Object *ob,
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} // namespace
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void pose_apply_action_selected_bones(Object *ob,
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bAction *action,
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const int32_t slot_handle,
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const AnimationEvalContext *anim_eval_context)
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{
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auto evaluate_and_apply = [](PointerRNA *ptr,
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bAction *act,
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const int32_t slot_handle,
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const AnimationEvalContext *anim_eval_context) {
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animsys_evaluate_action(ptr, act, slot_handle, anim_eval_context, false);
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};
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pose_apply(ob, action, slot_handle, anim_eval_context, evaluate_and_apply);
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}
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void pose_apply_action_all_bones(Object *ob,
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bAction *action,
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const int32_t slot_handle,
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@@ -193,36 +193,6 @@ TEST_F(PoseTest, apply_action_all_bones_multiple_slots)
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<< "Applying the same pose should result in the same values.";
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}
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TEST_F(PoseTest, apply_action_selected_bones_single_slot)
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{
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Slot &first_slot = pose_action->slot_add();
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keyframe_data->keyframe_insert(
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bmain, first_slot, {"pose.bones[\"BoneA\"].location", 0}, {1, 10}, key_settings);
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keyframe_data->keyframe_insert(
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bmain, first_slot, {"pose.bones[\"BoneB\"].location", 1}, {1, 5}, key_settings);
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bPoseChannel *bone_a = BKE_pose_channel_find_name(obj_armature_a->pose, "BoneA");
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bPoseChannel *bone_b = BKE_pose_channel_find_name(obj_armature_a->pose, "BoneB");
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bone_a->loc[1] = 1.0;
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bone_a->loc[2] = 2.0;
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bone_b->loc[1] = 0.0;
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/* The algorithm code uses the bone flag instead of the pose bone flag. */
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bone_a->bone->flag |= BONE_SELECTED;
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bone_b->bone->flag &= ~BONE_SELECTED;
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AnimationEvalContext eval_context = {nullptr, 1.0f};
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blender::animrig::pose_apply_action_selected_bones(
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obj_armature_a, pose_action, first_slot.handle, &eval_context);
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EXPECT_EQ(bone_a->loc[0], 10.0);
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EXPECT_EQ(bone_b->loc[1], 0.0) << "Unselected bones should not be affected.";
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EXPECT_EQ(bone_a->loc[1], 1.0) << msg_unexpected_modification;
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EXPECT_EQ(bone_a->loc[2], 2.0) << msg_unexpected_modification;
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}
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TEST_F(PoseTest, apply_action_blend_single_slot)
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{
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Slot &first_slot = pose_action->slot_add();
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