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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2009-11-10 23:43:45 +0300
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2009-11-10 23:43:45 +0300
commit37e4a311b0ad9da7177e50620efc3561e2dd7045 (patch)
tree8aea2cc851ab828ee040d601ed4c776283fd639a /source/blender/editors/space_view3d
parent4617bb68ba4b1c5ab459673fffd98bf7203bb4f2 (diff)
Math Lib
* Convert all code to use new functions. * Branch maintainers may want to skip this commit, and run this conversion script instead, if they use a lot of math functions in new code: http://www.pasteall.org/9052/python
Diffstat (limited to 'source/blender/editors/space_view3d')
-rw-r--r--source/blender/editors/space_view3d/drawarmature.c80
-rw-r--r--source/blender/editors/space_view3d/drawmesh.c4
-rw-r--r--source/blender/editors/space_view3d/drawobject.c192
-rw-r--r--source/blender/editors/space_view3d/drawvolume.c8
-rw-r--r--source/blender/editors/space_view3d/space_view3d.c2
-rw-r--r--source/blender/editors/space_view3d/view3d_buttons.c56
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c36
-rw-r--r--source/blender/editors/space_view3d/view3d_edit.c168
-rw-r--r--source/blender/editors/space_view3d/view3d_header.c8
-rw-r--r--source/blender/editors/space_view3d/view3d_ops.c2
-rw-r--r--source/blender/editors/space_view3d/view3d_select.c24
-rw-r--r--source/blender/editors/space_view3d/view3d_snap.c92
-rw-r--r--source/blender/editors/space_view3d/view3d_toolbar.c2
-rw-r--r--source/blender/editors/space_view3d/view3d_view.c172
14 files changed, 423 insertions, 423 deletions
diff --git a/source/blender/editors/space_view3d/drawarmature.c b/source/blender/editors/space_view3d/drawarmature.c
index fca7d6d7a9f..4c2fc1c5015 100644
--- a/source/blender/editors/space_view3d/drawarmature.c
+++ b/source/blender/editors/space_view3d/drawarmature.c
@@ -51,7 +51,7 @@
#include "DNA_userdef_types.h"
#include "BLI_blenlib.h"
-#include "BLI_arithb.h"
+#include "BLI_math.h"
#include "BLI_dlrbTree.h"
#include "BKE_animsys.h"
@@ -510,36 +510,36 @@ static void draw_bone_solid_octahedral(void)
glBegin(GL_TRIANGLES);
/* bottom */
- CalcNormFloat(vec[2], vec[1], vec[0], nor);
+ normal_tri_v3( nor,vec[2], vec[1], vec[0]);
glNormal3fv(nor);
glVertex3fv(vec[2]); glVertex3fv(vec[1]); glVertex3fv(vec[0]);
- CalcNormFloat(vec[3], vec[2], vec[0], nor);
+ normal_tri_v3( nor,vec[3], vec[2], vec[0]);
glNormal3fv(nor);
glVertex3fv(vec[3]); glVertex3fv(vec[2]); glVertex3fv(vec[0]);
- CalcNormFloat(vec[4], vec[3], vec[0], nor);
+ normal_tri_v3( nor,vec[4], vec[3], vec[0]);
glNormal3fv(nor);
glVertex3fv(vec[4]); glVertex3fv(vec[3]); glVertex3fv(vec[0]);
- CalcNormFloat(vec[1], vec[4], vec[0], nor);
+ normal_tri_v3( nor,vec[1], vec[4], vec[0]);
glNormal3fv(nor);
glVertex3fv(vec[1]); glVertex3fv(vec[4]); glVertex3fv(vec[0]);
/* top */
- CalcNormFloat(vec[5], vec[1], vec[2], nor);
+ normal_tri_v3( nor,vec[5], vec[1], vec[2]);
glNormal3fv(nor);
glVertex3fv(vec[5]); glVertex3fv(vec[1]); glVertex3fv(vec[2]);
- CalcNormFloat(vec[5], vec[2], vec[3], nor);
+ normal_tri_v3( nor,vec[5], vec[2], vec[3]);
glNormal3fv(nor);
glVertex3fv(vec[5]); glVertex3fv(vec[2]); glVertex3fv(vec[3]);
- CalcNormFloat(vec[5], vec[3], vec[4], nor);
+ normal_tri_v3( nor,vec[5], vec[3], vec[4]);
glNormal3fv(nor);
glVertex3fv(vec[5]); glVertex3fv(vec[3]); glVertex3fv(vec[4]);
- CalcNormFloat(vec[5], vec[4], vec[1], nor);
+ normal_tri_v3( nor,vec[5], vec[4], vec[1]);
glNormal3fv(nor);
glVertex3fv(vec[5]); glVertex3fv(vec[4]); glVertex3fv(vec[1]);
@@ -642,7 +642,7 @@ static void draw_sphere_bone_dist(float smat[][4], float imat[][4], int boneflag
/* figure out the sizes of spheres */
if (ebone) {
/* this routine doesn't call get_matrix_editbone() that calculates it */
- ebone->length = VecLenf(ebone->head, ebone->tail);
+ ebone->length = len_v3v3(ebone->head, ebone->tail);
length= ebone->length;
tail= ebone->rad_tail;
@@ -669,19 +669,19 @@ static void draw_sphere_bone_dist(float smat[][4], float imat[][4], int boneflag
/* ***** draw it ***** */
/* move vector to viewspace */
- VecSubf(dirvec, tailvec, headvec);
- Mat4Mul3Vecfl(smat, dirvec);
+ sub_v3_v3v3(dirvec, tailvec, headvec);
+ mul_mat3_m4_v3(smat, dirvec);
/* clear zcomp */
dirvec[2]= 0.0f;
/* move vector back */
- Mat4Mul3Vecfl(imat, dirvec);
+ mul_mat3_m4_v3(imat, dirvec);
- if (0.0f != Normalize(dirvec)) {
+ if (0.0f != normalize_v3(dirvec)) {
float norvec[3], vec1[3], vec2[3], vec[3];
int a;
- //VecMulf(dirvec, head);
- Crossf(norvec, dirvec, imat[2]);
+ //mul_v3_fl(dirvec, head);
+ cross_v3_v3v3(norvec, dirvec, imat[2]);
glBegin(GL_QUAD_STRIP);
@@ -752,7 +752,7 @@ static void draw_sphere_bone_wire(float smat[][4], float imat[][4], int armflag,
/* figure out the sizes of spheres */
if (ebone) {
/* this routine doesn't call get_matrix_editbone() that calculates it */
- ebone->length = VecLenf(ebone->head, ebone->tail);
+ ebone->length = len_v3v3(ebone->head, ebone->tail);
length= ebone->length;
tail= ebone->rad_tail;
@@ -807,25 +807,25 @@ static void draw_sphere_bone_wire(float smat[][4], float imat[][4], int armflag,
else UI_ThemeColor(TH_WIRE);
}
- VecSubf(dirvec, tailvec, headvec);
+ sub_v3_v3v3(dirvec, tailvec, headvec);
/* move vector to viewspace */
- Mat4Mul3Vecfl(smat, dirvec);
+ mul_mat3_m4_v3(smat, dirvec);
/* clear zcomp */
dirvec[2]= 0.0f;
/* move vector back */
- Mat4Mul3Vecfl(imat, dirvec);
+ mul_mat3_m4_v3(imat, dirvec);
- if (0.0f != Normalize(dirvec)) {
+ if (0.0f != normalize_v3(dirvec)) {
float norvech[3], norvect[3], vec[3];
VECCOPY(vec, dirvec);
- VecMulf(dirvec, head);
- Crossf(norvech, dirvec, imat[2]);
+ mul_v3_fl(dirvec, head);
+ cross_v3_v3v3(norvech, dirvec, imat[2]);
- VecMulf(vec, tail);
- Crossf(norvect, vec, imat[2]);
+ mul_v3_fl(vec, tail);
+ cross_v3_v3v3(norvect, vec, imat[2]);
if (id != -1)
glLoadName(id | BONESEL_BONE);
@@ -1463,12 +1463,12 @@ static void draw_pose_dofs(Object *ob)
glTranslatef(posetrans[0], posetrans[1], posetrans[2]);
if (pchan->parent) {
- Mat4CpyMat4(mat, pchan->parent->pose_mat);
+ copy_m4_m4(mat, pchan->parent->pose_mat);
mat[3][0]= mat[3][1]= mat[3][2]= 0.0f;
glMultMatrixf(mat);
}
- Mat4CpyMat3(mat, pchan->bone->bone_mat);
+ copy_m4_m3(mat, pchan->bone->bone_mat);
glMultMatrixf(mat);
scale= bone->length*pchan->size[1];
@@ -1555,8 +1555,8 @@ static void bone_matrix_translate_y(float mat[][4], float y)
float trans[3];
VECCOPY(trans, mat[1]);
- VecMulf(trans, y);
- VecAddf(mat[3], mat[3], trans);
+ mul_v3_fl(trans, y);
+ add_v3_v3v3(mat[3], mat[3], trans);
}
/* assumes object is Armature with pose */
@@ -1582,8 +1582,8 @@ static void draw_pose_channels(Scene *scene, View3D *v3d, ARegion *ar, Base *bas
if (arm->drawtype==ARM_ENVELOPE) {
/* precalc inverse matrix for drawing screen aligned */
wmGetMatrix(smat);
- Mat4MulFloat3(smat[0], 1.0f/VecLength(ob->obmat[0]));
- Mat4Invert(imat, smat);
+ mul_mat3_m4_fl(smat[0], 1.0f/len_v3(ob->obmat[0]));
+ invert_m4_m4(imat, smat);
/* and draw blended distances */
if (arm->flag & ARM_POSEMODE) {
@@ -1874,14 +1874,14 @@ static void draw_pose_channels(Scene *scene, View3D *v3d, ARegion *ar, Base *bas
/* Draw names of bone */
if (arm->flag & ARM_DRAWNAMES) {
- VecMidf(vec, pchan->pose_head, pchan->pose_tail);
+ mid_v3_v3v3(vec, pchan->pose_head, pchan->pose_tail);
view3d_cached_text_draw_add(vec[0], vec[1], vec[2], pchan->name, 10);
}
/* Draw additional axes on the bone tail */
if ( (arm->flag & ARM_DRAWAXES) && (arm->flag & ARM_POSEMODE) ) {
glPushMatrix();
- Mat4CpyMat4(bmat, pchan->pose_mat);
+ copy_m4_m4(bmat, pchan->pose_mat);
bone_matrix_translate_y(bmat, pchan->bone->length);
glMultMatrixf(bmat);
@@ -1908,14 +1908,14 @@ static void get_matrix_editbone(EditBone *eBone, float bmat[][4])
float mat[3][3];
/* Compose the parent transforms (i.e. their translations) */
- VecSubf(delta, eBone->tail, eBone->head);
+ sub_v3_v3v3(delta, eBone->tail, eBone->head);
eBone->length = (float)sqrt(delta[0]*delta[0] + delta[1]*delta[1] +delta[2]*delta[2]);
vec_roll_to_mat3(delta, eBone->roll, mat);
- Mat4CpyMat3(bmat, mat);
+ copy_m4_m3(bmat, mat);
- VecAddf(bmat[3], bmat[3], eBone->head);
+ add_v3_v3v3(bmat[3], bmat[3], eBone->head);
}
static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, int dt)
@@ -1931,8 +1931,8 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, int dt)
if(arm->drawtype==ARM_ENVELOPE) {
/* precalc inverse matrix for drawing screen aligned */
wmGetMatrix(smat);
- Mat4MulFloat3(smat[0], 1.0f/VecLength(ob->obmat[0]));
- Mat4Invert(imat, smat);
+ mul_mat3_m4_fl(smat[0], 1.0f/len_v3(ob->obmat[0]));
+ invert_m4_m4(imat, smat);
/* and draw blended distances */
glEnable(GL_BLEND);
@@ -2070,7 +2070,7 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, int dt)
/* Draw name */
if (arm->flag & ARM_DRAWNAMES) {
- VecMidf(vec, eBone->head, eBone->tail);
+ mid_v3_v3v3(vec, eBone->head, eBone->tail);
glRasterPos3fv(vec);
view3d_cached_text_draw_add(vec[0], vec[1], vec[2], eBone->name, 10);
}
@@ -2243,7 +2243,7 @@ static void draw_pose_paths(Scene *scene, View3D *v3d, ARegion *ar, Object *ob)
view3d_cached_text_draw_add(fp[0], fp[1], fp[2], str, 0);
}
else if ((a > stepsize) && (a < len-stepsize)) {
- if ((VecEqual(fp, fp-(stepsize*3))==0) || (VecEqual(fp, fp+(stepsize*3))==0)) {
+ if ((equals_v3v3(fp, fp-(stepsize*3))==0) || (equals_v3v3(fp, fp+(stepsize*3))==0)) {
sprintf(str, "%d", (a+sfra));
view3d_cached_text_draw_add(fp[0], fp[1], fp[2], str, 0);
}
diff --git a/source/blender/editors/space_view3d/drawmesh.c b/source/blender/editors/space_view3d/drawmesh.c
index 365b9ff03f7..bf73e70367c 100644
--- a/source/blender/editors/space_view3d/drawmesh.c
+++ b/source/blender/editors/space_view3d/drawmesh.c
@@ -31,7 +31,7 @@
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
-#include "BLI_arithb.h"
+#include "BLI_math.h"
#include "BLI_edgehash.h"
#include "BLI_editVert.h"
@@ -614,7 +614,7 @@ void draw_mesh_text(Scene *scene, Object *ob, int glsl)
if (!mf_smooth) {
float nor[3];
- CalcNormFloat(v1, v2, v3, nor);
+ normal_tri_v3( nor,v1, v2, v3);
glNormal3fv(nor);
}
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index 22fd77afd88..339dc830016 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -65,7 +65,7 @@
