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authorCampbell Barton <ideasman42@gmail.com>2017-10-06 13:05:34 +0300
committerCampbell Barton <ideasman42@gmail.com>2017-10-06 13:06:38 +0300
commit3df139c53062a141403ea9d359715ca3635c243c (patch)
tree08d57ac59b9fca80b70fd03950372d91b75ef055
parent70aa33f069abf6a1ca1ed1542cb456cbf1b0c399 (diff)
Cleanup: Math lib naming (use v3 suffix)
-rw-r--r--source/blender/blenkernel/intern/mball_tessellate.c4
-rw-r--r--source/blender/blenkernel/intern/mesh_evaluate.c11
-rw-r--r--source/blender/blenkernel/intern/pbvh.c4
-rw-r--r--source/blender/blenkernel/intern/softbody.c4
-rw-r--r--source/blender/blenlib/BLI_math_geom.h22
-rw-r--r--source/blender/blenlib/intern/math_geom.c54
-rw-r--r--source/blender/bmesh/intern/bmesh_mesh.c2
-rw-r--r--source/blender/editors/sculpt_paint/paint_vertex.c2
-rw-r--r--source/blender/editors/sculpt_paint/sculpt.c4
-rw-r--r--source/blender/render/intern/source/convertblender.c6
10 files changed, 56 insertions, 57 deletions
diff --git a/source/blender/blenkernel/intern/mball_tessellate.c b/source/blender/blenkernel/intern/mball_tessellate.c
index 76965176be8..82d82ce71c4 100644
--- a/source/blender/blenkernel/intern/mball_tessellate.c
+++ b/source/blender/blenkernel/intern/mball_tessellate.c
@@ -423,13 +423,13 @@ static void make_face(PROCESS *process, int i1, int i2, int i3, int i4)
#ifdef USE_ACCUM_NORMAL
if (i4 == 0) {
normal_tri_v3(n, process->co[i1], process->co[i2], process->co[i3]);
- accumulate_vertex_normals(
+ accumulate_vertex_normals_v3(
process->no[i1], process->no[i2], process->no[i3], NULL, n,
process->co[i1], process->co[i2], process->co[i3], NULL);
}
else {
normal_quad_v3(n, process->co[i1], process->co[i2], process->co[i3], process->co[i4]);
- accumulate_vertex_normals(
+ accumulate_vertex_normals_v3(
process->no[i1], process->no[i2], process->no[i3], process->no[i4], n,
process->co[i1], process->co[i2], process->co[i3], process->co[i4]);
}
diff --git a/source/blender/blenkernel/intern/mesh_evaluate.c b/source/blender/blenkernel/intern/mesh_evaluate.c
index 643ca3ee536..b28ec7f4fff 100644
--- a/source/blender/blenkernel/intern/mesh_evaluate.c
+++ b/source/blender/blenkernel/intern/mesh_evaluate.c
@@ -225,7 +225,7 @@ static void mesh_calc_normals_poly_accum_task_cb(void *userdata, const int pidx)
}
/* accumulate angle weighted face normal */
- /* inline version of #accumulate_vertex_normals_poly */
+ /* inline version of #accumulate_vertex_normals_poly_v3 */
{
const float *prev_edge = edgevecbuf[nverts - 1];
@@ -334,8 +334,9 @@ void BKE_mesh_calc_normals_tessface(
else
normal_tri_v3(f_no, mverts[mf->v1].co, mverts[mf->v2].co, mverts[mf->v3].co);
- accumulate_vertex_normals(tnorms[mf->v1], tnorms[mf->v2], tnorms[mf->v3], n4,
- f_no, mverts[mf->v1].co, mverts[mf->v2].co, mverts[mf->v3].co, c4);
+ accumulate_vertex_normals_v3(
+ tnorms[mf->v1], tnorms[mf->v2], tnorms[mf->v3], n4,
+ f_no, mverts[mf->v1].co, mverts[mf->v2].co, mverts[mf->v3].co, c4);
}
/* following Mesh convention; we use vertex coordinate itself for normal in this case */
@@ -379,7 +380,7 @@ void BKE_mesh_calc_normals_looptri(
f_no,
mverts[vtri[0]].co, mverts[vtri[1]].co, mverts[vtri[2]].co);
- accumulate_vertex_normals_tri(
+ accumulate_vertex_normals_tri_v3(
tnorms[vtri[0]], tnorms[vtri[1]], tnorms[vtri[2]],
f_no, mverts[vtri[0]].co, mverts[vtri[1]].co, mverts[vtri[2]].co);
}
@@ -845,7 +846,7 @@ static void split_loop_nor_fan_do(LoopSplitTaskDataCommon *common_data, LoopSpli
// printf("\thandling edge %d / loop %d\n", mlfan_curr->e, mlfan_curr_index);
{
- /* Code similar to accumulate_vertex_normals_poly. */
+ /* Code similar to accumulate_vertex_normals_poly_v3. */
/* Calculate angle between the two poly edges incident on this vertex. */
const float fac = saacos(dot_v3v3(vec_curr, vec_prev));
