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authorCampbell Barton <ideasman42@gmail.com>2013-07-27 20:39:00 +0400
committerCampbell Barton <ideasman42@gmail.com>2013-07-27 20:39:00 +0400
commit52e54d3c0144b5aacd6b3cccb196c0e1c157c09c (patch)
tree14d6e3d3b2b0d32653fc16a18b0f7abbc8131177 /source/blender/editors
parentaaa284f5055cc8197b48325b9ce98ecfa3d770fc (diff)
remove unused code & some redundant NULL checks.
Diffstat (limited to 'source/blender/editors')
-rw-r--r--source/blender/editors/screen/area.c2
-rw-r--r--source/blender/editors/space_view3d/view3d_view.c71
2 files changed, 5 insertions, 68 deletions
diff --git a/source/blender/editors/screen/area.c b/source/blender/editors/screen/area.c
index 6c0d5ccd844..1f1da35f823 100644
--- a/source/blender/editors/screen/area.c
+++ b/source/blender/editors/screen/area.c
@@ -420,7 +420,7 @@ void ED_region_do_draw(bContext *C, ARegion *ar)
/* note; this sets state, so we can use wmOrtho and friends */
wmSubWindowScissorSet(win, ar->swinid, &ar->drawrct);
- UI_SetTheme(sa ? sa->spacetype : 0, ar->type ? ar->type->regionid : 0);
+ UI_SetTheme(sa ? sa->spacetype : 0, at->regionid);
/* optional header info instead? */
if (ar->headerstr) {
diff --git a/source/blender/editors/space_view3d/view3d_view.c b/source/blender/editors/space_view3d/view3d_view.c
index 3638690a0a5..4a14aa79e41 100644
--- a/source/blender/editors/space_view3d/view3d_view.c
+++ b/source/blender/editors/space_view3d/view3d_view.c
@@ -202,7 +202,7 @@ void view3d_smooth_view(bContext *C, View3D *v3d, ARegion *ar, Object *oldcamera
}
/* skip smooth viewing for render engine draw */
- if (C && U.smooth_viewtx && v3d->drawtype != OB_RENDER) {
+ if (U.smooth_viewtx && v3d->drawtype != OB_RENDER) {
bool changed = false; /* zero means no difference */
if (oldcamera != camera)
@@ -753,7 +753,7 @@ void setwinmatrixview3d(ARegion *ar, View3D *v3d, rctf *rect)
glGetFloatv(GL_PROJECTION_MATRIX, (float *)rv3d->winmat);
}
-static void obmat_to_viewmat(View3D *v3d, RegionView3D *rv3d, Object *ob, short smooth)
+static void obmat_to_viewmat(RegionView3D *rv3d, Object *ob)
{
float bmat[4][4];
float tmat[3][3];
@@ -766,36 +766,7 @@ static void obmat_to_viewmat(View3D *v3d, RegionView3D *rv3d, Object *ob, short
/* view quat calculation, needed for add object */
copy_m3_m4(tmat, rv3d->viewmat);
- if (smooth) {
- float new_quat[4];
- if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
- /* were from a camera view */
-
- float orig_ofs[3];
- float orig_dist = rv3d->dist;
- float orig_lens = v3d->lens;
- copy_v3_v3(orig_ofs, rv3d->ofs);
-
- /* Switch from camera view */
- mat3_to_quat(new_quat, tmat);
-
- rv3d->persp = RV3D_PERSP;
- rv3d->dist = 0.0;
-
- ED_view3d_from_object(v3d->camera, rv3d->ofs, NULL, NULL, &v3d->lens);
- view3d_smooth_view(NULL, NULL, NULL, NULL, NULL, orig_ofs, new_quat, &orig_dist, &orig_lens); /* XXX */
-
- rv3d->persp = RV3D_CAMOB; /* just to be polite, not needed */
-
- }
- else {
- mat3_to_quat(new_quat, tmat);
- view3d_smooth_view(NULL, NULL, NULL, NULL, NULL, NULL, new_quat, NULL, NULL); /* XXX */
- }
- }
- else {
- mat3_to_quat(rv3d->viewquat, tmat);
- }
+ mat3_to_quat(rv3d->viewquat, tmat);
}
#define QUATSET(a, b, c, d, e) { a[0] = b; a[1] = c; a[2] = d; a[3] = e; } (void)0
@@ -839,7 +810,7 @@ void setviewmatrixview3d(Scene *scene, View3D *v3d, RegionView3D *rv3d)
if (rv3d->persp == RV3D_CAMOB) { /* obs/camera */
if (v3d->camera) {
BKE_object_where_is_calc(scene, v3d->camera);
- obmat_to_viewmat(v3d, rv3d, v3d->camera, 0);
+ obmat_to_viewmat(rv3d, v3d->camera);
}
else {
quat_to_mat4(rv3d->viewmat, rv3d->viewquat);
@@ -1562,40 +1533,6 @@ void VIEW3D_OT_game_start(wmOperatorType *ot)
/* ************************************** */
-static void UNUSED_FUNCTION(view3d_align_axis_to_vector)(View3D *v3d, RegionView3D *rv3d, int axisidx, float vec[3])
-{
- float alignaxis[3] = {0.0, 0.0, 0.0};
- float norm[3], axis[3], angle, new_quat[4];
-
- if (axisidx > 0) alignaxis[axisidx - 1] = 1.0;
- else alignaxis[-axisidx - 1] = -1.0;
-
- normalize_v3_v3(norm, vec);
-
- angle = (float)acos(dot_v3v3(alignaxis, norm));
- cross_v3_v3v3(axis, alignaxis, norm);
- axis_angle_to_quat(new_quat, axis, -angle);
-
- rv3d->view = RV3D_VIEW_USER;
-
- if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
- /* switch out of camera view */
- float orig_ofs[3];
- float orig_dist = rv3d->dist;
- float orig_lens = v3d->lens;
-
- copy_v3_v3(orig_ofs, rv3d->ofs);
- rv3d->persp = RV3D_PERSP;
- rv3d->dist = 0.0;
- ED_view3d_from_object(v3d->camera, rv3d->ofs, NULL, NULL, &v3d->lens);
- view3d_smooth_view(NULL, NULL, NULL, NULL, NULL, orig_ofs, new_quat, &orig_dist, &orig_lens); /* XXX */
- }
- else {
- if (rv3d->persp == RV3D_CAMOB) rv3d->persp = RV3D_PERSP; /* switch out of camera mode */
- view3d_smooth_view(NULL, NULL, NULL, NULL, NULL, NULL, new_quat, NULL, NULL); /* XXX */
- }
-}
-
float ED_view3d_pixel_size(RegionView3D *rv3d, const float co[3])
{
return mul_project_m4_v3_zfac(rv3d->persmat, co) * rv3d->pixsize * U.pixelsize;