#include "DNA_world_types.h"
#include "BLI_blenlib.h"
-#include "BLI_arithb.h"
+#include "BLI_math.h"
#include "BLI_editVert.h"
#include "BLI_edgehash.h"
#include "BLI_rand.h"
@@ -152,7 +152,7 @@ static void view3d_project_short_clip(ARegion *ar, float *vec, short *adr)
/* clipplanes in eye space */
if(rv3d->rflag & RV3D_CLIPPING) {
VECCOPY(vec4, vec);
- Mat4MulVecfl(rv3d->viewmatob, vec4);
+ mul_m4_v3(rv3d->viewmatob, vec4);
if(view3d_test_clipping(rv3d, vec4))
return;
}
@@ -160,7 +160,7 @@ static void view3d_project_short_clip(ARegion *ar, float *vec, short *adr)
VECCOPY(vec4, vec);
vec4[3]= 1.0;
- Mat4MulVec4fl(rv3d->persmatob, vec4);
+ mul_m4_v4(rv3d->persmatob, vec4);
/* clipplanes in window space */
if( vec4[3]>BL_NEAR_CLIP ) { /* is the NEAR clipping cutoff for picking */
@@ -189,7 +189,7 @@ static void view3d_project_short_noclip(ARegion *ar, float *vec, short *adr)
VECCOPY(vec4, vec);
vec4[3]= 1.0;
- Mat4MulVec4fl(rv3d->persmatob, vec4);
+ mul_m4_v4(rv3d->persmatob, vec4);
if( vec4[3]>BL_NEAR_CLIP ) { /* is the NEAR clipping cutoff for picking */
fx= (ar->winx/2)*(1 + vec4[0]/vec4[3]);
@@ -456,8 +456,8 @@ void drawcircball(int mode, float *cent, float rad, float tmat[][4])
VECCOPY(vx, tmat[0]);
VECCOPY(vy, tmat[1]);
- VecMulf(vx, rad);
- VecMulf(vy, rad);
+ mul_v3_fl(vx, rad);
+ mul_v3_fl(vy, rad);
glBegin(mode);
for(a=0; a<tot; a++) {
@@ -544,7 +544,7 @@ void view3d_cached_text_draw_end(View3D *v3d, ARegion *ar, int depth_write, floa
/* project first and test */
for(vos= strings->first; vos; vos= vos->next) {
if(mat)
- Mat4MulVecfl(mat, vos->vec);
+ mul_m4_v3(mat, vos->vec);
view3d_project_short_clip(ar, vos->vec, vos->mval);
if(vos->mval[0]!=IS_CLIPPED)
tot++;
@@ -674,7 +674,7 @@ static void drawshadbuflimits(Lamp *la, float mat[][4])
lavec[0]= -mat[2][0];
lavec[1]= -mat[2][1];
lavec[2]= -mat[2][2];
- Normalize(lavec);
+ normalize_v3(lavec);
sta[0]= mat[3][0]+ la->clipsta*lavec[0];
sta[1]= mat[3][1]+ la->clipsta*lavec[1];
@@ -705,13 +705,13 @@ static void spotvolume(float *lvec, float *vvec, float inp)
/* camera is at 0,0,0 */
float temp[3],plane[3],mat1[3][3],mat2[3][3],mat3[3][3],mat4[3][3],q[4],co,si,angle;
- Normalize(lvec);
- Normalize(vvec); /* is this the correct vector ? */
+ normalize_v3(lvec);
+ normalize_v3(vvec); /* is this the correct vector ? */
- Crossf(temp,vvec,lvec); /* equation for a plane through vvec en lvec */
- Crossf(plane,lvec,temp); /* a plane perpendicular to this, parrallel with lvec */
+ cross_v3_v3v3(temp,vvec,lvec); /* equation for a plane through vvec en lvec */
+ cross_v3_v3v3(plane,lvec,temp); /* a plane perpendicular to this, parrallel with lvec */
- Normalize(plane);
+ normalize_v3(plane);
/* now we've got two equations: one of a cone and one of a plane, but we have
three unknowns. We remove one unkown by rotating the plane to z=0 (the plane normal) */
@@ -724,7 +724,7 @@ static void spotvolume(float *lvec, float *vvec, float inp)
q[1] = plane[1] ;
q[2] = -plane[0] ;
q[3] = 0 ;
- Normalize(&q[1]);
+ normalize_v3(&q[1]);
angle = saacos(plane[2])/2.0;
co = cos(angle);
@@ -735,7 +735,7 @@ static void spotvolume(float *lvec, float *vvec, float inp)
q[2] *= si;
q[3] = 0;
- QuatToMat3(q,mat1);
+ quat_to_mat3(mat1,q);
/* rotate lamp vector now over acos(inp) degrees */
@@ -743,7 +743,7 @@ static void spotvolume(float *lvec, float *vvec, float inp)
vvec[1] = lvec[1] ;
vvec[2] = lvec[2] ;
- Mat3One(mat2);
+ unit_m3(mat2);
co = inp;
si = sqrt(1-inp*inp);
@@ -751,17 +751,17 @@ static void spotvolume(float *lvec, float *vvec, float inp)
mat2[1][0] = -si;
mat2[0][1] = si;
mat2[1][1] = co;
- Mat3MulMat3(mat3,mat2,mat1);
+ mul_m3_m3m3(mat3,mat2,mat1);
mat2[1][0] = si;
mat2[0][1] = -si;
- Mat3MulMat3(mat4,mat2,mat1);
- Mat3Transp(mat1);
+ mul_m3_m3m3(mat4,mat2,mat1);
+ transpose_m3(mat1);
- Mat3MulMat3(mat2,mat1,mat3);
- Mat3MulVecfl(mat2,lvec);
- Mat3MulMat3(mat2,mat1,mat4);
- Mat3MulVecfl(mat2,vvec);
+ mul_m3_m3m3(mat2,mat1,mat3);
+ mul_m3_v3(mat2,lvec);
+ mul_m3_m3m3(mat2,mat1,mat4);
+ mul_m3_v3(mat2,vvec);
return;
}
@@ -789,9 +789,9 @@ static void drawlamp(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob)
lampsize= pixsize*((float)U.obcenter_dia*0.5f);
/* and view aligned matrix: */
- Mat4CpyMat4(imat, rv3d->viewinv);
- Normalize(imat[0]);
- Normalize(imat[1]);
+ copy_m4_m4(imat, rv3d->viewinv);
+ normalize_v3(imat[0]);
+ normalize_v3(imat[1]);
/* for AA effects */
glGetFloatv(GL_CURRENT_COLOR, curcol);
@@ -835,13 +835,13 @@ static void drawlamp(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob)
short axis;
/* setup a 45 degree rotation matrix */
- VecRotToMat3(imat[2], M_PI/4.0f, mat);
+ vec_rot_to_mat3( mat,imat[2], M_PI/4.0f);
/* vectors */
VECCOPY(v1, imat[0]);
- VecMulf(v1, circrad*1.2f);
+ mul_v3_fl(v1, circrad*1.2f);
VECCOPY(v2, imat[0]);
- VecMulf(v2, circrad*2.5f);
+ mul_v3_fl(v2, circrad*2.5f);
/* center */
glTranslatef(vec[0], vec[1], vec[2]);
@@ -852,8 +852,8 @@ static void drawlamp(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob)
for (axis=0; axis<8; axis++) {
glVertex3fv(v1);
glVertex3fv(v2);
- Mat3MulVecfl(mat, v1);
- Mat3MulVecfl(mat, v2);
+ mul_m3_v3(mat, v1);
+ mul_m3_v3(mat, v2);
}
glEnd();
@@ -1144,11 +1144,11 @@ static void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob
if(flag==0) {
if(cam->flag & (CAM_SHOWLIMITS+CAM_SHOWMIST)) {
wmLoadMatrix(rv3d->viewmat);
- Mat4CpyMat4(vec, ob->obmat);
- Mat4Ortho(vec);
+ copy_m4_m4(vec, ob->obmat);
+ normalize_m4(vec);
wmMultMatrix(vec);
- Mat4SwapMat4(rv3d->persmat, tmat);
+ swap_m4m4(rv3d->persmat, tmat);
wmGetSingleMatrix(rv3d->persmat);
if(cam->flag & CAM_SHOWLIMITS) {
@@ -1161,7 +1161,7 @@ static void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob
if(cam->flag & CAM_SHOWMIST)
if(wrld) draw_limit_line(wrld->miststa, wrld->miststa+wrld->mistdist, 0xFFFFFF);
- Mat4SwapMat4(rv3d->persmat, tmat);
+ swap_m4m4(rv3d->persmat, tmat);
}
}
}
@@ -2271,13 +2271,13 @@ static void draw_em_measure_stats(View3D *v3d, RegionView3D *rv3d, Object *ob, E
z= 0.5f*(v1[2]+v2[2]);
if(v3d->flag & V3D_GLOBAL_STATS) {
- Mat4MulVecfl(ob->obmat, v1);
- Mat4MulVecfl(ob->obmat, v2);
+ mul_m4_v3(ob->obmat, v1);
+ mul_m4_v3(ob->obmat, v2);
}
if(unit->system)
- bUnit_AsString(val, sizeof(val), VecLenf(v1, v2)*unit->scale_length, 3, unit->system, B_UNIT_LENGTH, do_split, FALSE);
+ bUnit_AsString(val, sizeof(val), len_v3v3(v1, v2)*unit->scale_length, 3, unit->system, B_UNIT_LENGTH, do_split, FALSE);
else
- sprintf(val, conv_float, VecLenf(v1, v2));
+ sprintf(val, conv_float, len_v3v3(v1, v2));
view3d_cached_text_draw_add(x, y, z, val, 0);
}
@@ -2302,16 +2302,16 @@ static void draw_em_measure_stats(View3D *v3d, RegionView3D *rv3d, Object *ob, E
VECCOPY(v4, efa->v4->co);
}
if(v3d->flag & V3D_GLOBAL_STATS) {
- Mat4MulVecfl(ob->obmat, v1);
- Mat4MulVecfl(ob->obmat, v2);
- Mat4MulVecfl(ob->obmat, v3);
- if (efa->v4) Mat4MulVecfl(ob->obmat, v4);
+ mul_m4_v3(ob->obmat, v1);
+ mul_m4_v3(ob->obmat, v2);
+ mul_m4_v3(ob->obmat, v3);
+ if (efa->v4) mul_m4_v3(ob->obmat, v4);
}
if (efa->v4)
- area= AreaQ3Dfl(v1, v2, v3, v4);
+ area= area_quad_v3(v1, v2, v3, v4);
else
- area = AreaT3Dfl(v1, v2, v3);
+ area = area_tri_v3(v1, v2, v3);
if(unit->system)
bUnit_AsString(val, sizeof(val), area*unit->scale_length, 3, unit->system, B_UNIT_LENGTH, do_split, FALSE); // XXX should be B_UNIT_AREA
@@ -2343,10 +2343,10 @@ static void draw_em_measure_stats(View3D *v3d, RegionView3D *rv3d, Object *ob, E
VECCOPY(v4, v3);
}
if(v3d->flag & V3D_GLOBAL_STATS) {
- Mat4MulVecfl(ob->obmat, v1);
- Mat4MulVecfl(ob->obmat, v2);
- Mat4MulVecfl(ob->obmat, v3);
- Mat4MulVecfl(ob->obmat, v4);
+ mul_m4_v3(ob->obmat, v1);
+ mul_m4_v3(ob->obmat, v2);
+ mul_m4_v3(ob->obmat, v3);
+ mul_m4_v3(ob->obmat, v4);
}
e1= efa->e1;
@@ -2358,30 +2358,30 @@ static void draw_em_measure_stats(View3D *v3d, RegionView3D *rv3d, Object *ob, E
if( (e4->f & e1->f & SELECT) || (G.moving && (efa->v1->f & SELECT)) ) {
/* Vec 1 */
- sprintf(val,"%.3f", RAD2DEG(VecAngle3(v4, v1, v2)));
- VecLerpf(fvec, efa->cent, efa->v1->co, 0.8f);
+ sprintf(val,"%.3f", RAD2DEG(angle_v3v3v3(v4, v1, v2)));
+ interp_v3_v3v3(fvec, efa->cent, efa->v1->co, 0.8f);
view3d_cached_text_draw_add(efa->cent[0], efa->cent[1], efa->cent[2], val, 0);
}
if( (e1->f & e2->f & SELECT) || (G.moving && (efa->v2->f & SELECT)) ) {
/* Vec 2 */
- sprintf(val,"%.3f", RAD2DEG(VecAngle3(v1, v2, v3)));
- VecLerpf(fvec, efa->cent, efa->v2->co, 0.8f);
+ sprintf(val,"%.3f", RAD2DEG(angle_v3v3v3(v1, v2, v3)));
+ interp_v3_v3v3(fvec, efa->cent, efa->v2->co, 0.8f);
view3d_cached_text_draw_add(fvec[0], fvec[1], fvec[2], val, 0);
}
if( (e2->f & e3->f & SELECT) || (G.moving && (efa->v3->f & SELECT)) ) {
/* Vec 3 */
if(efa->v4)
- sprintf(val,"%.3f", RAD2DEG(VecAngle3(v2, v3, v4)));
+ sprintf(val,"%.3f", RAD2DEG(angle_v3v3v3(v2, v3, v4)));
else
- sprintf(val,"%.3f", RAD2DEG(VecAngle3(v2, v3, v1)));
- VecLerpf(fvec, efa->cent, efa->v3->co, 0.8f);
+ sprintf(val,"%.3f", RAD2DEG(angle_v3v3v3(v2, v3, v1)));
+ interp_v3_v3v3(fvec, efa->cent, efa->v3->co, 0.8f);
view3d_cached_text_draw_add(fvec[0], fvec[1], fvec[2], val, 0);
}
/* Vec 4 */
if(efa->v4) {
if( (e3->f & e4->f & SELECT) || (G.moving && (efa->v4->f & SELECT)) ) {
- sprintf(val,"%.3f", RAD2DEG(VecAngle3(v3, v4, v1)));
- VecLerpf(fvec, efa->cent, efa->v4->co, 0.8f);
+ sprintf(val,"%.3f", RAD2DEG(angle_v3v3v3(v3, v4, v1)));
+ interp_v3_v3v3(fvec, efa->cent, efa->v4->co, 0.8f);
view3d_cached_text_draw_add(fvec[0], fvec[1], fvec[2], val, 0);
}
}
@@ -3434,7 +3434,7 @@ static void draw_particle(ParticleKey *state, int draw_as, short draw, float pix
{
vec[0]=2.0f*pixsize;
vec[1]=vec[2]=0.0;
- QuatMulVecf(state->rot,vec);
+ mul_qt_v3(state->rot,vec);
if(draw_as==PART_DRAW_AXIS) {
cd[1]=cd[2]=cd[4]=cd[5]=0.0;
cd[0]=cd[3]=1.0;
@@ -3462,7 +3462,7 @@ static void draw_particle(ParticleKey *state, int draw_as, short draw, float pix
vec[1]=2.0f*pixsize;
vec[0]=vec[2]=0.0;
- QuatMulVecf(state->rot,vec);
+ mul_qt_v3(state->rot,vec);
if(draw_as==PART_DRAW_AXIS){
VECCOPY(vec2,state->co);
}
@@ -3474,7 +3474,7 @@ static void draw_particle(ParticleKey *state, int draw_as, short draw, float pix
vec[2]=2.0f*pixsize;
vec[0]=vec[1]=0.0;
- QuatMulVecf(state->rot,vec);
+ mul_qt_v3(state->rot,vec);