/* Accumulate */
diff --git a/source/blender/blenkernel/intern/pbvh.c b/source/blender/blenkernel/intern/pbvh.c
index d739f804fef..aa8ab07518f 100644
--- a/source/blender/blenkernel/intern/pbvh.c
+++ b/source/blender/blenkernel/intern/pbvh.c
@@ -1837,7 +1837,7 @@ static bool nearest_to_ray_aabb_dist_sq(PBVHNode *node, void *data_v)
}
float co_dummy[3], depth;
- node->tmin = dist_squared_ray_to_aabb(&rcd->dist_ray_to_aabb_precalc, bb_min, bb_max, co_dummy, &depth);
+ node->tmin = dist_squared_ray_to_aabb_v3(&rcd->dist_ray_to_aabb_precalc, bb_min, bb_max, co_dummy, &depth);
/* Ideally we would skip distances outside the range. */
return depth > 0.0f;
}
@@ -1849,7 +1849,7 @@ void BKE_pbvh_find_nearest_to_ray(
{
FindNearestRayData ncd;
- dist_squared_ray_to_aabb_precalc(&ncd.dist_ray_to_aabb_precalc, ray_start, ray_normal);
+ dist_squared_ray_to_aabb_v3_precalc(&ncd.dist_ray_to_aabb_precalc, ray_start, ray_normal);
ncd.original = original;
BKE_pbvh_search_callback_occluded(bvh, nearest_to_ray_aabb_dist_sq, &ncd, cb, data);
diff --git a/source/blender/blenkernel/intern/softbody.c b/source/blender/blenkernel/intern/softbody.c
index 600bc3f453d..3052a708137 100644
--- a/source/blender/blenkernel/intern/softbody.c
+++ b/source/blender/blenkernel/intern/softbody.c
@@ -3412,7 +3412,7 @@ static void softbody_update_positions(Object *ob, SoftBody *sb, float (*vertexCo
* lloc, lrot, lscale are allowed to be NULL, just in case you don't need it.
* should be pretty useful for pythoneers :)
* not! velocity .. 2nd order stuff
- * vcloud_estimate_transform see
+ * vcloud_estimate_transform_v3 see
*/
void SB_estimate_transform(Object *ob, float lloc[3], float lrot[3][3], float lscale[3][3])
@@ -3436,7 +3436,7 @@ void SB_estimate_transform(Object *ob, float lloc[3], float lrot[3][3], float ls
copy_v3_v3(opos[a], bp->pos);
}
- vcloud_estimate_transform(sb->totpoint, opos, NULL, rpos, NULL, com, rcom, lrot, lscale);
+ vcloud_estimate_transform_v3(sb->totpoint, opos, NULL, rpos, NULL, com, rcom, lrot, lscale);
//sub_v3_v3(com, rcom);
if (lloc) copy_v3_v3(lloc, com);
copy_v3_v3(sb->lcom, com);
diff --git a/source/blender/blenlib/BLI_math_geom.h b/source/blender/blenlib/BLI_math_geom.h
index d0b59244384..933e31ba84b 100644
--- a/source/blender/blenlib/BLI_math_geom.h
+++ b/source/blender/blenlib/BLI_math_geom.h
@@ -126,15 +126,15 @@ struct DistRayAABB_Precalc {
float ray_inv_dir[3];
bool sign[3];
};
-void dist_squared_ray_to_aabb_precalc(
+void dist_squared_ray_to_aabb_v3_precalc(
struct DistRayAABB_Precalc *neasrest_precalc,
const float ray_origin[3], const float ray_direction[3]);
-float dist_squared_ray_to_aabb(
+float dist_squared_ray_to_aabb_v3(
const struct DistRayAABB_Precalc *data,
const float bb_min[3], const float bb_max[3],
float r_point[3], float *r_depth);
/* when there is no advantage to precalc. */
-float dist_squared_to_ray_to_aabb_simple(
+float dist_squared_ray_to_aabb_v3_simple(
const float ray_origin[3], const float ray_direction[3],
const float bb_min[3], const float bb_max[3],
float r_point[3], float *r_depth);
@@ -407,23 +407,23 @@ void map_to_plane_axis_angle_v2_v3v3fl(float r_co[2], const float co[3], const f
/********************************** Normals **********************************/
-void accumulate_vertex_normals_tri(
+void accumulate_vertex_normals_tri_v3(
float n1[3], float n2[3], float n3[3],
const float f_no[3],
const float co1[3], const float co2[3], const float co3[3]);
-void accumulate_vertex_normals(
+void accumulate_vertex_normals_v3(
float n1[3], float n2[3], float n3[3], float n4[3],
const float f_no[3],
const float co1[3], const float co2[3], const float co3[3], const float co4[3]);
-void accumulate_vertex_normals_poly(
+void accumulate_vertex_normals_poly_v3(
