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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2009-11-10 23:43:45 +0300
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2009-11-10 23:43:45 +0300
commit37e4a311b0ad9da7177e50620efc3561e2dd7045 (patch)
tree8aea2cc851ab828ee040d601ed4c776283fd639a /source/blender/nodes/intern/TEX_nodes
parent4617bb68ba4b1c5ab459673fffd98bf7203bb4f2 (diff)
Math Lib
* Convert all code to use new functions. * Branch maintainers may want to skip this commit, and run this conversion script instead, if they use a lot of math functions in new code: http://www.pasteall.org/9052/python
Diffstat (limited to 'source/blender/nodes/intern/TEX_nodes')
-rw-r--r--source/blender/nodes/intern/TEX_nodes/TEX_distance.c4
-rw-r--r--source/blender/nodes/intern/TEX_nodes/TEX_rotate.c6
2 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/nodes/intern/TEX_nodes/TEX_distance.c b/source/blender/nodes/intern/TEX_nodes/TEX_distance.c
index 297fc02939d..5355b3f0fff 100644
--- a/source/blender/nodes/intern/TEX_nodes/TEX_distance.c
+++ b/source/blender/nodes/intern/TEX_nodes/TEX_distance.c
@@ -27,7 +27,7 @@
*/
#include <math.h>
-#include "BLI_arithb.h"
+#include "BLI_math.h"
#include "../TEX_util.h"
static bNodeSocketType inputs[]= {
@@ -48,7 +48,7 @@ static void valuefn(float *out, TexParams *p, bNode *node, bNodeStack **in, shor
tex_input_vec(coord1, in[0], p, thread);
tex_input_vec(coord2, in[1], p, thread);
- *out = VecLenf(coord2, coord1);
+ *out = len_v3v3(coord2, coord1);
}
static void exec(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
diff --git a/source/blender/nodes/intern/TEX_nodes/TEX_rotate.c b/source/blender/nodes/intern/TEX_nodes/TEX_rotate.c
index 2184d32fcf2..1f550e32135 100644
--- a/source/blender/nodes/intern/TEX_nodes/TEX_rotate.c
+++ b/source/blender/nodes/intern/TEX_nodes/TEX_rotate.c
@@ -65,19 +65,19 @@ static void colorfn(float *out, TexParams *p, bNode *node, bNodeStack **in, shor
if(magsq == 0) magsq = 1;
- ndx = Inpf(coord, ax);
+ ndx = dot_v3v3(coord, ax);
para[0] = ax[0] * ndx * (1 - cos_a);
para[1] = ax[1] * ndx * (1 - cos_a);
para[2] = ax[2] * ndx * (1 - cos_a);
- VecSubf(perp, coord, para);
+ sub_v3_v3v3(perp, coord, para);
perp[0] = coord[0] * cos_a;
perp[1] = coord[1] * cos_a;
perp[2] = coord[2] * cos_a;
- Crossf(cp, ax, coord);
+ cross_v3_v3v3(cp, ax, coord);
cp[0] = cp[0] * sin_a;
cp[1] = cp[1] * sin_a;