if(draw_as==PART_DRAW_AXIS){
VECCOPY(vec2,state->co);
}
@@ -3489,9 +3489,9 @@ static void draw_particle(ParticleKey *state, int draw_as, short draw, float pix
case PART_DRAW_LINE:
{
VECCOPY(vec,state->vel);
- Normalize(vec);
+ normalize_v3(vec);
if(draw & PART_DRAW_VEL_LENGTH)
- VecMulf(vec,VecLength(state->vel));
+ mul_v3_fl(vec,len_v3(state->vel));
VECADDFAC(pdd->vd,state->co,vec,-draw_line[0]); pdd->vd+=3;
VECADDFAC(pdd->vd,state->co,vec,draw_line[1]); pdd->vd+=3;
if(cd) {
@@ -3649,7 +3649,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
if( (base->flag & OB_FROMDUPLI) && (ob->flag & OB_FROMGROUP) ) {
float mat[4][4];
- Mat4MulMat4(mat, psys->imat, ob->obmat);
+ mul_m4_m4m4(mat, psys->imat, ob->obmat);
wmMultMatrix(mat);
}
@@ -3671,9 +3671,9 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
break;
case PART_DRAW_CIRC:
/* calculate view aligned matrix: */
- Mat4CpyMat4(imat, rv3d->viewinv);
- Normalize(imat[0]);
- Normalize(imat[1]);
+ copy_m4_m4(imat, rv3d->viewinv);
+ normalize_v3(imat[0]);
+ normalize_v3(imat[1]);
/* no break! */
case PART_DRAW_CROSS:
case PART_DRAW_AXIS:
@@ -3729,9 +3729,9 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
break;
}
if(part->draw & PART_DRAW_SIZE && part->draw_as!=PART_DRAW_CIRC){
- Mat4CpyMat4(imat, rv3d->viewinv);
- Normalize(imat[0]);
- Normalize(imat[1]);
+ copy_m4_m4(imat, rv3d->viewinv);
+ normalize_v3(imat[0]);
+ normalize_v3(imat[1]);
}
if(!create_cdata && pdd && pdd->cdata) {
@@ -3903,7 +3903,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
psys_get_particle_on_path(&sim,a,&state,need_v);
if(psys->parent)
- Mat4MulVecfl(psys->parent->obmat, state.co);
+ mul_m4_v3(psys->parent->obmat, state.co);
/* create actiual particle data */
if(draw_as == PART_DRAW_BB) {
@@ -3923,7 +3923,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
state.time=cfra;
if(psys_get_particle_state(&sim,a,&state,0)){
if(psys->parent)
- Mat4MulVecfl(psys->parent->obmat, state.co);
+ mul_m4_v3(psys->parent->obmat, state.co);
/* create actiual particle data */
if(draw_as == PART_DRAW_BB) {
@@ -3946,7 +3946,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
VECCOPY(pdd->ved,state.co);
pdd->ved+=3;
VECCOPY(vel,state.vel);
- VecMulf(vel,timestep);
+ mul_v3_fl(vel,timestep);
VECADD(pdd->ved,state.co,vel);
pdd->ved+=3;
@@ -4566,10 +4566,10 @@ static void drawnurb(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
float vec_a[3] = { fac,0, 0}; // Offset perpendicular to the curve
float vec_b[3] = {-fac,0, 0}; // Delta along the curve
- QuatMulVecf(bevp->quat, vec_a);
- QuatMulVecf(bevp->quat, vec_b);
- VecAddf(vec_a, vec_a, bevp->vec);
- VecAddf(vec_b, vec_b, bevp->vec);
+ mul_qt_v3(bevp->quat, vec_a);
+ mul_qt_v3(bevp->quat, vec_b);
+ add_v3_v3v3(vec_a, vec_a, bevp->vec);
+ add_v3_v3v3(vec_b, vec_b, bevp->vec);
VECSUBFAC(vec_a, vec_a, bevp->dir, fac);
VECSUBFAC(vec_b, vec_b, bevp->dir, fac);
@@ -4711,8 +4711,8 @@ static void drawspiral(float *cent, float rad, float tmat[][4], int start)
VECCOPY(vx, tmat[0]);
VECCOPY(vy, tmat[1]);
- VecMulf(vx, rad);
- VecMulf(vy, rad);
+ mul_v3_fl(vx, rad);
+ mul_v3_fl(vy, rad);
VECCOPY(vec, cent);
@@ -4776,7 +4776,7 @@ static void drawtube(float *vec, float radius, float height, float tmat[][4])
float cur[3];
drawcircball(GL_LINE_LOOP, vec, radius, tmat);
- VecCopyf(cur,vec);
+ copy_v3_v3(cur,vec);
cur[2]+=height;
drawcircball(GL_LINE_LOOP, cur, radius, tmat);
@@ -4797,7 +4797,7 @@ static void drawcone(float *vec, float radius, float height, float tmat[][4])
{
float cur[3];
- VecCopyf(cur,vec);
+ copy_v3_v3(cur,vec);
cur[2]+=height;
drawcircball(GL_LINE_LOOP, cur, radius, tmat);
@@ -4845,9 +4845,9 @@ static int drawmball(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
else UI_ThemeColor(TH_WIRE);
wmGetMatrix(tmat);
- Mat4Invert(imat, tmat);
- Normalize(imat[0]);
- Normalize(imat[1]);
+ invert_m4_m4(imat, tmat);
+ normalize_v3(imat[0]);
+ normalize_v3(imat[1]);
while(ml) {
@@ -4904,14 +4904,14 @@ static void draw_forcefield(Scene *scene, Object *ob)
/* calculus here, is reused in PFIELD_FORCE */
wmGetMatrix(tmat);
- Mat4Invert(imat, tmat);
-// Normalize(imat[0]); // we don't do this because field doesnt scale either... apart from wind!
-// Normalize(imat[1]);
+ invert_m4_m4(imat, tmat);
+// normalize_v3(imat[0]); // we don't do this because field doesnt scale either... apart from wind!
+// normalize_v3(imat[1]);
if (pd->forcefield == PFIELD_WIND) {
float force_val;
- Mat4One(tmat);
+ unit_m4(tmat);
UI_ThemeColorBlend(curcol, TH_BACK, 0.5);
//if (has_ipo_code(ob->ipo, OB_PD_FSTR))
@@ -4947,7 +4947,7 @@ static void draw_forcefield(Scene *scene, Object *ob)
else if (pd->forcefield == PFIELD_VORTEX) {
float ffall_val, force_val;
- Mat4One(tmat);
+ unit_m4(tmat);
//if (has_ipo_code(ob->ipo, OB_PD_FFALL))
// ffall_val = IPO_GetFloatValue(ob->ipo, OB_PD_FFALL, scene->r.cfra);
//else
@@ -5008,7 +5008,7 @@ static void draw_forcefield(Scene *scene, Object *ob)
else if(pd->falloff==PFIELD_FALL_TUBE){
float radius,distance;
- Mat4One(tmat);
+ unit_m4(tmat);
vec[0]=vec[1]=0.0f;
radius=(pd->flag&PFIELD_USEMAXR)?pd->maxrad:1.0f;
@@ -5030,7 +5030,7 @@ static void draw_forcefield(Scene *scene, Object *ob)
else if(pd->falloff==PFIELD_FALL_CONE){
float radius,distance;
- Mat4One(tmat);
+ unit_m4(tmat);
radius=(pd->flag&PFIELD_USEMAXR)?pd->maxrad:1.0f;
radius*=(float)M_PI/180.0f;
@@ -5278,7 +5278,7 @@ static void draw_hooks(Object *ob)
if (md->type==eModifierType_Hook) {
HookModifierData *hmd = (HookModifierData*) md;
- VecMat4MulVecfl(vec, ob->obmat, hmd->cent);
+ mul_v3_m4v3(vec, ob->obmat, hmd->cent);
if(hmd->object) {
setlinestyle(3);
@@ -5310,7 +5310,7 @@ void drawRBpivot(bRigidBodyJointConstraint *data)
if(G.f & G_RENDER_SHADOW)
return;
- EulToMat4(eu,mat);
+ eul_to_mat4(mat,eu);
glLineWidth (4.0f);
setlinestyle(2);
for (axis=0; axis<3; axis++) {
@@ -5319,7 +5319,7 @@ void drawRBpivot(bRigidBodyJointConstraint *data)
dir[axis] = 1.f;
glBegin(GL_LINES);
- Mat4MulVecfl(mat,dir);
+ mul_m4_v3(mat,dir);
v[0] += dir[0];
v[1] += dir[1];
v[2] += dir[2];
@@ -5895,7 +5895,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
vec[0]= vec[1]= vec[2]= 0.0;
wmGetMatrix(tmat);
- Mat4Invert(imat, tmat);
+ invert_m4_m4(imat, tmat);
setlinestyle(2);
drawcircball(GL_LINE_LOOP, vec, ob->inertia, imat);
@@ -5982,7 +5982,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
if (cti->get_target_matrix)
cti->get_target_matrix(curcon, cob, ct, bsystem_time(scene, ob, (float)(scene->r.cfra), give_timeoffset(ob)));
else
- Mat4One(ct->matrix);
+ unit_m4(ct->matrix);
setlinestyle(3);
glBegin(GL_LINES);
diff --git a/source/blender/editors/space_view3d/drawvolume.c b/source/blender/editors/space_view3d/drawvolume.c
index 3c80441b9e6..168e1f8592d 100644
--- a/source/blender/editors/space_view3d/drawvolume.c
+++ b/source/blender/editors/space_view3d/drawvolume.c
@@ -66,7 +66,7 @@
#include "DNA_world_types.h"
#include "BLI_blenlib.h"
-#include "BLI_arithb.h"
+#include "BLI_math.h"
#include "BLI_editVert.h"
#include "BLI_edgehash.h"
#include "BLI_rand.h"
@@ -191,7 +191,7 @@ static int convex(float *p0, float *up, float *a, float *b)
float va[3], vb[3], tmp[3];
VECSUB(va, a, p0);
VECSUB(vb, b, p0);
- Crossf(tmp, va, vb);
+ cross_v3_v3v3(tmp, va, vb);
return INPR(up, tmp) >= 0;
}
@@ -363,7 +363,7 @@ void draw_volume(Scene *scene, ARegion *ar, View3D *v3d, Base *base, GPUTexture
// get view vector
VECCOPY(viewnormal, rv3d->viewinv[2]);
- Normalize(viewnormal);
+ normalize_v3(viewnormal);
// find cube vertex that is closest to the viewer
for (i=0; i<8; i++) {
@@ -433,7 +433,7 @@ void draw_volume(Scene *scene, ARegion *ar, View3D *v3d, Base *base, GPUTexture
break;
VECCOPY(tmp_point, viewnormal);
- VecMulf(tmp_point, -dd*((ds/dd)-(float)n));
+ mul_v3_fl(tmp_point, -dd*((ds/dd)-(float)n));
VECADD(tmp_point2, cv[good_index], tmp_point);
d = INPR(tmp_point2, viewnormal);
diff --git a/source/blender/editors/space_view3d/space_view3d.c b/source/blender/editors/space_view3d/space_view3d.c
index 453f16239fe..d470774f76a 100644
--- a/source/blender/editors/space_view3d/space_view3d.c
+++ b/source/blender/editors/space_view3d/space_view3d.c
@@ -40,7 +40,7 @@
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
-#include "BLI_arithb.h"
+#include "BLI_math.h"
#include "BLI_rand.h"
#include "BKE_action.h"
diff --git a/source/blender/editors/space_view3d/view3d_buttons.c b/source/blender/editors/space_view3d/view3d_buttons.c
index 608a22ea529..d3a922af67e 100644
--- a/source/blender/editors/space_view3d/view3d_buttons.c
+++ b/source/blender/editors/space_view3d/view3d_buttons.c
@@ -52,7 +52,7 @@
#include "MEM_guardedalloc.h"
-#include "BLI_arithb.h"
+#include "BLI_math.h"
#include "BLI_blenlib.h"
#include "BLI_editVert.h"
#include "BLI_rand.h"
@@ -176,7 +176,7 @@ static void v3d_editvertex_buts(const bContext *C, uiLayout *layout, View3D *v3d
if(eve->f & SELECT) {
evedef= eve;
tot++;
- VecAddf(median, median, eve->co);
+ add_v3_v3v3(median, median, eve->co);
}
eve= eve->next;
}
@@ -232,18 +232,18 @@ static void v3d_editvertex_buts(const bContext *C, uiLayout *layout, View3D *v3d
a= nu->pntsu;
while(a--) {
if(bezt->f2 & SELECT) {
- VecAddf(median, median, bezt->vec[1]);
+ add_v3_v3v3(median, median, bezt->vec[1]);
tot++;
median[4]+= bezt->weight;
totweight++;
}
else {
if(bezt->f1 & SELECT) {
- VecAddf(median, median, bezt->vec[0]);
+ add_v3_v3v3(median, median, bezt->vec[0]);
tot++;
}
if(bezt->f3 & SELECT) {
- VecAddf(median, median, bezt->vec[2]);
+ add_v3_v3v3(median, median, bezt->vec[2]);
tot++;
}
}
@@ -255,7 +255,7 @@ static void v3d_editvertex_buts(const bContext *C, uiLayout *layout, View3D *v3d
a= nu->pntsu*nu->pntsv;
while(a--) {
if(bp->f1 & SELECT) {
- VecAddf(median, median, bp->vec);
+ add_v3_v3v3(median, median, bp->vec);
median[3]+= bp->vec[3];
totw++;
tot++;
@@ -277,7 +277,7 @@ static void v3d_editvertex_buts(const bContext *C, uiLayout *layout, View3D *v3d
bp= lt->editlatt->def;
while(a--) {
if(bp->f1 & SELECT) {
- VecAddf(median, median, bp->vec);
+ add_v3_v3v3(median, median, bp->vec);
tot++;
median[4]+= bp->weight;
totweight++;
@@ -296,7 +296,7 @@ static void v3d_editvertex_buts(const bContext *C, uiLayout *layout, View3D *v3d
if(totweight) median[4] /= (float)totweight;
