Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
path: root/source
diff options
context:
space:
mode:
authorCampbell Barton <ideasman42@gmail.com>2011-04-20 10:47:16 +0400
committerCampbell Barton <ideasman42@gmail.com>2011-04-20 10:47:16 +0400
commit66f5ac408e168acecbc39ad671103697952d314c (patch)
tree9a451a792a4f1fc67f0803faa3f3650cf4108c1f /source
parentb5a2d7f15e2ae60d51c049e56346d058d7c5cb0f (diff)
edit definitions to use const for non modified args, also correct incorrect definition for clip_line_plane().
Diffstat (limited to 'source')
-rw-r--r--source/blender/blenlib/BLI_math_geom.h110
-rw-r--r--source/blender/blenlib/intern/math_geom.c103
-rw-r--r--source/blender/blenlib/intern/math_geom_inline.c14
3 files changed, 113 insertions, 114 deletions
diff --git a/source/blender/blenlib/BLI_math_geom.h b/source/blender/blenlib/BLI_math_geom.h
index 3174c65beac..eb69ddc26eb 100644
--- a/source/blender/blenlib/BLI_math_geom.h
+++ b/source/blender/blenlib/BLI_math_geom.h
@@ -44,8 +44,8 @@ extern "C" {
/********************************** Polygons *********************************/
-void cent_tri_v3(float r[3], float a[3], float b[3], float c[3]);
-void cent_quad_v3(float r[3], float a[3], float b[3], float c[3], float d[3]);
+void cent_tri_v3(float r[3], const float a[3], const float b[3], const float c[3]);
+void cent_quad_v3(float r[3], const float a[3], const float b[3], const float c[3], const float d[3]);
float normal_tri_v3(float r[3], const float a[3], const float b[3], const float c[3]);
float normal_quad_v3(float r[3], const float a[3], const float b[3], const float c[3], const float d[3]);
@@ -54,17 +54,17 @@ float area_tri_v2(const float a[2], const float b[2], const float c[2]);
float area_tri_signed_v2(const float v1[2], const float v2[2], const float v3[2]);
float area_tri_v3(const float a[3], const float b[3], const float c[3]);
float area_quad_v3(const float a[3], const float b[3], const float c[3], const float d[3]);
-float area_poly_v3(int nr, float verts[][3], float normal[3]);
+float area_poly_v3(int nr, float verts[][3], const float normal[3]);
/********************************* Distance **********************************/
-float dist_to_line_v2(float p[2], float l1[2], float l2[2]);
-float dist_to_line_segment_v2(float p[2], float l1[2], float l2[2]);
+float dist_to_line_v2(const float p[2], const float l1[2], const float l2[2]);
+float dist_to_line_segment_v2(const float p[2], const float l1[2], const float l2[2]);
-float dist_to_line_segment_v3(float p[3], float l1[3], float l2[3]);
+float dist_to_line_segment_v3(const float p[3], const float l1[3], const float l2[3]);
float closest_to_line_v3(float r[3], const float p[3], const float l1[3], const float l2[3]);
float closest_to_line_v2(float r[2], const float p[2], const float l1[2], const float l2[2]);
-void closest_to_line_segment_v3(float r[3], float p[3], float l1[3], float l2[3]);
+void closest_to_line_segment_v3(float r[3], const float p[3], const float l1[3], const float l2[3]);
/******************************* Intersection ********************************/
@@ -78,7 +78,7 @@ void closest_to_line_segment_v3(float r[3], float p[3], float l1[3], float l2[3]
int isect_line_line_v2(const float a1[2], const float a2[2], const float b1[2], const float b2[2]);
int isect_line_line_v2_short(const short a1[2], const short a2[2], const short b1[2], const short b2[2]);
