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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2009-01-17 03:51:42 +0300
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2009-01-17 03:51:42 +0300
commit9bcdb4b758d96d1fe5345858f6c61a90f7c57eac (patch)
tree51d1be5c5d7243b9782a10e8ed99a153f5392ef7 /source/blender/blenlib/intern/arithb.c
parentde9495e51915cae71ecdae05fdc21e5aef09ba4e (diff)
2.5: various warning fixes.
Diffstat (limited to 'source/blender/blenlib/intern/arithb.c')
-rw-r--r--source/blender/blenlib/intern/arithb.c6
1 files changed, 5 insertions, 1 deletions
diff --git a/source/blender/blenlib/intern/arithb.c b/source/blender/blenlib/intern/arithb.c
index 4d555a009c5..a21252d9aa8 100644
--- a/source/blender/blenlib/intern/arithb.c
+++ b/source/blender/blenlib/intern/arithb.c
@@ -4263,6 +4263,7 @@ float lambda_cp_line_ex(float p[3], float l1[3], float l2[3], float cp[3])
return lambda;
}
+#if 0
/* little sister we only need to know lambda */
static float lambda_cp_line(float p[3], float l1[3], float l2[3])
{
@@ -4271,6 +4272,7 @@ static float lambda_cp_line(float p[3], float l1[3], float l2[3])
VecSubf(h, p, l1);
return(Inpf(u,h)/Inpf(u,u));
}
+#endif
/* Similar to LineIntersectsTriangleUV, except it operates on a quad and in 2d, assumes point is in quad */
void PointInQuad2DUV(float v0[2], float v1[2], float v2[2], float v3[2], float pt[2], float *uv)
@@ -4423,7 +4425,7 @@ int IsPointInTri2D(float v0[2], float v1[2], float v2[2], float pt[2])
Vec2Copyf(v2_3d, v2);
/* Doing this in 3D is not nice */
- return LineIntersectsTriangle(p1_3d, p2_3d, v0_3d, v1_3d, v2_3d, &lambda, &uv);
+ return LineIntersectsTriangle(p1_3d, p2_3d, v0_3d, v1_3d, v2_3d, &lambda, uv);
}
/*
@@ -4505,6 +4507,7 @@ but see a 'spat' which is a deformed cube with paired parallel planes needs only
return 1;
}
+#if 0
/*adult sister defining the slice planes by the origin and the normal
NOTE |normal| may not be 1 but defining the thickness of the slice*/
static int point_in_slice_as(float p[3],float origin[3],float normal[3])
@@ -4525,6 +4528,7 @@ static int point_in_slice_m(float p[3],float origin[3],float normal[3],float lns
if (h < 0.0f || h > 1.0f) return 0;
return 1;
}
+#endif
int point_in_tri_prism(float p[3], float v1[3], float v2[3], float v3[3])