if(v3d->flag & V3D_GLOBAL_STATS)
- Mat4MulVecfl(ob->obmat, median);
+ mul_m4_v3(ob->obmat, median);
if(block) { // buttons
int but_y;
@@ -371,11 +371,11 @@ static void v3d_editvertex_buts(const bContext *C, uiLayout *layout, View3D *v3d
memcpy(ve_median, tfp->ve_median, sizeof(tfp->ve_median));
if(v3d->flag & V3D_GLOBAL_STATS) {
- Mat4Invert(ob->imat, ob->obmat);
- Mat4MulVecfl(ob->imat, median);
- Mat4MulVecfl(ob->imat, ve_median);
+ invert_m4_m4(ob->imat, ob->obmat);
+ mul_m4_v3(ob->imat, median);
+ mul_m4_v3(ob->imat, ve_median);
}
- VecSubf(median, ve_median, median);
+ sub_v3_v3v3(median, ve_median, median);
median[3]= ve_median[3]-median[3];
median[4]= ve_median[4]-median[4];
@@ -388,7 +388,7 @@ static void v3d_editvertex_buts(const bContext *C, uiLayout *layout, View3D *v3d
eve= em->verts.first;
while(eve) {
if(eve->f & SELECT) {
- VecAddf(eve->co, eve->co, median);
+ add_v3_v3v3(eve->co, eve->co, median);
}
eve= eve->next;
}
@@ -423,17 +423,17 @@ static void v3d_editvertex_buts(const bContext *C, uiLayout *layout, View3D *v3d
a= nu->pntsu;
while(a--) {
if(bezt->f2 & SELECT) {
- VecAddf(bezt->vec[0], bezt->vec[0], median);
- VecAddf(bezt->vec[1], bezt->vec[1], median);
- VecAddf(bezt->vec[2], bezt->vec[2], median);
+ add_v3_v3v3(bezt->vec[0], bezt->vec[0], median);
+ add_v3_v3v3(bezt->vec[1], bezt->vec[1], median);
+ add_v3_v3v3(bezt->vec[2], bezt->vec[2], median);
bezt->weight+= median[4];
}
else {
if(bezt->f1 & SELECT) {
- VecAddf(bezt->vec[0], bezt->vec[0], median);
+ add_v3_v3v3(bezt->vec[0], bezt->vec[0], median);
}
if(bezt->f3 & SELECT) {
- VecAddf(bezt->vec[2], bezt->vec[2], median);
+ add_v3_v3v3(bezt->vec[2], bezt->vec[2], median);
}
}
bezt++;
@@ -444,7 +444,7 @@ static void v3d_editvertex_buts(const bContext *C, uiLayout *layout, View3D *v3d
a= nu->pntsu*nu->pntsv;
while(a--) {
if(bp->f1 & SELECT) {
- VecAddf(bp->vec, bp->vec, median);
+ add_v3_v3v3(bp->vec, bp->vec, median);
bp->vec[3]+= median[3];
bp->weight+= median[4];
}
@@ -466,7 +466,7 @@ static void v3d_editvertex_buts(const bContext *C, uiLayout *layout, View3D *v3d
bp= lt->editlatt->def;
while(a--) {
if(bp->f1 & SELECT) {
- VecAddf(bp->vec, bp->vec, median);
+ add_v3_v3v3(bp->vec, bp->vec, median);
bp->weight+= median[4];
}
bp++;
@@ -606,13 +606,13 @@ static void v3d_posearmature_buts(uiLayout *layout, View3D *v3d, Object *ob, flo
if (pchan->rotmode == ROT_MODE_AXISANGLE) {
float quat[4];
/* convert to euler, passing through quats... */
- AxisAngleToQuat(quat, pchan->rotAxis, pchan->rotAngle);
- QuatToEul(quat, tfp->ob_eul);
+ axis_angle_to_quat(quat, pchan->rotAxis, pchan->rotAngle);
+ quat_to_eul( tfp->ob_eul,quat);
}
else if (pchan->rotmode == ROT_MODE_QUAT)
- QuatToEul(pchan->quat, tfp->ob_eul);
+ quat_to_eul( tfp->ob_eul,pchan->quat);
else
- VecCopyf(tfp->ob_eul, pchan->eul);
+ copy_v3_v3(tfp->ob_eul, pchan->eul);
tfp->ob_eul[0]*= 180.0/M_PI;
tfp->ob_eul[1]*= 180.0/M_PI;
tfp->ob_eul[2]*= 180.0/M_PI;
@@ -823,13 +823,13 @@ static void do_view3d_region_buttons(bContext *C, void *arg, int event)
if (pchan->rotmode == ROT_MODE_AXISANGLE) {
float quat[4];
/* convert to axis-angle, passing through quats */
- EulToQuat(eul, quat);
- QuatToAxisAngle(quat, pchan->rotAxis, &pchan->rotAngle);
+ eul_to_quat( quat,eul);
+ quat_to_axis_angle( pchan->rotAxis, &pchan->rotAngle,quat);
}
else if (pchan->rotmode == ROT_MODE_QUAT)
- EulToQuat(eul, pchan->quat);
+ eul_to_quat( pchan->quat,eul);
else
- VecCopyf(pchan->eul, eul);
+ copy_v3_v3(pchan->eul, eul);
}
/* no break, pass on */
case B_ARMATUREPANEL2:
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index 2879dc3ed22..ee0830e85da 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -48,7 +48,7 @@
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
-#include "BLI_arithb.h"
+#include "BLI_math.h"
#include "BLI_rand.h"
#include "BKE_anim.h"
@@ -251,7 +251,7 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, char **grid_u
vec4[0]=vec4[1]=vec4[2]=0.0;
vec4[3]= 1.0;
- Mat4MulVec4fl(rv3d->persmat, vec4);
+ mul_m4_v4(rv3d->persmat, vec4);
fx= vec4[0];
fy= vec4[1];
fw= vec4[3];
@@ -266,7 +266,7 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, char **grid_u
vec4[2]= 0.0;
vec4[3]= 1.0;
- Mat4MulVec4fl(rv3d->persmat, vec4);
+ mul_m4_v4(rv3d->persmat, vec4);
fx= vec4[0];
fy= vec4[1];
fw= vec4[3];
@@ -596,7 +596,7 @@ static void draw_view_axis(RegionView3D *rv3d)
/* X */
vec[0] = vec[3] = 1;
vec[1] = vec[2] = 0;
- QuatMulVecf(rv3d->viewquat, vec);
+ mul_qt_v3(rv3d->viewquat, vec);
UI_make_axis_color((char *)gridcol, (char *)col, 'x');
rgb_to_hsv(col[0]/255.0f, col[1]/255.0f, col[2]/255.0f, &h, &s, &v);
@@ -616,7 +616,7 @@ static void draw_view_axis(RegionView3D *rv3d)
/* Y */
vec[1] = vec[3] = 1;
vec[0] = vec[2] = 0;
- QuatMulVecf(rv3d->viewquat, vec);
+ mul_qt_v3(rv3d->viewquat, vec);
UI_make_axis_color((char *)gridcol, (char *)col, 'y');
rgb_to_hsv(col[0]/255.0f, col[1]/255.0f, col[2]/255.0f, &h, &s, &v);
@@ -636,7 +636,7 @@ static void draw_view_axis(RegionView3D *rv3d)
/* Z */
vec[2] = vec[3] = 1;
vec[1] = vec[0] = 0;
- QuatMulVecf(rv3d->viewquat, vec);
+ mul_qt_v3(rv3d->viewquat, vec);
UI_make_axis_color((char *)gridcol, (char *)col, 'z');
rgb_to_hsv(col[0]/255.0f, col[1]/255.0f, col[2]/255.0f, &h, &s, &v);
@@ -1558,7 +1558,7 @@ static void draw_dupli_objects_color(Scene *scene, ARegion *ar, View3D *v3d, Bas
/* need this for next part of code */
bb= object_get_boundbox(dob->ob);
- Mat4One(dob->ob->obmat); /* obmat gets restored */
+ unit_m4(dob->ob->obmat); /* obmat gets restored */
displist= glGenLists(1);
glNewList(displist, GL_COMPILE);
@@ -1576,7 +1576,7 @@ static void draw_dupli_objects_color(Scene *scene, ARegion *ar, View3D *v3d, Bas
wmLoadMatrix(rv3d->viewmat);
}
else {
- Mat4CpyMat4(dob->ob->obmat, dob->mat);
+ copy_m4_m4(dob->ob->obmat, dob->mat);
draw_object(scene, ar, v3d, &tbase, DRAW_CONSTCOLOR);
}
@@ -1689,9 +1689,9 @@ void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (* func)(void *))
setwinmatrixview3d(ar, v3d, NULL); /* 0= no pick rect */
setviewmatrixview3d(scene, v3d, rv3d); /* note: calls where_is_object for camera... */
- Mat4MulMat4(rv3d->persmat, rv3d->viewmat, rv3d->winmat);
- Mat4Invert(rv3d->persinv, rv3d->persmat);
- Mat4Invert(rv3d->viewinv, rv3d->viewmat);
+ mul_m4_m4m4(rv3d->persmat, rv3d->viewmat, rv3d->winmat);
+ invert_m4_m4(rv3d->persinv, rv3d->persmat);
+ invert_m4_m4(rv3d->viewinv, rv3d->viewmat);
glClear(GL_DEPTH_BUFFER_BIT);
@@ -1899,29 +1899,29 @@ static void view3d_main_area_setup_view(Scene *scene, View3D *v3d, ARegion *ar,
/* setup window matrices */
if(winmat)
- Mat4CpyMat4(rv3d->winmat, winmat);
+ copy_m4_m4(rv3d->winmat, winmat);
else
setwinmatrixview3d(ar, v3d, NULL); /* NULL= no pickrect */
/* setup view matrix */
if(viewmat)
- Mat4CpyMat4(rv3d->viewmat, viewmat);
+ copy_m4_m4(rv3d->viewmat, viewmat);
else
setviewmatrixview3d(scene, v3d, rv3d); /* note: calls where_is_object for camera... */
/* update utilitity matrices */
- Mat4MulMat4(rv3d->persmat, rv3d->viewmat, rv3d->winmat);
- Mat4Invert(rv3d->persinv, rv3d->persmat);
- Mat4Invert(rv3d->viewinv, rv3d->viewmat);
+ mul_m4_m4m4(rv3d->persmat, rv3d->viewmat, rv3d->winmat);
+ invert_m4_m4(rv3d->persinv, rv3d->persmat);
+ invert_m4_m4(rv3d->viewinv, rv3d->viewmat);
/* calculate pixelsize factor once, is used for lamps and obcenters */
{
float len1, len2, vec[3];
VECCOPY(vec, rv3d->persinv[0]);
- len1= Normalize(vec);
+ len1= normalize_v3(vec);
VECCOPY(vec, rv3d->persinv[1]);
- len2= Normalize(vec);
+ len2= normalize_v3(vec);
rv3d->pixsize= 2.0f*(len1>len2?len1:len2);
diff --git a/source/blender/editors/space_view3d/view3d_edit.c b/source/blender/editors/space_view3d/view3d_edit.c
index 49f2ece0bc4..6ef08a1c217 100644
--- a/source/blender/editors/space_view3d/view3d_edit.c
+++ b/source/blender/editors/space_view3d/view3d_edit.c
@@ -46,7 +46,7 @@
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
-#include "BLI_arithb.h"
+#include "BLI_math.h"
#include "BLI_rand.h"
#include "BKE_action.h"
@@ -141,12 +141,12 @@ static void view3d_boxview_clip(ScrArea *sa)
}
/* normals for plane equations */
- CalcNormFloat(bb->vec[0], bb->vec[1], bb->vec[4], clip[0]);
- CalcNormFloat(bb->vec[1], bb->vec[2], bb->vec[5], clip[1]);
- CalcNormFloat(bb->vec[2], bb->vec[3], bb->vec[6], clip[2]);
- CalcNormFloat(bb->vec[3], bb->vec[0], bb->vec[7], clip[3]);
- CalcNormFloat(bb->vec[4], bb->vec[5], bb->vec[6], clip[4]);
- CalcNormFloat(bb->vec[0], bb->vec[2], bb->vec[1], clip[5]);
+ normal_tri_v3( clip[0],bb->vec[0], bb->vec[1], bb->vec[4]);
+ normal_tri_v3( clip[1],bb->vec[1], bb->vec[2], bb->vec[5]);
+ normal_tri_v3( clip[2],bb->vec[2], bb->vec[3], bb->vec[6]);
+ normal_tri_v3( clip[3],bb->vec[3], bb->vec[0], bb->vec[7]);
+ normal_tri_v3( clip[4],bb->vec[4], bb->vec[5], bb->vec[6]);
+ normal_tri_v3( clip[5],bb->vec[0], bb->vec[2], bb->vec[1]);
/* then plane equations */
for(val=0; val<5; val++) {
@@ -299,7 +299,7 @@ static void viewops_data(bContext *C, wmOperator *op, wmEvent *event)
/* If there's no selection, lastofs is unmodified and last value since static */
calculateTransformCenter(C, event, V3D_CENTROID, lastofs);
VECCOPY(vod->obofs, lastofs);
- VecMulf(vod->obofs, -1.0f);
+ mul_v3_fl(vod->obofs, -1.0f);
}
/* lookup, we dont pass on v3d to prevent confusement */
@@ -422,13 +422,13 @@ static void viewrotate_apply(ViewOpsData *vod, int x, int y)
calctrackballvec(&vod->ar->winrct, x, y, newvec);
- VecSubf(dvec, newvec, vod->trackvec);
+ sub_v3_v3v3(dvec, newvec, vod->trackvec);
si= sqrt(dvec[0]*dvec[0]+ dvec[1]*dvec[1]+ dvec[2]*dvec[2]);
si/= (2.0*TRACKBALLSIZE);
- Crossf(q1+1, vod->trackvec, newvec);
- Normalize(q1+1);
+ cross_v3_v3v3(q1+1, vod->trackvec, newvec);
+ normalize_v3(q1+1);
/* Allow for rotation beyond the interval
* [-pi, pi] */
@@ -447,19 +447,19 @@ static void viewrotate_apply(ViewOpsData *vod, int x, int y)
q1[1]*= si;
q1[2]*= si;
q1[3]*= si;
- QuatMul(rv3d->viewquat, q1, vod->oldquat);
+ mul_qt_qtqt(rv3d->viewquat, q1, vod->oldquat);
if (use_sel) {
/* compute the post multiplication quat, to rotate the offset correctly */
QUATCOPY(q1, vod->oldquat);
- QuatConj(q1);
- QuatMul(q1, q1, rv3d->viewquat);
+ conjugate_qt(q1);
+ mul_qt_qtqt(q1, q1, rv3d->viewquat);
- QuatConj(q1); /* conj == inv for unit quat */