-int isect_seg_seg_v2_point(const float *v1, const float *v2, const float *v3, const float *v4, float vi[2]);
+int isect_seg_seg_v2_point(const float v1[2], const float v2[2], const float v3[2], const float v4[2], float vi[2]);
/* Returns the number of point of interests
* 0 - lines are colinear
@@ -92,51 +92,51 @@ int isect_line_line_strict_v3(float v1[3], float v2[3],
float v3[3], float v4[3], float vi[3], float *lambda);
/* line/ray triangle */
-int isect_line_tri_v3(float p1[3], float p2[3],
- float v0[3], float v1[3], float v2[3], float *lambda, float *uv);
-int isect_ray_tri_v3(float p1[3], float d[3],
- float v0[3], float v1[3], float v2[3], float *lambda, float *uv);
-int isect_ray_tri_threshold_v3(float p1[3], float d[3],
- float v0[3], float v1[3], float v2[3], float *lambda, float *uv, float threshold);
-int isect_ray_tri_epsilon_v3(float p1[3], float d[3],
- float v0[3], float v1[3], float v2[3], float *lambda, float *uv, float epsilon);
+int isect_line_tri_v3(const float p1[3], const float p2[3],
+ const float v0[3], const float v1[3], const float v2[3], float *lambda, float uv[2]);
+int isect_ray_tri_v3(const float p1[3], const float d[3],
+ const float v0[3], const float v1[3], const float v2[3], float *lambda, float uv[2]);
+int isect_ray_tri_threshold_v3(const float p1[3], const float d[3],
+ const float v0[3], const float v1[3], const float v2[3], float *lambda, float uv[2], const float threshold);
+int isect_ray_tri_epsilon_v3(const float p1[3], const float d[3],
+ const float v0[3], const float v1[3], const float v2[3], float *lambda, float uv[2], const float epsilon);
/* point in polygon */
-int isect_point_quad_v2(float p[2], float a[2], float b[2], float c[2], float d[2]);
+int isect_point_quad_v2(const float p[2], const float a[2], const float b[2], const float c[2], const float d[2]);
-int isect_point_tri_v2(float v1[2], float v2[2], float v3[2], float pt[2]);
-int isect_point_tri_v2_int(int x1, int y1, int x2, int y2, int a, int b);
-int isect_point_tri_prism_v3(float p[3], float v1[3], float v2[3], float v3[3]);
+int isect_point_tri_v2(const float v1[2], const float v2[2], const float v3[2], const float pt[2]);
+int isect_point_tri_v2_int(const int x1, const int y1, const int x2, const int y2, const int a, const int b);
+int isect_point_tri_prism_v3(const float p[3], const float v1[3], const float v2[3], const float v3[3]);
-void isect_point_quad_uv_v2(float v0[2], float v1[2], float v2[2], float v3[2],
- float pt[2], float *uv);
-void isect_point_face_uv_v2(int isquad, float v0[2], float v1[2], float v2[2],
- float v3[2], float pt[2], float *uv);
+void isect_point_quad_uv_v2(const float v0[2], const float v1[2], const float v2[2], const float v3[2],
+ const float pt[2], float *uv);
+void isect_point_face_uv_v2(const int isquad, const float v0[2], const float v1[2], const float v2[2],
+ const float v3[2], const float pt[2], float *uv);
/* other */
-int isect_sweeping_sphere_tri_v3(float p1[3], float p2[3], float radius,
- float v0[3], float v1[3], float v2[3], float *lambda, float *ipoint);
+int isect_sweeping_sphere_tri_v3(const float p1[3], const float p2[3], const float radius,
+ const float v0[3], const float v1[3], const float v2[3], float *lambda, float ipoint[3]);
-int isect_axial_line_tri_v3(int axis, float co1[3], float co2[3],
- float v0[3], float v1[3], float v2[3], float *lambda);
+int isect_axial_line_tri_v3(const int axis, const float co1[3], const float co2[3],
