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authorTon Roosendaal <ton@blender.org>2003-12-24 14:44:57 +0300
committerTon Roosendaal <ton@blender.org>2003-12-24 14:44:57 +0300
commitb3911687eef461bbdb2b25f88bb166a2ae119a19 (patch)
treeef1348dd114c5a50a45be8dfb58a324008fceb71 /source/blender/blenlib
parent8fbff1a3b7c2c85591681f2682b0343b70dc1853 (diff)
- only cosmetic stuff; result of going over the output of mipspro cc
compile round. Wrong prototypes, unused variables, zealot const usage, and in action.c fixed insane & unreadable function call syntax.
Diffstat (limited to 'source/blender/blenlib')
-rw-r--r--source/blender/blenlib/BLI_arithb.h12
-rw-r--r--source/blender/blenlib/intern/arithb.c53
2 files changed, 4 insertions, 61 deletions
diff --git a/source/blender/blenlib/BLI_arithb.h b/source/blender/blenlib/BLI_arithb.h
index eeb64d789ca..78f662ce67c 100644
--- a/source/blender/blenlib/BLI_arithb.h
+++ b/source/blender/blenlib/BLI_arithb.h
@@ -118,7 +118,7 @@ Crossf(
void
Projf(
- float *c, const float *v1, const float *v2
+ float *c, float *v1, float *v2
);
/**
@@ -628,16 +628,6 @@ QuatToMat4(
float m[][4]
);
void
-QuatToSpher(
- float *quat,
- float *sph
-);
- void
-Mat3ToSpher(
- float *mat,
- float *sph
-);
- void
Mat3ToQuat_is_ok(
float wmat[][3],
float *q
diff --git a/source/blender/blenlib/intern/arithb.c b/source/blender/blenlib/intern/arithb.c
index 715917d047f..70f24219249 100644
--- a/source/blender/blenlib/intern/arithb.c
+++ b/source/blender/blenlib/intern/arithb.c
@@ -120,7 +120,7 @@ float Inpf( float *v1, float *v2)
}
/* Project v1 on v2 */
-void Projf(float *c, const float *v1, const float *v2)
+void Projf(float *c, float *v1, float *v2)
{
float mul;
mul = Inpf(v1, v2) / Inpf(v2, v2);
@@ -1937,8 +1937,8 @@ void EulToMat4( float *eul,float mat[][4])
}
-void Mat3ToEul(float tmat[][3], float *eul
-){
+void Mat3ToEul(float tmat[][3], float *eul)
+{
float cy, quat[4], mat[3][3];
Mat3ToQuat(tmat, quat);
@@ -1994,53 +1994,6 @@ void QuatToEul( float *quat, float *eul)
Mat3ToEul(mat, eul);
}
-void QuatToSpher( float *quat, float *sph)
-/* Not working 100% yet I don't think... */
-{
- float tx, ty, tz;
- float qw, qx, qy, qz;
- float cos_theta;
- float sin_theta;
-
- qx = quat[0];
- qy = quat[1];
- qz = quat[2];
- qw = quat[3];
-
- cos_theta = qw;
- sin_theta = (float)sqrt(1.0 - cos_theta * cos_theta);
-
- if (fabs(sin_theta) < 0.0005)
- sin_theta = 1.0;
-
- tx = qx / sin_theta;
- ty = qy / sin_theta;
- tz = qz / sin_theta;
-
- /* Lattitude */
- sph[0] = -(float)asin(ty);
-
- /* Longitude */
- if (tx*tx + tz*tz <0.0005)
- sph[1] = 0.0;
- else
- sph[1] = (float)atan2(tx, tz);
-
- if (sph[1] < 0.0)
- sph[1] +=(float)(M_PI*2);
-
- /* Roll */
- sph[2] = (float)(acos(cos_theta) * 2.0) ;
-}
-
-void Mat3ToSpher ( float *mat3, float *sph)
-{
- float quat[4];
-
- Mat3ToQuat(mat3, quat);
- QuatToSpher(quat, sph);
-}
-
void EulToQuat( float *eul, float *quat)
{