+ conjugate_qt(q1); /* conj == inv for unit quat */
VECCOPY(rv3d->ofs, vod->ofs);
- VecSubf(rv3d->ofs, rv3d->ofs, vod->obofs);
- QuatMulVecf(q1, rv3d->ofs);
- VecAddf(rv3d->ofs, rv3d->ofs, vod->obofs);
+ sub_v3_v3v3(rv3d->ofs, rv3d->ofs, vod->obofs);
+ mul_qt_v3(q1, rv3d->ofs);
+ add_v3_v3v3(rv3d->ofs, rv3d->ofs, vod->obofs);
}
}
else {
@@ -475,12 +475,12 @@ static void viewrotate_apply(ViewOpsData *vod, int x, int y)
const float sensitivity = 0.0035;
/* Get the 3x3 matrix and its inverse from the quaternion */
- QuatToMat3(rv3d->viewquat, m);
- Mat3Inv(m_inv,m);
+ quat_to_mat3( m,rv3d->viewquat);
+ invert_m3_m3(m_inv,m);
/* Determine the direction of the x vector (for rotating up and down) */
/* This can likely be compuated directly from the quaternion. */
- Mat3MulVecfl(m_inv,xvec);
+ mul_m3_v3(m_inv,xvec);
/* Perform the up/down rotation */
phi = sensitivity * -(y - vod->oldy);
@@ -489,13 +489,13 @@ static void viewrotate_apply(ViewOpsData *vod, int x, int y)
q1[1] = si * xvec[0];
q1[2] = si * xvec[1];
q1[3] = si * xvec[2];
- QuatMul(rv3d->viewquat, rv3d->viewquat, q1);
+ mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, q1);
if (use_sel) {
- QuatConj(q1); /* conj == inv for unit quat */
- VecSubf(rv3d->ofs, rv3d->ofs, vod->obofs);
- QuatMulVecf(q1, rv3d->ofs);
- VecAddf(rv3d->ofs, rv3d->ofs, vod->obofs);
+ conjugate_qt(q1); /* conj == inv for unit quat */
+ sub_v3_v3v3(rv3d->ofs, rv3d->ofs, vod->obofs);
+ mul_qt_v3(q1, rv3d->ofs);
+ add_v3_v3v3(rv3d->ofs, rv3d->ofs, vod->obofs);
}
/* Perform the orbital rotation */
@@ -503,13 +503,13 @@ static void viewrotate_apply(ViewOpsData *vod, int x, int y)
q1[0] = cos(phi);
q1[1] = q1[2] = 0.0;
q1[3] = sin(phi);
- QuatMul(rv3d->viewquat, rv3d->viewquat, q1);
+ mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, q1);
if (use_sel) {
- QuatConj(q1);
- VecSubf(rv3d->ofs, rv3d->ofs, vod->obofs);
- QuatMulVecf(q1, rv3d->ofs);
- VecAddf(rv3d->ofs, rv3d->ofs, vod->obofs);
+ conjugate_qt(q1);
+ sub_v3_v3v3(rv3d->ofs, rv3d->ofs, vod->obofs);
+ mul_qt_v3(q1, rv3d->ofs);
+ add_v3_v3v3(rv3d->ofs, rv3d->ofs, vod->obofs);
}
}
@@ -519,17 +519,17 @@ static void viewrotate_apply(ViewOpsData *vod, int x, int y)
float viewmat[3][3];
- QuatToMat3(rv3d->viewquat, viewmat);
+ quat_to_mat3( viewmat,rv3d->viewquat);
for (i = 0 ; i < 39; i++){
float snapmat[3][3];
float view = (int)snapquats[i][4];
- QuatToMat3(snapquats[i], snapmat);
+ quat_to_mat3( snapmat,snapquats[i]);
- if ((Inpf(snapmat[0], viewmat[0]) > thres) &&
- (Inpf(snapmat[1], viewmat[1]) > thres) &&
- (Inpf(snapmat[2], viewmat[2]) > thres)){
+ if ((dot_v3v3(snapmat[0], viewmat[0]) > thres) &&
+ (dot_v3v3(snapmat[1], viewmat[1]) > thres) &&
+ (dot_v3v3(snapmat[2], viewmat[2]) > thres)){
QUATCOPY(rv3d->viewquat, snapquats[i]);
@@ -678,7 +678,7 @@ static void viewmove_apply(ViewOpsData *vod, int x, int y)
float dvec[3];
window_to_3d_delta(vod->ar, dvec, x-vod->oldx, y-vod->oldy);
- VecAddf(vod->rv3d->ofs, vod->rv3d->ofs, dvec);
+ add_v3_v3v3(vod->rv3d->ofs, vod->rv3d->ofs, dvec);
if(vod->rv3d->viewlock & RV3D_BOXVIEW)
view3d_boxview_sync(vod->sa, vod->ar);
@@ -868,9 +868,9 @@ static void viewzoom_apply(ViewOpsData *vod, int x, int y)
upvec[0] = upvec[1] = 0.0f;
upvec[2] = (vod->dist0 - vod->rv3d->dist) * vod->grid;
vod->rv3d->dist = vod->dist0;
- Mat3CpyMat4(mat, vod->rv3d->viewinv);
- Mat3MulVecfl(mat, upvec);
- VecAddf(vod->rv3d->ofs, vod->rv3d->ofs, upvec);
+ copy_m3_m4(mat, vod->rv3d->viewinv);
+ mul_m3_v3(mat, upvec);
+ add_v3_v3v3(vod->rv3d->ofs, vod->rv3d->ofs, upvec);
} else {
/* these limits were in old code too */
if(vod->rv3d->dist<0.001*vod->grid) vod->rv3d->dist= 0.001*vod->grid;
@@ -1142,10 +1142,10 @@ static int viewcenter_exec(bContext *C, wmOperator *op) /* like a localview with
if(pchan->bone->layer & arm->layer) {
ok= 1;
VECCOPY(vec, pchan->pose_head);
- Mat4MulVecfl(ob->obmat, vec);
+ mul_m4_v3(ob->obmat, vec);
DO_MINMAX(vec, min, max);
VECCOPY(vec, pchan->pose_tail);
- Mat4MulVecfl(ob->obmat, vec);
+ mul_m4_v3(ob->obmat, vec);
DO_MINMAX(vec, min, max);
}
}
@@ -1401,7 +1401,7 @@ static int view3d_zoom_border_exec(bContext *C, wmOperator *op)
dvec[1] = p[1]-p_corner[1];
dvec[2] = p[2]-p_corner[2];
- new_dist = VecLength(dvec);
+ new_dist = len_v3(dvec);
if(new_dist <= v3d->near*1.5) new_dist= v3d->near*1.5;
new_ofs[0] = -p[0];
@@ -1430,7 +1430,7 @@ static int view3d_zoom_border_exec(bContext *C, wmOperator *op)
window_to_3d_delta(ar, dvec, (rect.xmin+rect.xmax-vb[0])/2, (rect.ymin+rect.ymax-vb[1])/2);
/* center the view to the center of the rectangle */
- VecSubf(new_ofs, new_ofs, dvec);
+ sub_v3_v3v3(new_ofs, new_ofs, dvec);
}
/* work out the ratios, so that everything selected fits when we zoom */
@@ -1524,9 +1524,9 @@ static void axis_set_view(bContext *C, float q1, float q2, float q3, float q4, s
/* same as transform manipulator when normal is set */
ED_getTransformOrientationMatrix(C, twmat, TRUE);
- Mat3ToQuat(twmat, obact_quat);
- QuatInv(obact_quat);
- QuatMul(new_quat, new_quat, obact_quat);
+ mat3_to_quat( obact_quat,twmat);
+ invert_qt(obact_quat);
+ mul_qt_qtqt(new_quat, new_quat, obact_quat);
rv3d->view= view= 0;
}
@@ -1704,14 +1704,14 @@ static int vieworbit_exec(bContext *C, wmOperator *op)
q1[0]= (float)cos(phi);
q1[1]= q1[2]= 0.0;
q1[3]= si;
- QuatMul(rv3d->viewquat, rv3d->viewquat, q1);
+ mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, q1);
rv3d->view= 0;
}
if(orbitdir == V3D_VIEW_STEPDOWN || orbitdir == V3D_VIEW_STEPUP) {
/* horizontal axis */
VECCOPY(q1+1, rv3d->viewinv[0]);
- Normalize(q1+1);
+ normalize_v3(q1+1);
phi= (float)(M_PI/360.0)*U.pad_rot_angle;
if(orbitdir == V3D_VIEW_STEPDOWN) phi= -phi;
si= (float)sin(phi);
@@ -1719,7 +1719,7 @@ static int vieworbit_exec(bContext *C, wmOperator *op)
q1[1]*= si;
q1[2]*= si;
q1[3]*= si;
- QuatMul(rv3d->viewquat, rv3d->viewquat, q1);
+ mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, q1);
rv3d->view= 0;
}
ED_region_tag_redraw(ar);
@@ -1881,7 +1881,7 @@ static int view3d_clipping_exec(bContext *C, wmOperator *op)
/* then plane equations */
for(val=0; val<4; val++) {
- CalcNormFloat(rv3d->clipbb->vec[val], rv3d->clipbb->vec[val==3?0:val+1], rv3d->clipbb->vec[val+4], rv3d->clip[val]);
+ normal_tri_v3( rv3d->clip[val],rv3d->clipbb->vec[val], rv3d->clipbb->vec[val==3?0:val+1], rv3d->clipbb->vec[val+4]);
rv3d->clip[val][3]= - rv3d->clip[val][0]*rv3d->clipbb->vec[val][0]
- rv3d->clip[val][1]*rv3d->clipbb->vec[val][1]
@@ -1960,7 +1960,7 @@ static int set_3dcursor_invoke(bContext *C, wmOperator *op, wmEvent *event)
if(mval[0]!=IS_CLIPPED) {
window_to_3d_delta(ar, dvec, mval[0]-mx, mval[1]-my);
- VecSubf(fp, fp, dvec);
+ sub_v3_v3v3(fp, fp, dvec);
}
else {
@@ -2247,9 +2247,9 @@ void viewmoveNDOFfly(ARegion *ar, View3D *v3d, int mode)
m_dist = rv3d->dist;
upvec[0] = upvec[1] = 0;
upvec[2] = rv3d->dist;
- Mat3CpyMat4(mat, rv3d->viewinv);
- Mat3MulVecfl(mat, upvec);
- VecSubf(rv3d->ofs, rv3d->ofs, upvec);
+ copy_m3_m4(mat, rv3d->viewinv);
+ mul_m3_v3(mat, upvec);
+ sub_v3_v3v3(rv3d->ofs, rv3d->ofs, upvec);
rv3d->dist = 0.0;
}
@@ -2263,16 +2263,16 @@ void viewmoveNDOFfly(ARegion *ar, View3D *v3d, int mode)
// rotate device x and y by view z
- Mat3CpyMat4(mat, rv3d->viewinv);
+ copy_m3_m4(mat, rv3d->viewinv);
mat[2][2] = 0.0f;
- Mat3MulVecfl(mat, rvec);
+ mul_m3_v3(mat, rvec);
// rotate the view
- phi = Normalize(rvec);
+ phi = normalize_v3(rvec);
if(phi != 0) {
- VecRotToQuat(rvec,phi,q1);
- QuatMul(rv3d->viewquat, rv3d->viewquat, q1);
+ axis_angle_to_quat(q1,rvec,phi);
+ mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, q1);
}
@@ -2285,13 +2285,13 @@ void viewmoveNDOFfly(ARegion *ar, View3D *v3d, int mode)
// the next three lines rotate the x and y translation coordinates
// by the current z axis angle
- Mat3CpyMat4(mat, rv3d->viewinv);
+ copy_m3_m4(mat, rv3d->viewinv);
mat[2][2] = 0.0f;
- Mat3MulVecfl(mat, tvec);
+ mul_m3_v3(mat, tvec);
// translate the view
- VecSubf(rv3d->ofs, rv3d->ofs, tvec);
+ sub_v3_v3v3(rv3d->ofs, rv3d->ofs, tvec);
/*----------------------------------------------------
@@ -2350,9 +2350,9 @@ void viewmoveNDOF(Scene *scene, ARegion *ar, View3D *v3d, int mode)
rv3d->dist = m_dist;
upvec[0] = upvec[1] = 0;
upvec[2] = rv3d->dist;
- Mat3CpyMat4(mat, rv3d->viewinv);
- Mat3MulVecfl(mat, upvec);
- VecAddf(rv3d->ofs, rv3d->ofs, upvec);
+ copy_m3_m4(mat, rv3d->viewinv);
+ mul_m3_v3(mat, upvec);
+ add_v3_v3v3(rv3d->ofs, rv3d->ofs, upvec);
}
/*----------------------------------------------------
@@ -2414,8 +2414,8 @@ void viewmoveNDOF(Scene *scene, ARegion *ar, View3D *v3d, int mode)
d = 1.0f;
/* if (ob) {
- VecSubf(diff, obofs, rv3d->ofs);
- d = VecLength(diff);
+ sub_v3_v3v3(diff, obofs, rv3d->ofs);
+ d = len_v3(diff);
}
*/
@@ -2430,7 +2430,7 @@ void viewmoveNDOF(Scene *scene, ARegion *ar, View3D *v3d, int mode)
dvec[0] = curareaX * rv3d->persinv[0][0] + curareaY * rv3d->persinv[1][0];
dvec[1] = curareaX * rv3d->persinv[0][1] + curareaY * rv3d->persinv[1][1];
dvec[2] = curareaX * rv3d->persinv[0][2] + curareaY * rv3d->persinv[1][2];
- VecAddf(rv3d->ofs, rv3d->ofs, dvec);
+ add_v3_v3v3(rv3d->ofs, rv3d->ofs, dvec);
/*----------------------------------------------------
* ndof device dolly
@@ -2455,14 +2455,14 @@ void viewmoveNDOF(Scene *scene, ARegion *ar, View3D *v3d, int mode)
*/
/* Get the 3x3 matrix and its inverse from the quaternion */
- QuatToMat3(rv3d->viewquat, m);
- Mat3Inv(m_inv,m);
+ quat_to_mat3( m,rv3d->viewquat);
+ invert_m3_m3(m_inv,m);
/* Determine the direction of the x vector (for rotating up and down) */
/* This can likely be compuated directly from the quaternion. */
- Mat3MulVecfl(m_inv,xvec);
- Mat3MulVecfl(m_inv,yvec);
- Mat3MulVecfl(m_inv,zvec);
+ mul_m3_v3(m_inv,xvec);
+ mul_m3_v3(m_inv,yvec);
+ mul_m3_v3(m_inv,zvec);
/* Perform the up/down rotation */
phi = sbadjust * rsens * /*0.5f * */ fval[3]; /* spin vertically half as fast as horizontally */
@@ -2471,13 +2471,13 @@ void viewmoveNDOF(Scene *scene, ARegion *ar, View3D *v3d, int mode)
q1[1] = si * xvec[0];
q1[2] = si * xvec[1];
q1[3] = si * xvec[2];
- QuatMul(rv3d->viewquat, rv3d->viewquat, q1);
+ mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, q1);
if (use_sel) {
- QuatConj(q1); /* conj == inv for unit quat */