float **vertnos, const float polyno[3],
const float **vertcos, float vdiffs[][3], const int nverts);
/********************************* Tangents **********************************/
-void tangent_from_uv(
+void tangent_from_uv_v3(
const float uv1[2], const float uv2[2], const float uv3[2],
const float co1[3], const float co2[3], const float co3[3],
const float n[3],
@@ -431,9 +431,9 @@ void tangent_from_uv(
/******************************** Vector Clouds ******************************/
-void vcloud_estimate_transform(int list_size, float (*pos)[3], float *weight,
- float (*rpos)[3], float *rweight,
- float lloc[3], float rloc[3], float lrot[3][3], float lscale[3][3]);
+void vcloud_estimate_transform_v3(
+ const int list_size, const float (*pos)[3], const float *weight, const float (*rpos)[3], const float *rweight,
+ float lloc[3], float rloc[3], float lrot[3][3], float lscale[3][3]);
/****************************** Spherical Harmonics *************************/
@@ -464,7 +464,7 @@ float form_factor_hemi_poly(float p[3], float n[3],
float v1[3], float v2[3], float v3[3], float v4[3]);
void axis_dominant_v3_to_m3_negate(float r_mat[3][3], const float normal[3]);
-void axis_dominant_v3_to_m3(float r_mat[3][3], const float normal[3]);
+void axis_dominant_v3_to_m3(float r_mat[3][3], const float normal[3]);
MINLINE void axis_dominant_v3(int *r_axis_a, int *r_axis_b, const float axis[3]);
MINLINE float axis_dominant_v3_max(int *r_axis_a, int *r_axis_b, const float axis[3]) ATTR_WARN_UNUSED_RESULT;
diff --git a/source/blender/blenlib/intern/math_geom.c b/source/blender/blenlib/intern/math_geom.c
index dbbc1adb534..d3080e5530f 100644
--- a/source/blender/blenlib/intern/math_geom.c
+++ b/source/blender/blenlib/intern/math_geom.c
@@ -623,7 +623,7 @@ float dist_squared_ray_to_seg_v3(
/** \name dist_squared_to_ray_to_aabb and helpers
* \{ */
-void dist_squared_ray_to_aabb_precalc(
+void dist_squared_ray_to_aabb_v3_precalc(
struct DistRayAABB_Precalc *neasrest_precalc,
const float ray_origin[3], const float ray_direction[3])
{
@@ -641,7 +641,7 @@ void dist_squared_ray_to_aabb_precalc(
/**
* Returns the distance from a ray to a bound-box (projected on ray)
*/
-float dist_squared_ray_to_aabb(
+float dist_squared_ray_to_aabb_v3(
const struct DistRayAABB_Precalc *data,
const float bb_min[3], const float bb_max[3],
float r_point[3], float *r_depth)
@@ -753,14 +753,14 @@ float dist_squared_ray_to_aabb(
r_point, r_depth);
}
-float dist_squared_to_ray_to_aabb_simple(
+float dist_squared_ray_to_aabb_v3_simple(
const float ray_origin[3], const float ray_direction[3],
const float bbmin[3], const float bbmax[3],
float r_point[3], float *r_depth)
{
struct DistRayAABB_Precalc data;
- dist_squared_ray_to_aabb_precalc(&data, ray_origin, ray_direction);
- return dist_squared_ray_to_aabb(&data, bbmin, bbmax, r_point, r_depth);
+ dist_squared_ray_to_aabb_v3_precalc(&data, ray_origin, ray_direction);
+ return dist_squared_ray_to_aabb_v3(&data, bbmin, bbmax, r_point, r_depth);
}
/** \} */
@@ -4053,7 +4053,7 @@ void map_to_plane_axis_angle_v2_v3v3fl(float r_co[2], const float co[3], const f
/********************************* Normals **********************************/
-void accumulate_vertex_normals_tri(
+void accumulate_vertex_normals_tri_v3(
float n1[3], float n2[3], float n3[3],
const float f_no[3],
const float co1[3], const float co2[3], const float co3[3])
@@ -4087,7 +4087,7 @@ void accumulate_vertex_normals_tri(
}
}
-void accumulate_vertex_normals(
+void accumulate_vertex_normals_v3(
float n1[3], float n2[3], float n3[3], float n4[3],
const float f_no[3],
const float co1[3], const float co2[3], const float co3[3], const float co4[3])
@@ -4131,7 +4131,7 @@ void accumulate_vertex_normals(
/* Add weighted face normal component into normals of the face vertices.
