diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2009-11-10 23:43:45 +0300 |
---|---|---|
committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2009-11-10 23:43:45 +0300 |
commit | 37e4a311b0ad9da7177e50620efc3561e2dd7045 (patch) | |
tree | 8aea2cc851ab828ee040d601ed4c776283fd639a /source/blender/editors/space_view3d | |
parent | 4617bb68ba4b1c5ab459673fffd98bf7203bb4f2 (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.c | 80 | ||||
-rw-r--r-- | source/blender/editors/space_view3d/drawmesh.c | 4 | ||||
-rw-r--r-- | source/blender/editors/space_view3d/drawobject.c | 192 | ||||
-rw-r--r-- | source/blender/editors/space_view3d/drawvolume.c | 8 | ||||
-rw-r--r-- | source/blender/editors/space_view3d/space_view3d.c | 2 | ||||
-rw-r--r-- | source/blender/editors/space_view3d/view3d_buttons.c | 56 | ||||
-rw-r--r-- | source/blender/editors/space_view3d/view3d_draw.c | 36 | ||||
-rw-r--r-- | source/blender/editors/space_view3d/view3d_edit.c | 168 | ||||
-rw-r--r-- | source/blender/editors/space_view3d/view3d_header.c | 8 | ||||
-rw-r--r-- | source/blender/editors/space_view3d/view3d_ops.c | 2 | ||||
-rw-r--r-- | source/blender/editors/space_view3d/view3d_select.c | 24 | ||||
-rw-r--r-- | source/blender/editors/space_view3d/view3d_snap.c | 92 | ||||
-rw-r--r-- | source/blender/editors/space_view3d/view3d_toolbar.c | 2 | ||||
-rw-r--r-- | source/blender/editors/space_view3d/view3d_view.c | 172 |
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; |