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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/gameengine/VideoTexture
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/gameengine/VideoTexture')
-rw-r--r--source/gameengine/VideoTexture/ImageRender.cpp48
1 files changed, 24 insertions, 24 deletions
diff --git a/source/gameengine/VideoTexture/ImageRender.cpp b/source/gameengine/VideoTexture/ImageRender.cpp
index 6e70bfb14a0..62594f9552c 100644
--- a/source/gameengine/VideoTexture/ImageRender.cpp
+++ b/source/gameengine/VideoTexture/ImageRender.cpp
@@ -34,7 +34,7 @@ http://www.gnu.org/copyleft/lesser.txt.
#include "DNA_scene_types.h"
#include "RAS_CameraData.h"
#include "RAS_MeshObject.h"
-#include "BLI_arithb.h"
+#include "BLI_math.h"
#include "ImageRender.h"
#include "ImageBase.h"
@@ -589,15 +589,15 @@ ImageRender::ImageRender (KX_Scene * scene, KX_GameObject * observer, KX_GameObj
{
v4 = polygon->GetVertex(3);
mirrorVerts.push_back(v4);
- area = CalcNormFloat4((float*)v1->getXYZ(), (float*)v2->getXYZ(), (float*)v3->getXYZ(), (float*)v4->getXYZ(), normal);
+ area = normal_quad_v3( normal,(float*)v1->getXYZ(), (float*)v2->getXYZ(), (float*)v3->getXYZ(), (float*)v4->getXYZ());
} else
{
- area = CalcNormFloat((float*)v1->getXYZ(), (float*)v2->getXYZ(), (float*)v3->getXYZ(), normal);
+ area = normal_tri_v3( normal,(float*)v1->getXYZ(), (float*)v2->getXYZ(), (float*)v3->getXYZ());
}
area = fabs(area);
mirrorArea += area;
- VecMulf(normal, area);
- VecAddf(mirrorNormal, mirrorNormal, normal);
+ mul_v3_fl(normal, area);
+ add_v3_v3v3(mirrorNormal, mirrorNormal, normal);
}
}
}
@@ -607,8 +607,8 @@ ImageRender::ImageRender (KX_Scene * scene, KX_GameObject * observer, KX_GameObj
THRWEXCP(MirrorSizeInvalid, S_OK);
}
// compute average normal of mirror faces
- VecMulf(mirrorNormal, 1.0f/mirrorArea);
- if (Normalize(mirrorNormal) == 0.f)
+ mul_v3_fl(mirrorNormal, 1.0f/mirrorArea);
+ if (normalize_v3(mirrorNormal) == 0.f)
{
// no normal
THRWEXCP(MirrorNormalInvalid, S_OK);
@@ -622,26 +622,26 @@ ImageRender::ImageRender (KX_Scene * scene, KX_GameObject * observer, KX_GameObj
fabs(mirrorNormal[2]) > fabs(mirrorNormal[0]))
{
// the mirror is more horizontal than vertical
- VecCopyf(axis, yaxis);
+ copy_v3_v3(axis, yaxis);
}
else
{
// the mirror is more vertical than horizontal
- VecCopyf(axis, zaxis);
+ copy_v3_v3(axis, zaxis);
}
- dist = Inpf(mirrorNormal, axis);
+ dist = dot_v3v3(mirrorNormal, axis);
if (fabs(dist) < FLT_EPSILON)
{
// the mirror is already fully aligned with up axis
- VecCopyf(mirrorUp, axis);
+ copy_v3_v3(mirrorUp, axis);
}
else
{
// projection of axis to mirror plane through normal
- VecCopyf(vec, mirrorNormal);
- VecMulf(vec, dist);
- VecSubf(mirrorUp, axis, vec);
- if (Normalize(mirrorUp) == 0.f)
+ copy_v3_v3(vec, mirrorNormal);
+ mul_v3_fl(vec, dist);
+ sub_v3_v3v3(mirrorUp, axis, vec);
+ if (normalize_v3(mirrorUp) == 0.f)
{
// should not happen
THRWEXCP(MirrorHorizontal, S_OK);
@@ -650,12 +650,12 @@ ImageRender::ImageRender (KX_Scene * scene, KX_GameObject * observer, KX_GameObj
}
// compute rotation matrix between local coord and mirror coord
// to match camera orientation, we select mirror z = -normal, y = up, x = y x z
- VecCopyf(mirrorMat[2], mirrorNormal);
- VecMulf(mirrorMat[2], -1.0f);
- VecCopyf(mirrorMat[1], mirrorUp);
- Crossf(mirrorMat[0], mirrorMat[1], mirrorMat[2]);
+ copy_v3_v3(mirrorMat[2], mirrorNormal);
+ mul_v3_fl(mirrorMat[2], -1.0f);
+ copy_v3_v3(mirrorMat[1], mirrorUp);
+ cross_v3_v3v3(mirrorMat[0], mirrorMat[1], mirrorMat[2]);
// transpose to make it a orientation matrix from local space to mirror space
- Mat3Transp(mirrorMat);
+ transpose_m3(mirrorMat);
// transform all vertex to plane coordinates and determine mirror position
left = FLT_MAX;
right = -FLT_MAX;
@@ -664,8 +664,8 @@ ImageRender::ImageRender (KX_Scene * scene, KX_GameObject * observer, KX_GameObj
back = -FLT_MAX; // most backward vertex (=highest Z coord in mirror space)
for (it = mirrorVerts.begin(); it != mirrorVerts.end(); it++)
{
- VecCopyf(vec, (float*)(*it)->getXYZ());
- Mat3MulVecfl(mirrorMat, vec);
+ copy_v3_v3(vec, (float*)(*it)->getXYZ());
+ mul_m3_v3(mirrorMat, vec);
if (vec[0] < left)
left = vec[0];
if (vec[0] > right)
@@ -690,8 +690,8 @@ ImageRender::ImageRender (KX_Scene * scene, KX_GameObject * observer, KX_GameObj
vec[1] = (top+bottom)*0.5f;
vec[2] = back;
// convert it in local space: transpose again the matrix to get back to mirror to local transform
- Mat3Transp(mirrorMat);
- Mat3MulVecfl(mirrorMat, vec);
+ transpose_m3(mirrorMat);
+ mul_m3_v3(mirrorMat, vec);
// mirror position in local space
m_mirrorPos.setValue(vec[0], vec[1], vec[2]);
// mirror normal vector (pointed towards the back of the mirror) in local space