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authorCampbell Barton <ideasman42@gmail.com>2012-07-22 21:35:43 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-07-22 21:35:43 +0400
commitfefddc320d485dab5fa0e470f22d66b86e34bf23 (patch)
treebfdba810817f70ce59c3a00a4084d1e7225a3dcc /source/blender/blenlib
parente58104c515b5ab7f16f103518a1d8b28bc64dc63 (diff)
code cleanup: use cosf and sinf when both args and results are float values.
also remove local math functions in KX_Camera
Diffstat (limited to 'source/blender/blenlib')
-rw-r--r--source/blender/blenlib/intern/math_geom.c6
-rw-r--r--source/blender/blenlib/intern/math_rotation.c55
2 files changed, 32 insertions, 29 deletions
diff --git a/source/blender/blenlib/intern/math_geom.c b/source/blender/blenlib/intern/math_geom.c
index de665686ea6..b908a32bf4c 100644
--- a/source/blender/blenlib/intern/math_geom.c
+++ b/source/blender/blenlib/intern/math_geom.c
@@ -2367,7 +2367,8 @@ void resolve_quad_uv(float r_uv[2], const float st[2], const float st0[2], const
/***************************** View & Projection *****************************/
-void orthographic_m4(float matrix[][4], const float left, const float right, const float bottom, const float top, const float nearClip, const float farClip)
+void orthographic_m4(float matrix[][4], const float left, const float right, const float bottom, const float top,
+ const float nearClip, const float farClip)
{
float Xdelta, Ydelta, Zdelta;
@@ -2386,7 +2387,8 @@ void orthographic_m4(float matrix[][4], const float left, const float right, con
matrix[3][2] = -(farClip + nearClip) / Zdelta;
}
-void perspective_m4(float mat[4][4], const float left, const float right, const float bottom, const float top, const float nearClip, const float farClip)
+void perspective_m4(float mat[4][4], const float left, const float right, const float bottom, const float top,
+ const float nearClip, const float farClip)
{
float Xdelta, Ydelta, Zdelta;
diff --git a/source/blender/blenlib/intern/math_rotation.c b/source/blender/blenlib/intern/math_rotation.c
index 78f0badc3b1..2a21d930235 100644
--- a/source/blender/blenlib/intern/math_rotation.c
+++ b/source/blender/blenlib/intern/math_rotation.c
@@ -166,10 +166,9 @@ void sub_qt_qtqt(float q[4], const float q1[4], const float q2[4])
/* angular mult factor */
void mul_fac_qt_fl(float q[4], const float fac)
{
- float angle = fac * saacos(q[0]); /* quat[0] = cos(0.5 * angle), but now the 0.5 and 2.0 rule out */
-
- float co = (float)cos(angle);
- float si = (float)sin(angle);
+ const float angle = fac * saacos(q[0]); /* quat[0] = cos(0.5 * angle), but now the 0.5 and 2.0 rule out */
+ const float co = cosf(angle);
+ const float si = sinf(angle);
q[0] = co;
normalize_v3(q + 1);
mul_v3_fl(q + 1, si);
@@ -342,8 +341,8 @@ void mat3_to_quat_is_ok(float q[4], float wmat[3][3])
co = mat[2][2];
angle = 0.5f * saacos(co);
- co = (float)cos(angle);
- si = (float)sin(angle);
+ co = cosf(angle);