+ const float v0[3], const float v1[3], const float v2[3], float *lambda);
-int isect_aabb_aabb_v3(float min1[3], float max1[3], float min2[3], float max2[3]);
+int isect_aabb_aabb_v3(const float min1[3], const float max1[3], const float min2[3], const float max2[3]);
-int clip_line_plane(float clipco[3], float plane[4], float co[3]);
+int clip_line_plane(float p1[3], float p2[3], const float plane[4]);
-void plot_line_v2v2i(int p1[2], int p2[2], int (*callback)(int, int, void *), void *userData);
+void plot_line_v2v2i(const int p1[2], const int p2[2], int (*callback)(int, int, void *), void *userData);
/****************************** Interpolation ********************************/
/* tri or quad, d can be NULL */
void interp_weights_face_v3(float w[4],
- float a[3], float b[3], float c[3], float d[3], float p[3]);
-void interp_weights_poly_v3(float w[], float v[][3], int n, float p[3]);
+ const float a[3], const float b[3], const float c[3], const float d[3], const float p[3]);
+void interp_weights_poly_v3(float w[], float v[][3], const int n, const float p[3]);
void interp_cubic_v3(float x[3], float v[3],
- float x1[3], float v1[3], float x2[3], float v2[3], float t);
+ const float x1[3], const float v1[3], const float x2[3], const float v2[3], const float t);
-int interp_sparse_array(float *array, int list_size, float invalid);
+int interp_sparse_array(float *array, const int list_size, const float invalid);
void barycentric_transform(float pt_tar[3], float const pt_src[3],
const float tri_tar_p1[3], const float tri_tar_p2[3], const float tri_tar_p3[3],
@@ -152,22 +152,22 @@ void lookat_m4(float mat[4][4], float vx, float vy,
void polarview_m4(float mat[4][4], float dist, float azimuth,
float incidence, float twist);
-void perspective_m4(float mat[4][4], float left, float right,
- float bottom, float top, float nearClip, float farClip);
-void orthographic_m4(float mat[4][4], float left, float right,
- float bottom, float top, float nearClip, float farClip);
+void perspective_m4(float mat[4][4], const float left, const float right,
+ const float bottom, const float top, const float nearClip, const float farClip);
+void orthographic_m4(float mat[4][4], const float left, const float right,
+ const float bottom, const float top, const float nearClip, const float farClip);
void window_translate_m4(float winmat[][4], float perspmat[][4],
- float x, float y);
+ const float x, const float y);
int box_clip_bounds_m4(float boundbox[2][3],
- float bounds[4], float winmat[4][4]);
+ const float bounds[4], float winmat[4][4]);
void box_minmax_bounds_m4(float min[3], float max[3],
float boundbox[2][3], float mat[4][4]);
/********************************** Mapping **********************************/
-void map_to_tube(float *u, float *v, float x, float y, float z);
-void map_to_sphere(float *u, float *v, float x, float y, float z);
+void map_to_tube(float *u, float *v, const float x, const float y, const float z);
+void map_to_sphere(float *u, float *v, const float x, const float y, const float z);
/********************************** Normals **********************************/
@@ -182,11 +182,11 @@ typedef struct VertexTangent {
float tang[3], uv[2];
} VertexTangent;
-float *find_vertex_tangent(VertexTangent *vtang, float *uv);
+float *find_vertex_tangent(VertexTangent *vtang, const float uv[2]);
void sum_or_add_vertex_tangent(void *arena, VertexTangent **vtang,
- float *tang, float *uv);
-void tangent_from_uv(float *uv1, float *uv2, float *uv3,