- VecSubf(rv3d->ofs, rv3d->ofs, obofs);
- QuatMulVecf(q1, rv3d->ofs);
- VecAddf(rv3d->ofs, rv3d->ofs, obofs);
+ conjugate_qt(q1); /* conj == inv for unit quat */
+ sub_v3_v3v3(rv3d->ofs, rv3d->ofs, obofs);
+ mul_qt_v3(q1, rv3d->ofs);
+ add_v3_v3v3(rv3d->ofs, rv3d->ofs, obofs);
}
/* Perform the orbital rotation */
@@ -2496,13 +2496,13 @@ void viewmoveNDOF(Scene *scene, ARegion *ar, View3D *v3d, int mode)
q1[0] = cos(phi);
q1[1] = q1[2] = 0.0;
q1[3] = sin(phi);
- QuatMul(rv3d->viewquat, rv3d->viewquat, q1);
+ mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, q1);
if (use_sel) {
- QuatConj(q1);
- VecSubf(rv3d->ofs, rv3d->ofs, obofs);
- QuatMulVecf(q1, rv3d->ofs);
- VecAddf(rv3d->ofs, rv3d->ofs, obofs);
+ conjugate_qt(q1);
+ sub_v3_v3v3(rv3d->ofs, rv3d->ofs, obofs);
+ mul_qt_v3(q1, rv3d->ofs);
+ add_v3_v3v3(rv3d->ofs, rv3d->ofs, obofs);
}
/*----------------------------------------------------
diff --git a/source/blender/editors/space_view3d/view3d_header.c b/source/blender/editors/space_view3d/view3d_header.c
index d37c81904cf..7e2f41b369b 100644
--- a/source/blender/editors/space_view3d/view3d_header.c
+++ b/source/blender/editors/space_view3d/view3d_header.c
@@ -85,7 +85,7 @@
#include "BIF_gl.h"
#include "BIF_glutil.h"
-#include "BLI_arithb.h"
+#include "BLI_math.h"
#include "BLI_blenlib.h"
#include "BLI_editVert.h"
@@ -635,7 +635,7 @@ void do_view3d_transform_moveaxismenu(bContext *C, void *arg, int event)
#if 0
float mat[3][3];
- Mat3One(mat);
+ unit_m3(mat);
switch(event)
{
@@ -702,7 +702,7 @@ void do_view3d_transform_rotateaxismenu(bContext *C, void *arg, int event)
#if 0
float mat[3][3];
- Mat3One(mat);
+ unit_m3(mat);
switch(event)
{
@@ -769,7 +769,7 @@ void do_view3d_transform_scaleaxismenu(bContext *C, void *arg, int event)
#if 0
float mat[3][3];
- Mat3One(mat);
+ unit_m3(mat);
switch(event)
{
diff --git a/source/blender/editors/space_view3d/view3d_ops.c b/source/blender/editors/space_view3d/view3d_ops.c
index adda08202c0..b8945c849ae 100644
--- a/source/blender/editors/space_view3d/view3d_ops.c
+++ b/source/blender/editors/space_view3d/view3d_ops.c
@@ -39,7 +39,7 @@
#include "DNA_view3d_types.h"
#include "DNA_windowmanager_types.h"
-#include "BLI_arithb.h"
+#include "BLI_math.h"
#include "BLI_blenlib.h"
#include "BKE_context.h"
diff --git a/source/blender/editors/space_view3d/view3d_select.c b/source/blender/editors/space_view3d/view3d_select.c
index 2505110d766..4b35cd186e6 100644
--- a/source/blender/editors/space_view3d/view3d_select.c
+++ b/source/blender/editors/space_view3d/view3d_select.c
@@ -49,7 +49,7 @@
#include "MEM_guardedalloc.h"
-#include "BLI_arithb.h"
+#include "BLI_math.h"
#include "BLI_blenlib.h"
#include "BLI_editVert.h"
#include "BLI_rand.h"
@@ -120,7 +120,7 @@ void view3d_get_view_aligned_coordinate(ViewContext *vc, float *fp, short mval[2
if(mval[0]!=IS_CLIPPED) {
window_to_3d_delta(vc->ar, dvec, mval[0]-mx, mval[1]-my);
- VecSubf(fp, fp, dvec);
+ sub_v3_v3v3(fp, fp, dvec);
}
}
@@ -129,7 +129,7 @@ void view3d_get_transformation(ViewContext *vc, Object *ob, bglMats *mats)
float cpy[4][4];
int i, j;
- Mat4MulMat4(cpy, ob->obmat, vc->rv3d->viewmat);
+ mul_m4_m4m4(cpy, ob->obmat, vc->rv3d->viewmat);
for(i = 0; i < 4; ++i) {
for(j = 0; j < 4; ++j) {
@@ -326,9 +326,9 @@ int lasso_inside_edge(short mcords[][2], short moves, int x0, int y0, int x1, in
/* no points in lasso, so we have to intersect with lasso edge */
- if( IsectLL2Ds(mcords[0], mcords[moves-1], v1, v2) > 0) return 1;
+ if( isect_line_line_v2_short(mcords[0], mcords[moves-1], v1, v2) > 0) return 1;
for(a=0; a<moves-1; a++) {
- if( IsectLL2Ds(mcords[a], mcords[a+1], v1, v2) > 0) return 1;
+ if( isect_line_line_v2_short(mcords[a], mcords[a+1], v1, v2) > 0) return 1;
}
return 0;
@@ -349,10 +349,10 @@ static void do_lasso_select_pose(ViewContext *vc, short mcords[][2], short moves
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
VECCOPY(vec, pchan->pose_head);
- Mat4MulVecfl(ob->obmat, vec);
+ mul_m4_v3(ob->obmat, vec);
project_short(vc->ar, vec, sco1);
VECCOPY(vec, pchan->pose_tail);
- Mat4MulVecfl(ob->obmat, vec);
+ mul_m4_v3(ob->obmat, vec);
project_short(vc->ar, vec, sco2);
if(lasso_inside_edge(mcords, moves, sco1[0], sco1[1], sco2[0], sco2[1])) {
@@ -625,10 +625,10 @@ static void do_lasso_select_armature(ViewContext *vc, short mcords[][2], short m
for (ebone= arm->edbo->first; ebone; ebone=ebone->next) {
VECCOPY(vec, ebone->head);
- Mat4MulVecfl(vc->obedit->obmat, vec);
+ mul_m4_v3(vc->obedit->obmat, vec);
project_short(vc->ar, vec, sco1);
VECCOPY(vec, ebone->tail);
- Mat4MulVecfl(vc->obedit->obmat, vec);
+ mul_m4_v3(vc->obedit->obmat, vec);
project_short(vc->ar, vec, sco2);
didpoint= 0;
@@ -1227,7 +1227,7 @@ int edge_inside_circle(short centx, short centy, short rad, short x1, short y1,
v2[0]= x2;
v2[1]= y2;
- if( PdistVL2Dfl(v3, v1, v2) < (float)rad ) return 1;
+ if( dist_to_line_segment_v2(v3, v1, v2) < (float)rad ) return 1;
return 0;
}
@@ -1859,12 +1859,12 @@ static void armature_circle_select(ViewContext *vc, int selecting, short *mval,
/* project head location to screenspace */
VECCOPY(vec, ebone->head);
- Mat4MulVecfl(vc->obedit->obmat, vec);
+ mul_m4_v3(vc->obedit->obmat, vec);
project_short(vc->ar, vec, sco1);
/* project tail location to screenspace */
VECCOPY(vec, ebone->tail);
- Mat4MulVecfl(vc->obedit->obmat, vec);
+ mul_m4_v3(vc->obedit->obmat, vec);
project_short(vc->ar, vec, sco2);
/* check if the head and/or tail is in the circle
diff --git a/source/blender/editors/space_view3d/view3d_snap.c b/source/blender/editors/space_view3d/view3d_snap.c
index 205d3e6df8c..933b12ae679 100644
--- a/source/blender/editors/space_view3d/view3d_snap.c
+++ b/source/blender/editors/space_view3d/view3d_snap.c
@@ -48,7 +48,7 @@
#include "DNA_view3d_types.h"
#include "BLI_blenlib.h"
-#include "BLI_arithb.h"
+#include "BLI_math.h"
#include "BLI_editVert.h"
#include "BLI_linklist.h"
@@ -135,8 +135,8 @@ static void special_transvert_update(Scene *scene, Object *obedit)
if (tv) {
float diffvec[3];
- VecSubf(diffvec, tv->loc, tv->oldloc);
- VecAddf(ebo->tail, ebo->tail, diffvec);
+ sub_v3_v3v3(diffvec, tv->loc, tv->oldloc);
+ add_v3_v3v3(ebo->tail, ebo->tail, diffvec);
a++;
if (a<tottrans) tv++;
@@ -454,21 +454,21 @@ static int snap_sel_to_grid(bContext *C, wmOperator *op)
make_trans_verts(obedit, bmat[0], bmat[1], 0);
if(tottrans==0) return OPERATOR_CANCELLED;
- Mat3CpyMat4(bmat, obedit->obmat);
- Mat3Inv(imat, bmat);
+ copy_m3_m4(bmat, obedit->obmat);
+ invert_m3_m3(imat, bmat);
tv= transvmain;
for(a=0; a<tottrans; a++, tv++) {
VECCOPY(vec, tv->loc);
- Mat3MulVecfl(bmat, vec);
- VecAddf(vec, vec, obedit->obmat[3]);
+ mul_m3_v3(bmat, vec);
+ add_v3_v3v3(vec, vec, obedit->obmat[3]);
vec[0]= v3d->gridview*floor(.5+ vec[0]/gridf);
vec[1]= v3d->gridview*floor(.5+ vec[1]/gridf);
vec[2]= v3d->gridview*floor(.5+ vec[2]/gridf);
- VecSubf(vec, vec, obedit->obmat[3]);
+ sub_v3_v3v3(vec, vec, obedit->obmat[3]);
- Mat3MulVecfl(imat, vec);
+ mul_m3_v3(imat, vec);
VECCOPY(tv->loc, vec);
}
@@ -525,8 +525,8 @@ static int snap_sel_to_grid(bContext *C, wmOperator *op)
if(ob->parent) {
where_is_object(scene, ob);
- Mat3Inv(imat, originmat);
- Mat3MulVecfl(imat, vec);
+ invert_m3_m3(imat, originmat);
+ mul_m3_v3(imat, vec);
ob->loc[0]+= vec[0];
ob->loc[1]+= vec[1];
ob->loc[2]+= vec[2];
@@ -586,8 +586,8 @@ static int snap_sel_to_curs(bContext *C, wmOperator *op)
make_trans_verts(obedit, bmat[0], bmat[1], 0);
if(tottrans==0) return OPERATOR_CANCELLED;
- Mat3CpyMat4(bmat, obedit->obmat);
- Mat3Inv(imat, bmat);
+ copy_m3_m4(bmat, obedit->obmat);
+ invert_m3_m3(imat, bmat);
tv= transvmain;
for(a=0; a<tottrans; a++, tv++) {
@@ -595,7 +595,7 @@ static int snap_sel_to_curs(bContext *C, wmOperator *op)
vec[1]= curs[1]-obedit->obmat[3][1];
vec[2]= curs[2]-obedit->obmat[3][2];
- Mat3MulVecfl(imat, vec);
+ mul_m3_v3(imat, vec);
VECCOPY(tv->loc, vec);
}
@@ -612,9 +612,9 @@ static int snap_sel_to_curs(bContext *C, wmOperator *op)
bArmature *arm= ob->data;
float cursp[3];
- Mat4Invert(ob->imat, ob->obmat);
+ invert_m4_m4(ob->imat, ob->obmat);
VECCOPY(cursp, curs);
- Mat4MulVecfl(ob->imat, cursp);
+ mul_m4_v3(ob->imat, cursp);
for (pchan = ob->pose->chanbase.first; pchan; pchan=pchan->next) {
if(pchan->bone->flag & BONE_SELECTED) {
@@ -650,8 +650,8 @@ static int snap_sel_to_curs(bContext *C, wmOperator *op)
if(ob->parent) {
where_is_object(scene, ob);
- Mat3Inv(imat, originmat);
- Mat3MulVecfl(imat, vec);
+ invert_m3_m3(imat, originmat);
+ mul_m3_v3(imat, vec);
ob->loc[0]+= vec[0];
ob->loc[1]+= vec[1];
ob->loc[2]+= vec[2];
@@ -749,19 +749,19 @@ static int snap_curs_to_sel(bContext *C, wmOperator *op)
make_trans_verts(obedit, bmat[0], bmat[1], 2);
if(tottrans==0) return OPERATOR_CANCELLED;
- Mat3CpyMat4(bmat, obedit->obmat);
+ copy_m3_m4(bmat, obedit->obmat);
tv= transvmain;
for(a=0; a<tottrans; a++, tv++) {
VECCOPY(vec, tv->loc);
- Mat3MulVecfl(bmat, vec);
- VecAddf(vec, vec, obedit->obmat[3]);
- VecAddf(centroid, centroid, vec);
+ mul_m3_v3(bmat, vec);
+ add_v3_v3v3(vec, vec, obedit->obmat[3]);
+ add_v3_v3v3(centroid, centroid, vec);
DO_MINMAX(vec, min, max);
}
if(v3d->around==V3D_CENTROID) {
- VecMulf(centroid, 1.0/(float)tottrans);
+ mul_v3_fl(centroid, 1.0/(float)tottrans);
VECCOPY(curs, centroid);
}
else {
@@ -782,8 +782,8 @@ static int snap_curs_to_sel(bContext *C, wmOperator *op)
if(arm->layer & pchan->bone->layer) {
if(pchan->bone->flag & BONE_SELECTED) {
VECCOPY(vec, pchan->pose_head);
- Mat4MulVecfl(ob->obmat, vec);
- VecAddf(centroid, centroid, vec);
+ mul_m4_v3(ob->obmat, vec);
+ add_v3_v3v3(centroid, centroid, vec);
DO_MINMAX(vec, min, max);
count++;
}
@@ -793,7 +793,7 @@ static int snap_curs_to_sel(bContext *C, wmOperator *op)
else {
CTX_DATA_BEGIN(C, Object*, ob, selected_editable_objects) {
VECCOPY(vec, ob->obmat[3]);
- VecAddf(centroid, centroid, vec);
+ add_v3_v3v3(centroid, centroid, vec);
DO_MINMAX(vec, min, max);
count++;
}
@@ -801,7 +801,7 @@ static int snap_curs_to_sel(bContext *C, wmOperator *op)
}
if(count) {
if(v3d->around==V3D_CENTROID) {
- VecMulf(centroid, 1.0/(float)count);
+ mul_v3_fl(centroid, 1.0/(float)count);
VECCOPY(curs, centroid);
}
else {
@@ -854,7 +854,7 @@ static int snap_curs_to_active(bContext *C, wmOperator *op)
