diff options
author | Sergey Sharybin <sergey.vfx@gmail.com> | 2020-03-06 19:18:10 +0300 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2020-03-09 16:47:59 +0300 |
commit | 598ab525da3df3fef2033c159c570688c7282a8f (patch) | |
tree | ba2bd0b8fc6ee5d264512bf655def1a6ee5d7b31 /source/blender/blenlib/intern/math_geom.c | |
parent | ee5d7bc16b243f309c84bce5deddf3a86b7f4c14 (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/blenlib/intern/math_geom.c')
-rw-r--r-- | source/blender/blenlib/intern/math_geom.c | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/blenlib/intern/math_geom.c b/source/blender/blenlib/intern/math_geom.c index 0033265a5a2..7da080dbe9a 100644 --- a/source/blender/blenlib/intern/math_geom.c +++ b/source/blender/blenlib/intern/math_geom.c @@ -655,7 +655,7 @@ float dist_squared_ray_to_seg_v3(const float ray_origin[3], *r_depth = depth; } - return len_squared_v3(dvec) - SQUARE(depth); + return len_squared_v3(dvec) - square_f(depth); } /* Returns the coordinates of the nearest vertex and @@ -1311,7 +1311,7 @@ int isect_seg_seg_v2_point_ex(const float v0[2], float u_a, u_b; if (equals_v2v2(v0, v1)) { - if (len_squared_v2v2(v2, v3) > SQUARE(eps)) { + if (len_squared_v2v2(v2, v3) > square_f(eps)) { /* use non-point segment as basis */ SWAP(const float *, v0, v2); SWAP(const float *, v1, v3); |