- float *co1, float *co2, float *co3, float *n, float *tang);
+ const float tang[3], const float uv[2]);
+void tangent_from_uv(float uv1[2], float uv2[2], float uv3[2],
+ float co1[3], float co2[3], float co3[3], float n[3], float tang[3]);
/******************************** Vector Clouds ******************************/
@@ -202,14 +202,14 @@ void vcloud_estimate_transform(int list_size, float (*pos)[3], float *weight,
4 = (2,-2), 5 = (2,-1), 6 = (2,0), 7 = (2,1), 8 = (2,2) */
MINLINE void zero_sh(float r[9]);
-MINLINE void copy_sh_sh(float r[9], float a[9]);
-MINLINE void mul_sh_fl(float r[9], float f);
-MINLINE void add_sh_shsh(float r[9], float a[9], float b[9]);
-
-MINLINE float eval_shv3(float r[9], float v[3]);
-MINLINE float diffuse_shv3(float r[9], float v[3]);
-MINLINE void vec_fac_to_sh(float r[9], float v[3], float f);
-MINLINE void madd_sh_shfl(float r[9], float sh[3], float f);
+MINLINE void copy_sh_sh(float r[9], const float a[9]);
+MINLINE void mul_sh_fl(float r[9], const float f);
+MINLINE void add_sh_shsh(float r[9], const float a[9], const float b[9]);
+
+MINLINE float eval_shv3(float r[9], const float v[3]);
+MINLINE float diffuse_shv3(float r[9], const float v[3]);
+MINLINE void vec_fac_to_sh(float r[9], const float v[3], const float f);
+MINLINE void madd_sh_shfl(float r[9], const float sh[3], const float f);
/********************************* Form Factor *******************************/
diff --git a/source/blender/blenlib/intern/math_geom.c b/source/blender/blenlib/intern/math_geom.c
index 9fa5775c6a1..79c07819ac1 100644
--- a/source/blender/blenlib/intern/math_geom.c
+++ b/source/blender/blenlib/intern/math_geom.c
@@ -41,14 +41,14 @@
/********************************** Polygons *********************************/
-void cent_tri_v3(float *cent, float *v1, float *v2, float *v3)
+void cent_tri_v3(float cent[3], const float v1[3], const float v2[3], const float v3[3])
{
cent[0]= 0.33333f*(v1[0]+v2[0]+v3[0]);
cent[1]= 0.33333f*(v1[1]+v2[1]+v3[1]);
cent[2]= 0.33333f*(v1[2]+v2[2]+v3[2]);
}
-void cent_quad_v3(float *cent, float *v1, float *v2, float *v3, float *v4)
+void cent_quad_v3(float cent[3], const float v1[3], const float v2[3], const float v3[3], const float v4[3])
{
cent[0]= 0.25f*(v1[0]+v2[0]+v3[0]+v4[0]);
cent[1]= 0.25f*(v1[1]+v2[1]+v3[1]+v4[1]);
@@ -131,7 +131,7 @@ float area_tri_v3(const float v1[3], const float v2[3], const float v3[3]) /* T
return (len/2.0f);
}
-float area_poly_v3(int nr, float verts[][3], float *normal)
+float area_poly_v3(int nr, float verts[][3], const float normal[3])
{
float x, y, z, area, max;
float *cur, *prev;
@@ -165,7 +165,7 @@ float area_poly_v3(int nr, float verts[][3], float *normal)
/* distance v1 to line v2-v3 */
/* using Hesse formula, NO LINE PIECE! */
-float dist_to_line_v2(float *v1, float *v2, float *v3)
+float dist_to_line_v2(const float v1[2], const float v2[2], const float v3[2])
{
float a[2],deler;
@@ -179,7 +179,7 @@ float dist_to_line_v2(float *v1, float *v2, float *v3)
}
/* distance v1 to line-piece v2-v3 */
-float dist_to_line_segment_v2(float *v1, float *v2, float *v3)
+float dist_to_line_segment_v2(const float v1[2], const float v2[2], const float v3[2])
{
float labda, rc[2], pt[2], len;
@@ -208,11 +208,11 @@ float dist_to_line_segment_v2(float *v1, float *v2, float *v3)
rc[0]= pt[0]-v1[0];
rc[1]= pt[1]-v1[1];
- return (float)sqrt(rc[0]*rc[0]+ rc[1]*rc[1]);
+ return sqrtf(rc[0]*rc[0]+ rc[1]*rc[1]);