* Caller must pass pre-allocated vdiffs of nverts length. */
-void accumulate_vertex_normals_poly(float **vertnos, const float polyno[3],
+void accumulate_vertex_normals_poly_v3(float **vertnos, const float polyno[3],
const float **vertcos, float vdiffs[][3], const int nverts)
{
int i;
@@ -4162,7 +4162,7 @@ void accumulate_vertex_normals_poly(float **vertnos, const float polyno[3],
/********************************* Tangents **********************************/
-void tangent_from_uv(
+void tangent_from_uv_v3(
const float uv1[2], const float uv2[2], const float uv3[3],
const float co1[3], const float co2[3], const float co3[3],
const float n[3],
@@ -4204,30 +4204,28 @@ void tangent_from_uv(
/****************************** Vector Clouds ********************************/
/* vector clouds */
-/* void vcloud_estimate_transform(int list_size, float (*pos)[3], float *weight, float (*rpos)[3], float *rweight,
- * float lloc[3], float rloc[3], float lrot[3][3], float lscale[3][3])
- *
+/**
* input
- * (
- * int list_size
- * 4 lists as pointer to array[list_size]
- * 1. current pos array of 'new' positions
- * 2. current weight array of 'new'weights (may be NULL pointer if you have no weights )
- * 3. reference rpos array of 'old' positions
- * 4. reference rweight array of 'old'weights (may be NULL pointer if you have no weights )
- * )
+ *
+ * \param list_size: 4 lists as pointer to array[list_size]
+ * \param pos: current pos array of 'new' positions
+ * \param weight: current weight array of 'new'weights (may be NULL pointer if you have no weights)
+ * \param rpos: Reference rpos array of 'old' positions
+ * \param rweight: Reference rweight array of 'old'weights (may be NULL pointer if you have no weights).
+ *
* output
- * (
- * float lloc[3] center of mass pos
- * float rloc[3] center of mass rpos
- * float lrot[3][3] rotation matrix
- * float lscale[3][3] scale matrix
+ *
+ * \param lloc: Center of mass pos.
+ * \param rloc: Center of mass rpos.
+ * \param lrot: Rotation matrix.
+ * \param lscale: Scale matrix.
