diff options
author | Ton Roosendaal <ton@blender.org> | 2005-01-09 00:16:24 +0300 |
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committer | Ton Roosendaal <ton@blender.org> | 2005-01-09 00:16:24 +0300 |
commit | 3c921cc8e88d56ba206797e6dd990451274603c6 (patch) | |
tree | 359e66b006f20ecd49ed1f2bb3fb3ff06cd6137b /source/blender/blenlib/intern/arithb.c | |
parent | 9adbe1ec0e2888cb6c04a3cb0789ba1b7e7bf199 (diff) |
The "teac" (measurement info) patch from Campbell Barton
Cleaned code somewhat (half the size!) and applied some changes:
- made it compatible with selection flags for new mesh editing (edge/face)
- renamed 'face angles' to 'edge angles' and made it display angles for
2 selected edges too
- removed the confusing convention that always drawed the info if one
of the vertices of edge/face/angle was selected. now it only displays on
minimum of 1 full edge or face selected.
- made it react to "zbuf occluded selection" option (for zbuffered text)
- made it also colorize text for white theme color (TH_TEXT)
On larger meshes this info still draws very confusing. The idea of displaying
the info on 1 vertex selected was probably to show values while grabbing,
although that didnt really work for angles. One idea could be, for transform,
that it draws all lenghts/angles/areas that get changed during transform
All in all, still useful addition tho!
Diffstat (limited to 'source/blender/blenlib/intern/arithb.c')
-rw-r--r-- | source/blender/blenlib/intern/arithb.c | 14 |
1 files changed, 14 insertions, 0 deletions
diff --git a/source/blender/blenlib/intern/arithb.c b/source/blender/blenlib/intern/arithb.c index c4dd5de3a0e..1c56bba45a4 100644 --- a/source/blender/blenlib/intern/arithb.c +++ b/source/blender/blenlib/intern/arithb.c @@ -2205,6 +2205,20 @@ void VecRotToQuat( float *vec, float phi, float *quat) } } +/* Return the angle in degrees between vecs 1-2 and 2-3 */ +float VecAngle3( float *v1, float *v2, float *v3) +{ + float vec1[3], vec2[3]; + + VecSubf(vec1, v2, v1); + VecSubf(vec2, v3, v1); + Normalise(vec1); + Normalise(vec2); + + return saacos(vec1[0]*vec2[0] + vec1[1]*vec2[1] + vec1[2]*vec2[2]) * 360.0/M_PI; +} + + void euler_rot(float *beul, float ang, char axis) { float eul[3], mat1[3][3], mat2[3][3], totmat[3][3]; |