EM_editselection_center(curs, &ese);
}
- Mat4MulVecfl(obedit->obmat, curs);
+ mul_m4_v3(obedit->obmat, curs);
}
}
else {
@@ -908,20 +908,20 @@ static int snap_selected_to_center(bContext *C, wmOperator *op)
make_trans_verts(obedit, bmat[0], bmat[1], 0);
if(tottrans==0) return OPERATOR_CANCELLED;
- Mat3CpyMat4(bmat, obedit->obmat);
- Mat3Inv(imat, bmat);
+ copy_m3_m4(bmat, obedit->obmat);
+ invert_m3_m3(imat, bmat);
tv= transvmain;
for(a=0; a<tottrans; a++, tv++) {
VECCOPY(vec, tv->loc);
- Mat3MulVecfl(bmat, vec);
- VecAddf(vec, vec, obedit->obmat[3]);
- VecAddf(centroid, centroid, vec);
+ mul_m3_v3(bmat, vec);
+ add_v3_v3v3(vec, vec, obedit->obmat[3]);
+ add_v3_v3v3(centroid, centroid, vec);
DO_MINMAX(vec, min, max);
}
if(v3d->around==V3D_CENTROID) {
- VecMulf(centroid, 1.0/(float)tottrans);
+ mul_v3_fl(centroid, 1.0/(float)tottrans);
VECCOPY(snaploc, centroid);
}
else {
@@ -944,7 +944,7 @@ static int snap_selected_to_center(bContext *C, wmOperator *op)
if(pchan->bone->flag & BONE_SELECTED) {
if(pchan->bone->layer & arm->layer) {
VECCOPY(vec, pchan->pose_mat[3]);
- VecAddf(centroid, centroid, vec);
+ add_v3_v3v3(centroid, centroid, vec);
DO_MINMAX(vec, min, max);
count++;
}
@@ -954,7 +954,7 @@ static int snap_selected_to_center(bContext *C, wmOperator *op)
else {
/* not armature bones (i.e. objects) */
VECCOPY(vec, ob->obmat[3]);
- VecAddf(centroid, centroid, vec);
+ add_v3_v3v3(centroid, centroid, vec);
DO_MINMAX(vec, min, max);
count++;
}
@@ -963,7 +963,7 @@ static int snap_selected_to_center(bContext *C, wmOperator *op)
if(count) {
if(v3d->around==V3D_CENTROID) {
- VecMulf(centroid, 1.0/(float)count);
+ mul_v3_fl(centroid, 1.0/(float)count);
VECCOPY(snaploc, centroid);
}
else {
@@ -982,8 +982,8 @@ static int snap_selected_to_center(bContext *C, wmOperator *op)
make_trans_verts(obedit, bmat[0], bmat[1], 0);
if(tottrans==0) return OPERATOR_CANCELLED;
- Mat3CpyMat4(bmat, obedit->obmat);
- Mat3Inv(imat, bmat);
+ copy_m3_m4(bmat, obedit->obmat);
+ invert_m3_m3(imat, bmat);
tv= transvmain;
for(a=0; a<tottrans; a++, tv++) {
@@ -991,7 +991,7 @@ static int snap_selected_to_center(bContext *C, wmOperator *op)
vec[1]= snaploc[1]-obedit->obmat[3][1];
vec[2]= snaploc[2]-obedit->obmat[3][2];
- Mat3MulVecfl(imat, vec);
+ mul_m3_v3(imat, vec);
VECCOPY(tv->loc, vec);
}
@@ -1040,8 +1040,8 @@ static int snap_selected_to_center(bContext *C, wmOperator *op)
if(ob->parent) {
where_is_object(scene, ob);
- Mat3Inv(imat, originmat);
- Mat3MulVecfl(imat, vec);
+ invert_m3_m3(imat, originmat);
+ mul_m3_v3(imat, vec);
ob->loc[0]+= vec[0];
ob->loc[1]+= vec[1];
ob->loc[2]+= vec[2];
@@ -1093,14 +1093,14 @@ int minmax_verts(Object *obedit, float *min, float *max)
if(tottrans==0) return 0;
- Mat3CpyMat4(bmat, obedit->obmat);
+ copy_m3_m4(bmat, obedit->obmat);
tv= transvmain;
for(a=0; a<tottrans; a++, tv++) {
VECCOPY(vec, tv->loc);
- Mat3MulVecfl(bmat, vec);
- VecAddf(vec, vec, obedit->obmat[3]);
- VecAddf(centroid, centroid, vec);
+ mul_m3_v3(bmat, vec);
+ add_v3_v3v3(vec, vec, obedit->obmat[3]);
+ add_v3_v3v3(centroid, centroid, vec);
DO_MINMAX(vec, min, max);
}
diff --git a/source/blender/editors/space_view3d/view3d_toolbar.c b/source/blender/editors/space_view3d/view3d_toolbar.c
index e1c6f70bde0..3249f26aff6 100644
--- a/source/blender/editors/space_view3d/view3d_toolbar.c
+++ b/source/blender/editors/space_view3d/view3d_toolbar.c
@@ -51,7 +51,7 @@
#include "MEM_guardedalloc.h"
-#include "BLI_arithb.h"
+#include "BLI_math.h"
#include "BLI_blenlib.h"
#include "BLI_editVert.h"
#include "BLI_rand.h"
diff --git a/source/blender/editors/space_view3d/view3d_view.c b/source/blender/editors/space_view3d/view3d_view.c
index 9fbc916c02d..96a16e733d0 100644
--- a/source/blender/editors/space_view3d/view3d_view.c
+++ b/source/blender/editors/space_view3d/view3d_view.c
@@ -45,7 +45,7 @@
#include "MEM_guardedalloc.h"
-#include "BLI_arithb.h"
+#include "BLI_math.h"
#include "BLI_blenlib.h"
#include "BLI_editVert.h"
#include "BLI_rand.h"
@@ -161,26 +161,26 @@ static void view_settings_from_ob(Object *ob, float *ofs, float *quat, float *di
/* Offset */
if (ofs) {
VECCOPY(ofs, ob->obmat[3]);
- VecMulf(ofs, -1.0f); /*flip the vector*/
+ mul_v3_fl(ofs, -1.0f); /*flip the vector*/
}
/* Quat */
if (quat) {
- Mat4CpyMat4(bmat, ob->obmat);
- Mat4Ortho(bmat);
- Mat4Invert(imat, bmat);
- Mat3CpyMat4(tmat, imat);
- Mat3ToQuat(tmat, quat);
+ copy_m4_m4(bmat, ob->obmat);
+ normalize_m4(bmat);
+ invert_m4_m4(imat, bmat);
+ copy_m3_m4(tmat, imat);
+ mat3_to_quat( quat,tmat);
}
if (dist) {
float vec[3];
- Mat3CpyMat4(tmat, ob->obmat);
+ copy_m3_m4(tmat, ob->obmat);
vec[0]= vec[1] = 0.0;
vec[2]= -(*dist);
- Mat3MulVecfl(tmat, vec);
- VecSubf(ofs, ofs, vec);
+ mul_m3_v3(tmat, vec);
+ sub_v3_v3v3(ofs, ofs, vec);
}
/* Lens */
@@ -263,10 +263,10 @@ void smooth_view(bContext *C, Object *oldcamera, Object *camera, float *ofs, flo
VECCOPY(vec1, sms.new_quat);
VECCOPY(vec2, sms.orig_quat);
- Normalize(vec1);
- Normalize(vec2);
+ normalize_v3(vec1);
+ normalize_v3(vec2);
/* scale the time allowed by the rotation */
- sms.time_allowed *= NormalizedVecAngle2(vec1, vec2)/(M_PI/2);
+ sms.time_allowed *= angle_normalized_v3v3(vec1, vec2)/(M_PI/2);
}
/* original values */
@@ -361,7 +361,7 @@ static int view3d_smoothview_invoke(bContext *C, wmOperator *op, wmEvent *event)
for (i=0; i<3; i++)
rv3d->ofs[i] = sms->new_ofs[i]*step + sms->orig_ofs[i]*step_inv;
- QuatInterpol(rv3d->viewquat, sms->orig_quat, sms->new_quat, step);
+ interp_qt_qtqt(rv3d->viewquat, sms->orig_quat, sms->new_quat, step);
rv3d->dist = sms->new_dist*step + sms->orig_dist*step_inv;
v3d->lens = sms->new_lens*step + sms->orig_lens*step_inv;
@@ -395,10 +395,10 @@ static void setcameratoview3d(View3D *v3d, RegionView3D *rv3d, Object *ob)
dvec[2]= rv3d->dist*rv3d->viewinv[2][2];
VECCOPY(ob->loc, dvec);
- VecSubf(ob->loc, ob->loc, rv3d->ofs);
+ sub_v3_v3v3(ob->loc, ob->loc, rv3d->ofs);
rv3d->viewquat[0]= -rv3d->viewquat[0];
- QuatToEul(rv3d->viewquat, ob->rot);
+ quat_to_eul( ob->rot,rv3d->viewquat);
rv3d->viewquat[0]= -rv3d->viewquat[0];
ob->recalc= OB_RECALC_OB;
@@ -493,12 +493,12 @@ void viewline(ARegion *ar, View3D *v3d, float mval[2], float ray_start[3], float
vec[2]= -1.0f;
vec[3]= 1.0f;
- Mat4MulVec4fl(rv3d->persinv, vec);
- VecMulf(vec, 1.0f / vec[3]);
+ mul_m4_v4(rv3d->persinv, vec);
+ mul_v3_fl(vec, 1.0f / vec[3]);
VECCOPY(ray_start, rv3d->viewinv[3]);
VECSUB(vec, vec, ray_start);
- Normalize(vec);
+ normalize_v3(vec);
VECADDFAC(ray_start, rv3d->viewinv[3], vec, v3d->near);
VECADDFAC(ray_end, rv3d->viewinv[3], vec, v3d->far);
@@ -509,7 +509,7 @@ void viewline(ARegion *ar, View3D *v3d, float mval[2], float ray_start[3], float
vec[2] = 0.0f;
vec[3] = 1.0f;
- Mat4MulVec4fl(rv3d->persinv, vec);
+ mul_m4_v4(rv3d->persinv, vec);
VECADDFAC(ray_start, vec, rv3d->viewinv[2], 1000.0f);
VECADDFAC(ray_end, vec, rv3d->viewinv[2], -1000.0f);
@@ -522,8 +522,8 @@ void viewray(ARegion *ar, View3D *v3d, float mval[2], float ray_start[3], float
float ray_end[3];
viewline(ar, v3d, mval, ray_start, ray_end);
- VecSubf(ray_normal, ray_end, ray_start);
- Normalize(ray_normal);
+ sub_v3_v3v3(ray_normal, ray_end, ray_start);
+ normalize_v3(ray_normal);
}
@@ -601,8 +601,8 @@ void view3d_get_object_project_mat(RegionView3D *rv3d, Object *ob, float pmat[4]
{
float vmat[4][4];
- Mat4MulMat4(vmat, ob->obmat, rv3d->viewmat);
- Mat4MulMat4(pmat, vmat, rv3d->winmat);
+ mul_m4_m4m4(vmat, ob->obmat, rv3d->viewmat);
+ mul_m4_m4m4(pmat, vmat, rv3d->winmat);
}
/* Uses window coordinates (x,y) and depth component z to find a point in
@@ -627,7 +627,7 @@ void view3d_project_float(ARegion *ar, float *vec, float *adr, float mat[4][4])
VECCOPY(vec4, vec);
vec4[3]= 1.0;
- Mat4MulVec4fl(mat, vec4);
+ mul_m4_v4(mat, vec4);
if( vec4[3]>FLT_EPSILON ) {
adr[0] = (float)(ar->winx/2.0f)+(ar->winx/2.0f)*vec4[0]/vec4[3];
@@ -648,12 +648,12 @@ int boundbox_clip(RegionView3D *rv3d, float obmat[][4], BoundBox *bb)
if(bb==NULL) return 1;
if(bb->flag & OB_BB_DISABLED) return 1;
- Mat4MulMat4(mat, obmat, rv3d->persmat);
+ mul_m4_m4m4(mat, obmat, rv3d->persmat);
for(a=0; a<8; a++) {
VECCOPY(vec, bb->vec[a]);
vec[3]= 1.0;
- Mat4MulVec4fl(mat, vec);
+ mul_m4_v4(mat, vec);
max= vec[3];
min= -vec[3];
@@ -686,7 +686,7 @@ void project_short(ARegion *ar, float *vec, short *adr) /* clips */
VECCOPY(vec4, vec);
vec4[3]= 1.0;
- Mat4MulVec4fl(rv3d->persmat, vec4);
+ mul_m4_v4(rv3d->persmat, vec4);
if( vec4[3]>BL_NEAR_CLIP ) { /* 0.001 is the NEAR clipping cutoff for picking */
fx= (ar->winx/2)*(1 + vec4[0]/vec4[3]);
@@ -712,7 +712,7 @@ void project_int(ARegion *ar, float *vec, int *adr)
VECCOPY(vec4, vec);
vec4[3]= 1.0;
- Mat4MulVec4fl(rv3d->persmat, vec4);
+ mul_m4_v4(rv3d->persmat, vec4);
if( vec4[3]>BL_NEAR_CLIP ) { /* 0.001 is the NEAR clipping cutoff for picking */
fx= (ar->winx/2)*(1 + vec4[0]/vec4[3]);
@@ -736,7 +736,7 @@ void project_int_noclip(ARegion *ar, float *vec, int *adr)
VECCOPY(vec4, vec);
vec4[3]= 1.0;
- Mat4MulVec4fl(rv3d->persmat, vec4);
+ mul_m4_v4(rv3d->persmat, vec4);
if( fabs(vec4[3]) > BL_NEAR_CLIP ) {
fx = (ar->winx/2)*(1 + vec4[0]/vec4[3]);
@@ -761,7 +761,7 @@ void project_short_noclip(ARegion *ar, float *vec, short *adr)
VECCOPY(vec4, vec);
vec4[3]= 1.0;
- Mat4MulVec4fl(rv3d->persmat, vec4);
+ mul_m4_v4(rv3d->persmat, vec4);
if( vec4[3]>BL_NEAR_CLIP ) { /* 0.001 is the NEAR clipping cutoff for picking */
fx= (ar->winx/2)*(1 + vec4[0]/vec4[3]);
@@ -787,7 +787,7 @@ void project_float(ARegion *ar, float *vec, float *adr)
VECCOPY(vec4, vec);
vec4[3]= 1.0;
- Mat4MulVec4fl(rv3d->persmat, vec4);
+ mul_m4_v4(rv3d->persmat, vec4);
if( vec4[3]>BL_NEAR_CLIP ) {
adr[0] = (float)(ar->winx/2.0)+(ar->winx/2.0)*vec4[0]/vec4[3];
@@ -803,7 +803,7 @@ void project_float_noclip(ARegion *ar, float *vec, float *adr)
VECCOPY(vec4, vec);
vec4[3]= 1.0;
- Mat4MulVec4fl(rv3d->persmat, vec4);
+ mul_m4_v4(rv3d->persmat, vec4);
if( fabs(vec4[3]) > BL_NEAR_CLIP ) {
adr[0] = (float)(ar->winx/2.0)+(ar->winx/2.0)*vec4[0]/vec4[3];
@@ -1001,12 +1001,12 @@ static void obmat_to_viewmat(View3D *v3d, RegionView3D *rv3d, Object *ob, short
rv3d->view= 0; /* dont show the grid */
- Mat4CpyMat4(bmat, ob->obmat);
- Mat4Ortho(bmat);
- Mat4Invert(rv3d->viewmat, bmat);
