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authorSergey Sharybin <sergey.vfx@gmail.com>2020-03-06 19:18:10 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2020-03-09 16:47:59 +0300
commit598ab525da3df3fef2033c159c570688c7282a8f (patch)
treeba2bd0b8fc6ee5d264512bf655def1a6ee5d7b31 /source/blender/blenkernel/intern/dynamicpaint.c
parentee5d7bc16b243f309c84bce5deddf3a86b7f4c14 (diff)
Cleanup: Replace ABS/SQUARE/CUBE with function calls
While it might be handy to have type-less functionality which is similar to how C++ math is implemented it can not be easily achieved with just preprocessor in a way which does not have side-effects on wrong usage. There macros where often used on a non-trivial expression, and there was at least one usage where it was causing an actual side effect/bug on Windows (see change around square_f(sh[index++]) in studiolight.c). For such cases it is handy to have a function which is guaranteed to have zero side-effects. The motivation behind actually removing the macros is that there is already a way to do similar calculation. Also, not having such macros is a way to guarantee that its usage is not changed in a way which have side-effects and that it's not used as an inspiration for cases where it should not be used. Differential Revision: https://developer.blender.org/D7051
Diffstat (limited to 'source/blender/blenkernel/intern/dynamicpaint.c')
-rw-r--r--source/blender/blenkernel/intern/dynamicpaint.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/blenkernel/intern/dynamicpaint.c b/source/blender/blenkernel/intern/dynamicpaint.c
index b8f9eac0f6c..7f71409a3f2 100644
--- a/source/blender/blenkernel/intern/dynamicpaint.c
+++ b/source/blender/blenkernel/intern/dynamicpaint.c
@@ -2705,7 +2705,7 @@ static void dynamic_paint_find_island_border(const DynamicPaintCreateUVSurfaceDa
/* Check if it's close enough to likely touch the intended triangle. Any triangle
* becomes thinner than a pixel at its vertices, so robustness requires some margin. */
const float final_pt[2] = {((final_index % w) + 0.5f) / w, ((final_index / w) + 0.5f) / h};
- const float threshold = SQUARE(0.7f) / (w * h);
+ const float threshold = square_f(0.7f) / (w * h);
if (dist_squared_to_looptri_uv_edges(
mlooptri, mloopuv, tempPoints[final_index].tri_index, final_pt) > threshold) {