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authorCampbell Barton <ideasman42@gmail.com>2013-12-28 10:17:55 +0400
committerCampbell Barton <ideasman42@gmail.com>2013-12-28 10:23:59 +0400
commit6f5ced4a3028875e1d90b6d2f93af557e4fa16fe (patch)
tree6438830cfbdf59bb5829337744a7a2a10e1d4e2f /source/blender/blenlib/intern/freetypefont.c
parent114284b1fbec7c01092ade3ade2bae5464c7f7ac (diff)
Math Lib: add dist_squared_to_line_v2, avoids sqrt in scanfill and 3d-text
Diffstat (limited to 'source/blender/blenlib/intern/freetypefont.c')
-rw-r--r--source/blender/blenlib/intern/freetypefont.c21
1 files changed, 12 insertions, 9 deletions
diff --git a/source/blender/blenlib/intern/freetypefont.c b/source/blender/blenlib/intern/freetypefont.c
index 10d574e56b4..4f703d2d148 100644
--- a/source/blender/blenlib/intern/freetypefont.c
+++ b/source/blender/blenlib/intern/freetypefont.c
@@ -64,6 +64,8 @@ static FT_Error err;
static void freetypechar_to_vchar(FT_Face face, FT_ULong charcode, VFontData *vfd)
{
+ const float eps = 0.0001f;
+ const float eps_sq = eps * eps;
/* Blender */
struct Nurb *nu;
struct VChar *che;
@@ -260,18 +262,19 @@ static void freetypechar_to_vchar(FT_Face face, FT_ULong charcode, VFontData *vf
}
/* get the handles that are aligned, tricky...
- * dist_to_line_v2, check if the three beztriple points are on one line
- * len_squared_v2v2, see if there's a distance between the three points
- * len_squared_v2v2 again, to check the angle between the handles
- * finally, check if one of them is a vector handle */
+ * - check if one of them is a vector handle.
+ * - dist_squared_to_line_v2, check if the three beztriple points are on one line
+ * - len_squared_v2v2, see if there's a distance between the three points
+ * - len_squared_v2v2 again, to check the angle between the handles
+ */
if ((bezt->h1 != HD_VECT && bezt->h2 != HD_VECT) &&
- (dist_to_line_v2(bezt->vec[0], bezt->vec[1], bezt->vec[2]) < 0.001f) &&
- (len_squared_v2v2(bezt->vec[0], bezt->vec[1]) > 0.0001f * 0.0001f) &&
- (len_squared_v2v2(bezt->vec[1], bezt->vec[2]) > 0.0001f * 0.0001f) &&
- (len_squared_v2v2(bezt->vec[0], bezt->vec[2]) > 0.0002f * 0.0001f) &&
+ (dist_squared_to_line_v2(bezt->vec[0], bezt->vec[1], bezt->vec[2]) < (0.001f * 0.001f)) &&
+ (len_squared_v2v2(bezt->vec[0], bezt->vec[1]) > eps_sq) &&
+ (len_squared_v2v2(bezt->vec[1], bezt->vec[2]) > eps_sq) &&
+ (len_squared_v2v2(bezt->vec[0], bezt->vec[2]) > eps_sq) &&
(len_squared_v2v2(bezt->vec[0], bezt->vec[2]) >
max_ff(len_squared_v2v2(bezt->vec[0], bezt->vec[1]),
- len_squared_v2v2(bezt->vec[1], bezt->vec[2]))))
+ len_squared_v2v2(bezt->vec[1], bezt->vec[2]))))
{
bezt->h1 = bezt->h2 = HD_ALIGN;
}