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authorJoseph Eagar <joeedh@gmail.com>2009-10-23 03:22:05 +0400
committerJoseph Eagar <joeedh@gmail.com>2009-10-23 03:22:05 +0400
commit8f788c64db587e74079d812dbcea40c2bd4b91ff (patch)
treec767e8318a9e7aded16be6cab2042f3ea11e7912 /source/blender/editors/uvedit/uvedit_draw.c
parent36bb566d4e6e06e08d782d610d60d755cbda2396 (diff)
merge with trunk/2.5 at r23876
[[Split portion of a mixed commit.]]
Diffstat (limited to 'source/blender/editors/uvedit/uvedit_draw.c')
-rw-r--r--source/blender/editors/uvedit/uvedit_draw.c28
1 files changed, 14 insertions, 14 deletions
diff --git a/source/blender/editors/uvedit/uvedit_draw.c b/source/blender/editors/uvedit/uvedit_draw.c
index c011e6e63de..f48f8441d53 100644
--- a/source/blender/editors/uvedit/uvedit_draw.c
+++ b/source/blender/editors/uvedit/uvedit_draw.c
@@ -295,17 +295,17 @@ static void draw_uvs_stretch(SpaceImage *sima, Scene *scene, BMEditMesh *em, MTe
if(efa->v4) {
#if 0 /* Simple but slow, better reuse normalized vectors */
- uvang1 = VecAngle3_2D(tf_uv[3], tf_uv[0], tf_uv[1]);
- ang1 = VecAngle3(efa->v4->co, efa->v1->co, efa->v2->co);
+ uvang1 = RAD2DEG(Vec2Angle3(tf_uv[3], tf_uv[0], tf_uv[1]));
+ ang1 = RAD2DEG(VecAngle3(efa->v4->co, efa->v1->co, efa->v2->co));
- uvang2 = VecAngle3_2D(tf_uv[0], tf_uv[1], tf_uv[2]);
- ang2 = VecAngle3(efa->v1->co, efa->v2->co, efa->v3->co);
+ uvang2 = RAD2DEG(Vec2Angle3(tf_uv[0], tf_uv[1], tf_uv[2]));
+ ang2 = RAD2DEG(VecAngle3(efa->v1->co, efa->v2->co, efa->v3->co));
- uvang3 = VecAngle3_2D(tf_uv[1], tf_uv[2], tf_uv[3]);
- ang3 = VecAngle3(efa->v2->co, efa->v3->co, efa->v4->co);
+ uvang3 = RAD2DEG(Vec2Angle3(tf_uv[1], tf_uv[2], tf_uv[3]));
+ ang3 = RAD2DEG(VecAngle3(efa->v2->co, efa->v3->co, efa->v4->co));
- uvang4 = VecAngle3_2D(tf_uv[2], tf_uv[3], tf_uv[0]);
- ang4 = VecAngle3(efa->v3->co, efa->v4->co, efa->v1->co);
+ uvang4 = RAD2DEG(Vec2Angle3(tf_uv[2], tf_uv[3], tf_uv[0]));
+ ang4 = RAD2DEG(VecAngle3(efa->v3->co, efa->v4->co, efa->v1->co));
#endif
/* uv angles */
@@ -359,14 +359,14 @@ static void draw_uvs_stretch(SpaceImage *sima, Scene *scene, BMEditMesh *em, MTe
}
else {
#if 0 /* Simple but slow, better reuse normalized vectors */
- uvang1 = VecAngle3_2D(tf_uv[2], tf_uv[0], tf_uv[1]);
- ang1 = VecAngle3(efa->v3->co, efa->v1->co, efa->v2->co);
+ uvang1 = RAD2DEG(Vec2Angle3(tf_uv[2], tf_uv[0], tf_uv[1]));
+ ang1 = RAD2DEG(VecAngle3(efa->v3->co, efa->v1->co, efa->v2->co));
- uvang2 = VecAngle3_2D(tf_uv[0], tf_uv[1], tf_uv[2]);
- ang2 = VecAngle3(efa->v1->co, efa->v2->co, efa->v3->co);
+ uvang2 = RAD2DEG(Vec2Angle3(tf_uv[0], tf_uv[1], tf_uv[2]));
+ ang2 = RAD2DEG(VecAngle3(efa->v1->co, efa->v2->co, efa->v3->co));
- uvang3 = 180-(uvang1+uvang2);
- ang3 = 180-(ang1+ang2);
+ uvang3 = M_PI-(uvang1+uvang2);
+ ang3 = M_PI-(ang1+ang2);
#endif
/* uv angles */