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authorCampbell Barton <ideasman42@gmail.com>2009-09-18 19:47:00 +0400
committerCampbell Barton <ideasman42@gmail.com>2009-09-18 19:47:00 +0400
commit474378a0e80cb89a91d206d77b933f5c5bdd2319 (patch)
tree55f7eed515f37a1af0bdb0172f237d127e222396 /source/blender/editors/uvedit
parent0f25d9bb542d4c78b3b28571e1ed435928f5c336 (diff)
VecAngle3_2D, VecAngle2 and VecAngle3 returned degrees, in arithb.c degrees are most common.
- These now return radians - added macro RAD2DEG(rad) - renamed VecAngle3_2D to Vec2Angle3 since Vec2* is used in arithb.c for 2D vector functions.
Diffstat (limited to 'source/blender/editors/uvedit')
-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 a58ee9772e9..fbd12007c16 100644
--- a/source/blender/editors/uvedit/uvedit_draw.c
+++ b/source/blender/editors/uvedit/uvedit_draw.c
@@ -251,17 +251,17 @@ static void draw_uvs_stretch(SpaceImage *sima, Scene *scene, EditMesh *em, MTFac
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 */
@@ -315,14 +315,14 @@ static void draw_uvs_stretch(SpaceImage *sima, Scene *scene, EditMesh *em, MTFac
}
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 */