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authorCampbell Barton <ideasman42@gmail.com>2012-07-11 16:42:02 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-07-11 16:42:02 +0400
commit81829f5221f24e72658fe89f52cbee73c37fe6f3 (patch)
tree80f05b3a10cb88d03fee30737edb00d5001ce401
parent7620c2755442003470230c540c2389dd545b23e8 (diff)
code cleanup: use const for passing vectors
-rw-r--r--source/blender/blenlib/BLI_kdopbvh.h2
-rw-r--r--source/blender/blenlib/intern/BLI_kdopbvh.c4
-rw-r--r--source/blender/editors/sculpt_paint/paint_image.c10
-rw-r--r--source/blender/ikplugin/intern/itasc_plugin.cpp2
4 files changed, 11 insertions, 7 deletions
diff --git a/source/blender/blenlib/BLI_kdopbvh.h b/source/blender/blenlib/BLI_kdopbvh.h
index 5ec8247c03a..a2957b32824 100644
--- a/source/blender/blenlib/BLI_kdopbvh.h
+++ b/source/blender/blenlib/BLI_kdopbvh.h
@@ -104,7 +104,7 @@ int BLI_bvhtree_find_nearest(BVHTree *tree, const float co[3], BVHTreeNearest *n
int BLI_bvhtree_ray_cast(BVHTree *tree, const float co[3], const float *dir, float radius, BVHTreeRayHit *hit, BVHTree_RayCastCallback callback, void *userdata);
-float BLI_bvhtree_bb_raycast(float *bv, const float light_start[3], const float light_end[3], float pos[3]);
+float BLI_bvhtree_bb_raycast(const float *bv, const float light_start[3], const float light_end[3], float pos[3]);
/* range query */
int BLI_bvhtree_range_query(BVHTree *tree, const float co[3], float radius, BVHTree_RangeQuery callback, void *userdata);
diff --git a/source/blender/blenlib/intern/BLI_kdopbvh.c b/source/blender/blenlib/intern/BLI_kdopbvh.c
index d07f19e78e0..a5b5065e023 100644
--- a/source/blender/blenlib/intern/BLI_kdopbvh.c
+++ b/source/blender/blenlib/intern/BLI_kdopbvh.c
@@ -1343,7 +1343,7 @@ int BLI_bvhtree_find_nearest(BVHTree *tree, const float co[3], BVHTreeNearest *n
/* Determines the distance that the ray must travel to hit the bounding volume of the given node */
-static float ray_nearest_hit(BVHRayCastData *data, float *bv)
+static float ray_nearest_hit(BVHRayCastData *data, const float *bv)
{
int i;
@@ -1521,7 +1521,7 @@ int BLI_bvhtree_ray_cast(BVHTree *tree, const float co[3], const float dir[3], f
return data.hit.index;
}
-float BLI_bvhtree_bb_raycast(float *bv, const float light_start[3], const float light_end[3], float pos[3])
+float BLI_bvhtree_bb_raycast(const float *bv, const float light_start[3], const float light_end[3], float pos[3])
{
BVHRayCastData data;
float dist = 0.0;
diff --git a/source/blender/editors/sculpt_paint/paint_image.c b/source/blender/editors/sculpt_paint/paint_image.c
index f6c17c97758..70a2ff9e0bc 100644
--- a/source/blender/editors/sculpt_paint/paint_image.c
+++ b/source/blender/editors/sculpt_paint/paint_image.c
@@ -583,7 +583,7 @@ static int project_bucket_offset_safe(const ProjPaintState *ps, const float proj
}
/* still use 2D X,Y space but this works for verts transformed by a perspective matrix, using their 4th component as a weight */
-static void barycentric_weights_v2_persp(float v1[4], float v2[4], float v3[4], float co[2], float w[3])
+static void barycentric_weights_v2_persp(const float v1[4], const float v2[4], const float v3[4], const float co[2], float w[3])
{
float wtot_inv, wtot;
@@ -603,13 +603,17 @@ static void barycentric_weights_v2_persp(float v1[4], float v2[4], float v3[4],
w[0] = w[1] = w[2] = 1.0f / 3.0f;
}
-static float VecZDepthOrtho(float pt[2], float v1[3], float v2[3], float v3[3], float w[3])
+static float VecZDepthOrtho(const float pt[2],
+ const float v1[3], const float v2[3], const float v3[3],
+ float w[3])
{
barycentric_weights_v2(v1, v2, v3, pt, w);
return (v1[2] * w[0]) + (v2[2] * w[1]) + (v3[2] * w[2]);
}
-static float VecZDepthPersp(float pt[2], float v1[4], float v2[4], float v3[4], float w[3])
+static float VecZDepthPersp(const float pt[2],
+ const float v1[4], const float v2[4], const float v3[4],
+ float w[3])
{
float wtot_inv, wtot;
float w_tmp[3];
diff --git a/source/blender/ikplugin/intern/itasc_plugin.cpp b/source/blender/ikplugin/intern/itasc_plugin.cpp
index a0d7bfbaaf6..652b16a7c65 100644
--- a/source/blender/ikplugin/intern/itasc_plugin.cpp
+++ b/source/blender/ikplugin/intern/itasc_plugin.cpp
@@ -1618,7 +1618,7 @@ static void execute_scene(Scene *blscene, IK_Scene *ikscene, bItasc *ikparam, fl
timestep = sts / 1000.0;
}
}
- // don't cache if we are reiterating because we don't want to distroy the cache unnecessarily
+ // don't cache if we are reiterating because we don't want to destroy the cache unnecessarily
ikscene->scene->update(timestamp, timestep, numstep, false, !reiterate, simulation);
if (reiterate) {
// how many times do we reiterate?