+ copy_m4_m4(bmat, ob->obmat);
+ normalize_m4(bmat);
+ invert_m4_m4(rv3d->viewmat, bmat);
/* view quat calculation, needed for add object */
- Mat3CpyMat4(tmat, rv3d->viewmat);
+ copy_m3_m4(tmat, rv3d->viewmat);
if (smooth) {
float new_quat[4];
if (rv3d->persp==RV3D_CAMOB && v3d->camera) {
@@ -1018,7 +1018,7 @@ static void obmat_to_viewmat(View3D *v3d, RegionView3D *rv3d, Object *ob, short
VECCOPY(orig_ofs, rv3d->ofs);
/* Switch from camera view */
- Mat3ToQuat(tmat, new_quat);
+ mat3_to_quat( new_quat,tmat);
rv3d->persp=RV3D_PERSP;
rv3d->dist= 0.0;
@@ -1029,11 +1029,11 @@ static void obmat_to_viewmat(View3D *v3d, RegionView3D *rv3d, Object *ob, short
rv3d->persp=RV3D_CAMOB; /* just to be polite, not needed */
} else {
- Mat3ToQuat(tmat, new_quat);
+ mat3_to_quat( new_quat,tmat);
smooth_view(NULL, NULL, NULL, NULL, new_quat, NULL, NULL); // XXX
}
} else {
- Mat3ToQuat(tmat, rv3d->viewquat);
+ mat3_to_quat( rv3d->viewquat,tmat);
}
}
@@ -1077,7 +1077,7 @@ void setviewmatrixview3d(Scene *scene, View3D *v3d, RegionView3D *rv3d)
obmat_to_viewmat(v3d, rv3d, v3d->camera, 0);
}
else {
- QuatToMat4(rv3d->viewquat, rv3d->viewmat);
+ quat_to_mat4( rv3d->viewmat,rv3d->viewquat);
rv3d->viewmat[3][2]-= rv3d->dist;
}
}
@@ -1086,7 +1086,7 @@ void setviewmatrixview3d(Scene *scene, View3D *v3d, RegionView3D *rv3d)
if(rv3d->viewlock)
view3d_viewlock(rv3d);
- QuatToMat4(rv3d->viewquat, rv3d->viewmat);
+ quat_to_mat4( rv3d->viewmat,rv3d->viewquat);
if(rv3d->persp==RV3D_PERSP) rv3d->viewmat[3][2]-= rv3d->dist;
if(v3d->ob_centre) {
Object *ob= v3d->ob_centre;
@@ -1097,12 +1097,12 @@ void setviewmatrixview3d(Scene *scene, View3D *v3d, RegionView3D *rv3d)
bPoseChannel *pchan= get_pose_channel(ob->pose, v3d->ob_centre_bone);
if(pchan) {
VECCOPY(vec, pchan->pose_mat[3]);
- Mat4MulVecfl(ob->obmat, vec);
+ mul_m4_v3(ob->obmat, vec);
}
}
- i_translate(-vec[0], -vec[1], -vec[2], rv3d->viewmat);
+ translate_m4( rv3d->viewmat,-vec[0], -vec[1], -vec[2]);
}
- else i_translate(rv3d->ofs[0], rv3d->ofs[1], rv3d->ofs[2], rv3d->viewmat);
+ else translate_m4( rv3d->viewmat,rv3d->ofs[0], rv3d->ofs[1], rv3d->ofs[2]);
}
}
@@ -1136,7 +1136,7 @@ short view3d_opengl_select(ViewContext *vc, unsigned int *buffer, unsigned int b
}
setwinmatrixview3d(ar, v3d, &rect);
- Mat4MulMat4(vc->rv3d->persmat, vc->rv3d->viewmat, vc->rv3d->winmat);
+ mul_m4_m4m4(vc->rv3d->persmat, vc->rv3d->viewmat, vc->rv3d->winmat);
if(v3d->drawtype > OB_WIRE) {
v3d->zbuf= TRUE;
@@ -1186,11 +1186,11 @@ short view3d_opengl_select(ViewContext *vc, unsigned int *buffer, unsigned int b
for(dob= lb->first; dob; dob= dob->next) {
tbase.object= dob->ob;
- Mat4CpyMat4(dob->ob->obmat, dob->mat);
+ copy_m4_m4(dob->ob->obmat, dob->mat);
draw_object(scene, ar, v3d, &tbase, DRAW_PICKING|DRAW_CONSTCOLOR);
- Mat4CpyMat4(dob->ob->obmat, dob->omat);
+ copy_m4_m4(dob->ob->obmat, dob->omat);
}
free_object_duplilist(lb);
}
@@ -1206,7 +1206,7 @@ short view3d_opengl_select(ViewContext *vc, unsigned int *buffer, unsigned int b
G.f &= ~G_PICKSEL;
setwinmatrixview3d(ar, v3d, NULL);
- Mat4MulMat4(vc->rv3d->persmat, vc->rv3d->viewmat, vc->rv3d->winmat);
+ mul_m4_m4m4(vc->rv3d->persmat, vc->rv3d->viewmat, vc->rv3d->winmat);
if(v3d->drawtype > OB_WIRE) {
v3d->zbuf= 0;
@@ -1851,8 +1851,8 @@ int initFlyInfo (bContext *C, FlyInfo *fly, wmOperator *op, wmEvent *event)
/* detect weather to start with Z locking */
upvec[0]=1.0f; upvec[1]=0.0f; upvec[2]=0.0f;
- Mat3CpyMat4(mat, fly->rv3d->viewinv);
- Mat3MulVecfl(mat, upvec);
+ copy_m3_m4(mat, fly->rv3d->viewinv);
+ mul_m3_v3(mat, upvec);
if (fabs(upvec[2]) < 0.1)
fly->zlock = 1;
upvec[0]=0; upvec[1]=0; upvec[2]=0;
@@ -1866,7 +1866,7 @@ int initFlyInfo (bContext *C, FlyInfo *fly, wmOperator *op, wmEvent *event)
where_is_object(fly->scene, fly->v3d->camera);
VECCOPY(fly->rv3d->ofs, fly->v3d->camera->obmat[3]);
- VecMulf(fly->rv3d->ofs, -1.0f); /*flip the vector*/
+ mul_v3_fl(fly->rv3d->ofs, -1.0f); /*flip the vector*/
fly->rv3d->dist=0.0;
fly->rv3d->viewbut=0;
@@ -1884,8 +1884,8 @@ int initFlyInfo (bContext *C, FlyInfo *fly, wmOperator *op, wmEvent *event)
fly->rv3d->dist= 0.0;
upvec[2]= fly->dist_backup; /*x and y are 0*/
- Mat3MulVecfl(mat, upvec);
- VecSubf(fly->rv3d->ofs, fly->rv3d->ofs, upvec);
+ mul_m3_v3(mat, upvec);
+ sub_v3_v3v3(fly->rv3d->ofs, fly->rv3d->ofs, upvec);
/*Done with correcting for the dist*/
}
@@ -1922,8 +1922,8 @@ static int flyEnd(bContext *C, FlyInfo *fly)
}
else if (fly->persp_backup==RV3D_CAMOB) { /* camera */
float mat3[3][3];
- Mat3CpyMat4(mat3, v3d->camera->obmat);
- Mat3ToCompatibleEul(mat3, v3d->camera->rot, fly->rot_backup);
+ copy_m3_m4(mat3, v3d->camera->obmat);
+ mat3_to_compatible_eul( v3d->camera->rot, fly->rot_backup,mat3);
DAG_id_flush_update(&v3d->camera->id, OB_RECALC_OB);
#if 0 //XXX2.5
@@ -1941,9 +1941,9 @@ static int flyEnd(bContext *C, FlyInfo *fly)
float mat[3][3];
upvec[0]= upvec[1]= 0;
upvec[2]= fly->dist_backup; /*x and y are 0*/
- Mat3CpyMat4(mat, rv3d->viewinv);
- Mat3MulVecfl(mat, upvec);
- VecAddf(rv3d->ofs, rv3d->ofs, upvec);
+ copy_m3_m4(mat, rv3d->viewinv);
+ mul_m3_v3(mat, upvec);
+ add_v3_v3v3(rv3d->ofs, rv3d->ofs, upvec);
/*Done with correcting for the dist */
}
@@ -2176,7 +2176,7 @@ int flyApply(FlyInfo *fly)
if (fly->use_precision)
fly->speed= fly->speed * (1.0f-time_redraw_clamped);
- Mat3CpyMat4(mat, rv3d->viewinv);
+ copy_m3_m4(mat, rv3d->viewinv);
if (fly->pan_view==TRUE) {
/* pan only */
@@ -2189,8 +2189,8 @@ int flyApply(FlyInfo *fly)
dvec_tmp[1] *= 0.1;
}
- Mat3MulVecfl(mat, dvec_tmp);
- VecMulf(dvec_tmp, time_redraw*200.0 * fly->grid);
+ mul_m3_v3(mat, dvec_tmp);
+ mul_v3_fl(dvec_tmp, time_redraw*200.0 * fly->grid);
} else {
float roll; /* similar to the angle between the camera's up and the Z-up, but its very rough so just roll*/
@@ -2200,9 +2200,9 @@ int flyApply(FlyInfo *fly)
upvec[0]=1;
upvec[1]=0;
upvec[2]=0;
- Mat3MulVecfl(mat, upvec);
- VecRotToQuat( upvec, (float)moffset[1]*-time_redraw*20, tmp_quat); /* Rotate about the relative up vec */
- QuatMul(rv3d->viewquat, rv3d->viewquat, tmp_quat);
+ mul_m3_v3(mat, upvec);
+ axis_angle_to_quat( tmp_quat, upvec, (float)moffset[1]*-time_redraw*20); /* Rotate about the relative up vec */
+ mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, tmp_quat);
if (fly->xlock) fly->xlock = 2; /*check for rotation*/
if (fly->zlock) fly->zlock = 2;
@@ -2216,7 +2216,7 @@ int flyApply(FlyInfo *fly)
upvec[0]=0;
upvec[1]=1;
upvec[2]=0;
- Mat3MulVecfl(mat, upvec);
+ mul_m3_v3(mat, upvec);
if(upvec[2] < 0.0f)
moffset[0]= -moffset[0];
@@ -2230,11 +2230,11 @@ int flyApply(FlyInfo *fly)
upvec[0]=0;
upvec[1]=1;
upvec[2]=0;
- Mat3MulVecfl(mat, upvec);
+ mul_m3_v3(mat, upvec);
}
- VecRotToQuat( upvec, (float)moffset[0]*time_redraw*20, tmp_quat); /* Rotate about the relative up vec */
- QuatMul(rv3d->viewquat, rv3d->viewquat, tmp_quat);
+ axis_angle_to_quat( tmp_quat, upvec, (float)moffset[0]*time_redraw*20); /* Rotate about the relative up vec */
+ mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, tmp_quat);
if (fly->xlock) fly->xlock = 2;/*check for rotation*/
if (fly->zlock) fly->zlock = 2;
@@ -2244,7 +2244,7 @@ int flyApply(FlyInfo *fly)
upvec[0]=1;
upvec[1]=0;
upvec[2]=0;
- Mat3MulVecfl(mat, upvec);
+ mul_m3_v3(mat, upvec);
/*make sure we have some z rolling*/
if (fabs(upvec[2]) > 0.00001f) {
@@ -2253,9 +2253,9 @@ int flyApply(FlyInfo *fly)
upvec[1]=0;
upvec[2]=1;
- Mat3MulVecfl(mat, upvec);
- VecRotToQuat( upvec, roll*time_redraw_clamped*fly->zlock_momentum*0.1, tmp_quat); /* Rotate about the relative up vec */
- QuatMul(rv3d->viewquat, rv3d->viewquat, tmp_quat);
+ mul_m3_v3(mat, upvec);
+ axis_angle_to_quat( tmp_quat, upvec, roll*time_redraw_clamped*fly->zlock_momentum*0.1); /* Rotate about the relative up vec */
+ mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, tmp_quat);
fly->zlock_momentum += 0.05f;
} else {
@@ -2268,7 +2268,7 @@ int flyApply(FlyInfo *fly)
upvec[0]=0;
upvec[1]=0;
upvec[2]=1;
- Mat3MulVecfl(mat, upvec);
+ mul_m3_v3(mat, upvec);
/*make sure we have some z rolling*/
if (fabs(upvec[2]) > 0.00001) {
roll= upvec[2] * -5;
@@ -2277,10 +2277,10 @@ int flyApply(FlyInfo *fly)
upvec[1]= 0.0f;
upvec[2]= 0.0f;
- Mat3MulVecfl(mat, upvec);
+ mul_m3_v3(mat, upvec);
- VecRotToQuat( upvec, roll*time_redraw_clamped*fly->xlock_momentum*0.1f, tmp_quat); /* Rotate about the relative up vec */
- QuatMul(rv3d->viewquat, rv3d->viewquat, tmp_quat);
+ axis_angle_to_quat( tmp_quat, upvec, roll*time_redraw_clamped*fly->xlock_momentum*0.1f); /* Rotate about the relative up vec */
+ mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, tmp_quat);
fly->xlock_momentum += 0.05f;
} else {
@@ -2297,14 +2297,14 @@ int flyApply(FlyInfo *fly)
/* move along the current axis */
dvec_tmp[fly->axis]= 1.0f;
- Mat3MulVecfl(mat, dvec_tmp);
+ mul_m3_v3(mat, dvec_tmp);
- VecMulf(dvec_tmp, fly->speed * time_redraw * 0.25f);
+ mul_v3_fl(dvec_tmp, fly->speed * time_redraw * 0.25f);
}
}
/* impose a directional lag */
- VecLerpf(dvec, dvec_tmp, fly->dvec_prev, (1.0f/(1.0f+(time_redraw*5.0f))));
+ interp_v3_v3v3(dvec, dvec_tmp, fly->dvec_prev, (1.0f/(1.0f+(time_redraw*5.0f))));
if (rv3d->persp==RV3D_CAMOB) {
if (v3d->camera->protectflag & OB_LOCK_LOCX)
@@ -2315,7 +2315,7 @@ int flyApply(FlyInfo *fly)
dvec[2] = 0.0;
}
- VecAddf(rv3d->ofs, rv3d->ofs, dvec);
+ add_v3_v3v3(rv3d->ofs, rv3d->ofs, dvec);
#if 0 //XXX2.5
if (fly->zlock && fly->xlock)
headerprint("FlyKeys Speed:(+/- | Wheel), Upright Axis:X on/Z on, Slow:Shift, Direction:WASDRF, Ok:LMB, Pan:MMB, Cancel:RMB");
@@ -2338,7 +2338,7 @@ int flyApply(FlyInfo *fly)
{ //XXX - some reason setcameratoview3d doesnt copy, shouldnt not be needed!
VECCOPY(v3d->camera->loc, rv3d->ofs);
- VecNegf(v3d->camera->loc);
+ negate_v3(v3d->camera->loc);
}
rv3d->persp= RV3D_CAMOB;
@@ -2466,11 +2466,11 @@ void view3d_align_axis_to_vector(View3D *v3d, RegionView3D *rv3d, int axisidx, f
else alignaxis[-axisidx-1]= -1.0;
VECCOPY(norm, vec);
- Normalize(norm);
+ normalize_v3(norm);
- angle= (float)acos(Inpf(alignaxis, norm));
- Crossf(axis, alignaxis, norm);
- VecRotToQuat(axis, -angle, new_quat);
+ angle= (float)acos(dot_v3v3(alignaxis, norm));
+ cross_v3_v3v3(axis, alignaxis, norm);
+ axis_angle_to_quat( new_quat,axis, -angle);
rv3d->view= 0;