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authorCampbell Barton <ideasman42@gmail.com>2012-08-27 13:44:56 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-08-27 13:44:56 +0400
commit13254cde8c7ca38af2dcec35efdb9f8f9b3bca46 (patch)
treea6d62e3b3948af458b5a8913293412393a540a96 /source/blender/blenlib/BLI_math_vector.h
parent4035bf16e75acde1ef77d8a176edc95dbad70f35 (diff)
Alternate mask spline feather offset calculation method: now there are 2 [Even | Smooth]
- Even preserves thickness but can give unsightly loops - Smooth gives nicer shape but can give unsightly feather/spline mismatch for 'S' shapes created by beziers. This is an example where smooth works much nicer. http://www.graphicall.org/ftp/ideasman42/mask_compare.png
Diffstat (limited to 'source/blender/blenlib/BLI_math_vector.h')
-rw-r--r--source/blender/blenlib/BLI_math_vector.h3
1 files changed, 3 insertions, 0 deletions
diff --git a/source/blender/blenlib/BLI_math_vector.h b/source/blender/blenlib/BLI_math_vector.h
index 8499a7f219c..eef8c9daaef 100644
--- a/source/blender/blenlib/BLI_math_vector.h
+++ b/source/blender/blenlib/BLI_math_vector.h
@@ -220,6 +220,9 @@ MINLINE void normal_float_to_short_v3(short r[3], const float n[3]);
void minmax_v3v3_v3(float min[3], float max[3], const float vec[3]);
+void dist_ensure_v3_v3fl(float v1[3], const float v2[3], const float dist);
+void dist_ensure_v2_v2fl(float v1[2], const float v2[2], const float dist);
+
/***************************** Array Functions *******************************/
/* attempted to follow fixed length vertex functions. names could be improved*/
double dot_vn_vn(const float *array_src_a, const float *array_src_b, const int size);