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authorCampbell Barton <ideasman42@gmail.com>2010-09-28 15:48:13 +0400
committerCampbell Barton <ideasman42@gmail.com>2010-09-28 15:48:13 +0400
commit30bd26d435fdef82a48bd857e48a7d77eb90443f (patch)
tree0e7cd4bb6fefe70376214476f5040ef266ac513a /source/blender/blenlib/intern
parent7a962c2636b235ee085e9bfcab3f2f55fe0d1b5f (diff)
[#24028] Minor fixes to BLI_math_vector
+ minor warning fixes.
Diffstat (limited to 'source/blender/blenlib/intern')
-rw-r--r--source/blender/blenlib/intern/math_vector.c24
1 files changed, 12 insertions, 12 deletions
diff --git a/source/blender/blenlib/intern/math_vector.c b/source/blender/blenlib/intern/math_vector.c
index 6d908ddb1cd..04c8ae49dfa 100644
--- a/source/blender/blenlib/intern/math_vector.c
+++ b/source/blender/blenlib/intern/math_vector.c
@@ -30,7 +30,7 @@
//******************************* Interpolation *******************************/
-void interp_v2_v2v2(float *target, const float *a, const float *b, const float t)
+void interp_v2_v2v2(float target[2], const float a[2], const float b[2], const float t)
{
float s = 1.0f-t;
@@ -91,7 +91,7 @@ void interp_v4_v4v4v4(float p[4], const float v1[4], const float v2[4], const fl
p[3] = v1[3]*w[0] + v2[3]*w[1] + v3[3]*w[2];
}
-void mid_v3_v3v3(float *v, float *v1, float *v2)
+void mid_v3_v3v3(float v[3], const float v1[3], const float v2[3])
{
v[0]= 0.5f*(v1[0] + v2[0]);
v[1]= 0.5f*(v1[1] + v2[1]);
@@ -103,7 +103,7 @@ void mid_v3_v3v3(float *v, float *v1, float *v2)
/* Return the angle in radians between vecs 1-2 and 2-3 in radians
If v1 is a shoulder, v2 is the elbow and v3 is the hand,
this would return the angle at the elbow */
-float angle_v3v3v3(float *v1, float *v2, float *v3)
+float angle_v3v3v3(const float v1[3], const float v2[3], const float v3[3])
{
float vec1[3], vec2[3];
@@ -116,7 +116,7 @@ float angle_v3v3v3(float *v1, float *v2, float *v3)
}
/* Return the shortest angle in radians between the 2 vectors */
-float angle_v3v3(float *v1, float *v2)
+float angle_v3v3(const float v1[3], const float v2[3])
{
float vec1[3], vec2[3];
@@ -126,7 +126,7 @@ float angle_v3v3(float *v1, float *v2)
return angle_normalized_v3v3(vec1, vec2);
}
-float angle_v2v2v2(float *v1, float *v2, float *v3)
+float angle_v2v2v2(const float v1[2], const float v2[2], const float v3[2])
{
float vec1[2], vec2[2];
@@ -143,7 +143,7 @@ float angle_v2v2v2(float *v1, float *v2, float *v3)
}
/* Return the shortest angle in radians between the 2 vectors */
-float angle_v2v2(float *v1, float *v2)
+float angle_v2v2(const float v1[2], const float v2[2])
{
float vec1[2], vec2[2];
@@ -175,7 +175,7 @@ float angle_normalized_v3v3(const float v1[3], const float v2[3])
return 2.0f*(float)saasin(len_v3v3(v2, v1)/2.0f);
}
-float angle_normalized_v2v2(float *v1, float *v2)
+float angle_normalized_v2v2(const float v1[2], const float v2[2])
{
/* this is the same as acos(dot_v3v3(v1, v2)), but more accurate */
if (dot_v2v2(v1, v2) < 0.0f) {
@@ -231,7 +231,7 @@ void angle_quad_v3(float angles[4], const float v1[3], const float v2[3], const
/********************************* Geometry **********************************/
/* Project v1 on v2 */
-void project_v3_v3v3(float *c, float *v1, float *v2)
+void project_v3_v3v3(float c[3], const float v1[3], const float v2[3])
{
float mul;
mul = dot_v3v3(v1, v2) / dot_v3v3(v2, v2);
@@ -242,7 +242,7 @@ void project_v3_v3v3(float *c, float *v1, float *v2)
}
/* Returns a vector bisecting the angle at v2 formed by v1, v2 and v3 */
-void bisect_v3_v3v3v3(float *out, float *v1, float *v2, float *v3)
+void bisect_v3_v3v3v3(float out[3], const float v1[3], const float v2[3], const float v3[3])
{
float d_12[3], d_23[3];
sub_v3_v3v3(d_12, v2, v1);
@@ -256,7 +256,7 @@ void bisect_v3_v3v3v3(float *out, float *v1, float *v2, float *v3)
/* Returns a reflection vector from a vector and a normal vector
reflect = vec - ((2 * DotVecs(vec, mirror)) * mirror)
*/
-void reflect_v3_v3v3(float *out, float *v1, float *v2)
+void reflect_v3_v3v3(float out[3], const float v1[3], const float v2[3])
{
float vec[3], normal[3];
float reflect[3] = {0.0f, 0.0f, 0.0f};
@@ -274,7 +274,7 @@ void reflect_v3_v3v3(float *out, float *v1, float *v2)
copy_v3_v3(out, reflect);
}
-void ortho_basis_v3v3_v3(float *v1, float *v2, float *v)
+void ortho_basis_v3v3_v3(float v1[3], float v2[3], const float v[3])
{
const float f = (float)sqrt(v[0]*v[0] + v[1]*v[1]);
@@ -313,7 +313,7 @@ void print_v4(const char *str, const float v[4])
printf("%s: %.3f %.3f %.3f %.3f\n", str, v[0], v[1], v[2], v[3]);
}
-void minmax_v3_v3v3(float *min, float *max, float *vec)
+void minmax_v3v3_v3(float min[3], float max[3], const float vec[3])
{
if(min[0]>vec[0]) min[0]= vec[0];
if(min[1]>vec[1]) min[1]= vec[1];