+ *
* pointers may be NULL if not needed
- * )
*/
-void vcloud_estimate_transform(int list_size, float (*pos)[3], float *weight, float (*rpos)[3], float *rweight,
- float lloc[3], float rloc[3], float lrot[3][3], float lscale[3][3])
+void vcloud_estimate_transform_v3(
+ const int list_size, const float (*pos)[3], const float *weight, const float (*rpos)[3], const float *rweight,
+ float lloc[3], float rloc[3], float lrot[3][3], float lscale[3][3])
{
float accu_com[3] = {0.0f, 0.0f, 0.0f}, accu_rcom[3] = {0.0f, 0.0f, 0.0f};
float accu_weight = 0.0f, accu_rweight = 0.0f;
diff --git a/source/blender/bmesh/intern/bmesh_mesh.c b/source/blender/bmesh/intern/bmesh_mesh.c
index d5d9e4abe2c..2ff670c770e 100644
--- a/source/blender/bmesh/intern/bmesh_mesh.c
+++ b/source/blender/bmesh/intern/bmesh_mesh.c
@@ -775,7 +775,7 @@ static void bm_mesh_loops_calc_normals(
}
{
- /* Code similar to accumulate_vertex_normals_poly. */
+ /* Code similar to accumulate_vertex_normals_poly_v3. */
/* Calculate angle between the two poly edges incident on this vertex. */
const BMFace *f = lfan_pivot->f;
const float fac = saacos(dot_v3v3(vec_next, vec_curr));
diff --git a/source/blender/editors/sculpt_paint/paint_vertex.c b/source/blender/editors/sculpt_paint/paint_vertex.c
index 6a1dbfc6b46..65306f1dd86 100644
--- a/source/blender/editors/sculpt_paint/paint_vertex.c
+++ b/source/blender/editors/sculpt_paint/paint_vertex.c
@@ -1907,7 +1907,7 @@ static PBVHNode **vwpaint_pbvh_gather_generic(
}
else {
struct DistRayAABB_Precalc dist_ray_to_aabb_precalc;
- dist_squared_ray_to_aabb_precalc(&dist_ray_to_aabb_precalc, ss->cache->location, ss->cache->view_normal);
+ dist_squared_ray_to_aabb_v3_precalc(&dist_ray_to_aabb_precalc, ss->cache->location, ss->cache->view_normal);
SculptSearchCircleData data = {
.ss = ss,
.sd = sd,
diff --git a/source/blender/editors/sculpt_paint/sculpt.c b/source/blender/editors/sculpt_paint/sculpt.c
index ad58adfe4af..84bb4652d33 100644
--- a/source/blender/editors/sculpt_paint/sculpt.c
+++ b/source/blender/editors/sculpt_paint/sculpt.c
@@ -1278,7 +1278,7 @@ bool sculpt_search_circle_cb(PBVHNode *node, void *data_v)
BKE_pbvh_node_get_BB(node, bb_min, bb_min);
float dummy_co[3], dummy_depth;
- const float dist_sq = dist_squared_ray_to_aabb(
+ const float dist_sq = dist_squared_ray_to_aabb_v3(
data->dist_ray_to_aabb_precalc, bb_min, bb_max, dummy_co, &dummy_depth);
return dist_sq < data->radius_squared || 1;
@@ -1318,7 +1318,7 @@ static PBVHNode **sculpt_pbvh_gather_generic(
}
else {
struct DistRayAABB_Precalc dist_ray_to_aabb_precalc;
- dist_squared_ray_to_aabb_precalc(&dist_ray_to_aabb_precalc, ss->cache->location, ss->cache->view_normal);
+ dist_squared_ray_to_aabb_v3_precalc(&dist_ray_to_aabb_precalc, ss->cache->location, ss->cache->view_normal);
SculptSearchCircleData data = {
.ss = ss,
.sd = sd,
diff --git a/source/blender/render/intern/source/convertblender.c b/source/blender/render/intern/source/convertblender.c
index 9633d95855e..fd46acc3638 100644
--- a/source/blender/render/intern/source/convertblender.c
+++ b/source/blender/render/intern/source/convertblender.c
@@ -271,7 +271,7 @@ static void calc_tangent_vector(ObjectRen *obr, VlakRen *vlr, int do_tangent)
}
else return;
- tangent_from_uv(uv1, uv2, uv3, v1->co, v2->co, v3->co, vlr->n, tang);
+ tangent_from_uv_v3(uv1, uv2, uv3, v1->co, v2->co, v3->co, vlr->n, tang);
if (do_tangent) {
tav= RE_vertren_get_tangent(obr, v1, 1);
@@ -283,7 +283,7 @@ static void calc_tangent_vector(ObjectRen *obr, VlakRen *vlr, int do_tangent)
}
if (v4) {
- tangent_from_uv(uv1, uv3, uv4, v1->co, v3->co, v4->co, vlr->n, tang);
+ tangent_from_uv_v3(uv1, uv3, uv4, v1->co, v3->co, v4->co, vlr->n, tang);
if (do_tangent) {
tav= RE_vertren_get_tangent(obr, v1, 1);
@@ -398,7 +398,7 @@ static void calc_vertexnormals(Render *UNUSED(re), ObjectRen *obr, bool do_verte
float *n4= (vlr->v4)? vlr->v4->n: NULL;
const float *c4= (vlr->v4)? vlr->v4->co: NULL;
- accumulate_vertex_normals(vlr->v1->n, vlr->v2->n, vlr->v3->n, n4,
+ accumulate_vertex_normals_v3(vlr->v1->n, vlr->v2->n, vlr->v3->n, n4,
vlr->n, vlr->v1->co, vlr->v2->co, vlr->v3->co, c4);
}
if (do_tangent) {