+ si = sinf(angle);
q1[0] = co;
q1[1] = -nor[0] * si; /* negative here, but why? */
q1[2] = -nor[1] * si;
@@ -357,8 +356,8 @@ void mat3_to_quat_is_ok(float q[4], float wmat[3][3])
/* and align x-axes */
angle = (float)(0.5 * atan2(mat[0][1], mat[0][0]));
- co = (float)cos(angle);
- si = (float)sin(angle);
+ co = cosf(angle);
+ si = sinf(angle);
q2[0] = co;
q2[1] = 0.0f;
q2[2] = 0.0f;
@@ -483,8 +482,8 @@ void vec_to_quat(float q[4], const float vec[3], short axis, const short upflag)
normalize_v3(nor);
angle = 0.5f * saacos(co);
- si = (float)sin(angle);
- q[0] = (float)cos(angle);
+ si = sinf(angle);
+ q[0] = cosf(angle);
q[1] = nor[0] * si;
q[2] = nor[1] * si;
q[3] = nor[2] * si;
@@ -615,16 +614,18 @@ void tri_to_quat(float quat[4], const float v1[3], const float v2[3], const floa
/* move z-axis to face-normal */
normal_tri_v3(vec, v1, v2, v3);
- n[0] = vec[1];
+ n[0] = vec[1];
n[1] = -vec[0];
- n[2] = 0.0f;
+ n[2] = 0.0f;
normalize_v3(n);
- if (n[0] == 0.0f && n[1] == 0.0f) n[0] = 1.0f;
+ if (n[0] == 0.0f && n[1] == 0.0f) {
+ n[0] = 1.0f;
+ }
angle = -0.5f * (float)saacos(vec[2]);
- co = (float)cos(angle);
- si = (float)sin(angle);
+ co = cosf(angle);
+ si = sinf(angle);
q1[0] = co;
q1[1] = n[0] * si;
q1[2] = n[1] * si;
@@ -641,8 +642,8 @@ void tri_to_quat(float quat[4], const float v1[3], const float v2[3], const floa
normalize_v3(vec);
angle = (float)(0.5 * atan2(vec[1], vec[0]));
- co = (float)cos(angle);
- si = (float)sin(angle);
+ co = cosf(angle);
+ si = sinf(angle);
q2[0] = co;
q2[1] = 0.0f;
q2[2] = 0.0f;
@@ -670,8 +671,8 @@ void axis_angle_to_quat(float q[4], const float axis[3], float angle)
}
angle /= 2;
- si = (float)sin(angle);
- q[0] = (float)cos(angle);
+ si = sinf(angle);
+ q[0] = cosf(angle);
q[1] = nor[0] * si;
q[2] = nor[1] * si;
q[3] = nor[2] * si;
@@ -689,8 +690,8 @@ void quat_to_axis_angle(float axis[3], float *angle, const float q[4])
#endif
/* calculate angle/2, and sin(angle/2) */
- ha = (float)acos(q[0]);
- si = (float)sin(ha);
+ ha = acosf(q[0]);
+ si = sinf(ha);
/* from half-angle to angle */
*angle = ha * 2;
@@ -739,8 +740,8 @@ void axis_angle_to_mat3(float mat[3][3], const float axis[3], const float angle)
}
/* now convert this to a 3x3 matrix */
- co = (float)cos(angle);
- si = (float)sin(angle);
+ co = cosf(angle);
+ si = sinf(angle);
ico = (1.0f - co);
nsi[0] = nor[0] * si;
@@ -849,8 +850,8 @@ void vec_rot_to_mat3(float mat[][3], const float vec[3], const float phi)
vx2 = vx * vx;
vy2 = vy * vy;
vz2 = vz * vz;
- co = (float)cos(phi);
- si = (float)sin(phi);
+ co = cosf(phi);
+ si = sinf(phi);
mat[0][0] = vx2 + co * (1.0f - vx2);
mat[0][1] = vx * vy * (1.0f - co) + vz * si;
@@ -887,8 +888,8 @@ void vec_rot_to_quat(float *quat, const float vec[3], const float phi)
unit_qt(quat);
}
else {
- quat[0] = (float)cos((double)phi / 2.0);
- si = (float)sin((double)phi / 2.0);
+ si = sinf(phi / 2.0);
+ quat[0] = cosf(phi / 2.0f);
quat[1] *= si;
quat[2] *= si;
quat[3] *= si;