}
/* point closest to v1 on line v2-v3 in 3D */
-void closest_to_line_segment_v3(float *closest, float v1[3], float v2[3], float v3[3])
+void closest_to_line_segment_v3(float closest[3], const float v1[3], const float v2[3], const float v3[3])
{
float lambda, cp[3];
@@ -227,7 +227,7 @@ void closest_to_line_segment_v3(float *closest, float v1[3], float v2[3], float
}
/* distance v1 to line-piece v2-v3 in 3D */
-float dist_to_line_segment_v3(float *v1, float *v2, float *v3)
+float dist_to_line_segment_v3(const float v1[3], const float v2[3], const float v3[3])
{
float closest[3];
@@ -239,7 +239,7 @@ float dist_to_line_segment_v3(float *v1, float *v2, float *v3)
/******************************* Intersection ********************************/
/* intersect Line-Line, shorts */
-int isect_line_line_v2_short(const short *v1, const short *v2, const short *v3, const short *v4)
+int isect_line_line_v2_short(const short v1[2], const short v2[2], const short v3[2], const short v4[2])
{
float div, labda, mu;
@@ -258,7 +258,7 @@ int isect_line_line_v2_short(const short *v1, const short *v2, const short *v3,
}
/* intersect Line-Line, floats */
-int isect_line_line_v2(const float *v1, const float *v2, const float *v3, const float *v4)
+int isect_line_line_v2(const float v1[2], const float v2[2], const float v3[2], const float v4[2])
{
float div, labda, mu;
@@ -279,7 +279,7 @@ int isect_line_line_v2(const float *v1, const float *v2, const float *v3, const
/* get intersection point of two 2D segments and return intersection type:
-1: colliniar
1: intersection */
-int isect_seg_seg_v2_point(const float *v1, const float *v2, const float *v3, const float *v4, float vi[2])
+int isect_seg_seg_v2_point(const float v1[2], const float v2[2], const float v3[2], const float v4[2], float vi[2])
{
float a1, a2, b1, b2, c1, c2, d;
float u, v;
@@ -354,8 +354,8 @@ int isect_seg_seg_v2_point(const float *v1, const float *v2, const float *v3, co
1: intersection
*/
-static short IsectLLPt2Df(float x0,float y0,float x1,float y1,
- float x2,float y2,float x3,float y3, float *xi,float *yi)
+static short IsectLLPt2Df(const float x0, const float y0, const float x1, const float y1,
+ const float x2, const float y2, const float x3, const float y3, float *xi,float *yi)
{
/*
@@ -405,7 +405,7 @@ static short IsectLLPt2Df(float x0,float y0,float x1,float y1,
/* point in tri */
-int isect_point_tri_v2(float pt[2], float v1[2], float v2[2], float v3[2])
+int isect_point_tri_v2(const float pt[2], const float v1[2], const float v2[2], const float v3[2])
{
if (line_point_side_v2(v1,v2,pt)>=0.0f) {
if (line_point_side_v2(v2,v3,pt)>=0.0f) {
@@ -424,7 +424,7 @@ int isect_point_tri_v2(float pt[2], float v1[2], float v2[2], float v3[2])
return 0;
}
/* point in quad - only convex quads */
-int isect_point_quad_v2(float pt[2], float v1[2], float v2[2], float v3[2], float v4[2])
+int isect_point_quad_v2(const float pt[2], const float v1[2], const float v2[2], const float v3[2], const float v4[2])
{
if (line_point_side_v2(v1,v2,pt)>=0.0f) {
if (line_point_side_v2(v2,v3,pt)>=0.0f) {
@@ -451,7 +451,7 @@ int isect_point_quad_v2(float pt[2], float v1[2], float v2[2], float v3[2], floa
test if the line starting at p1 ending at p2 intersects the triangle v0..v2
return non zero if it does
*/
-int isect_line_tri_v3(float p1[3], float p2[3], float v0[3], float v1[3], float v2[3], float *lambda, float *uv)
+int isect_line_tri_v3(const float p1[3], const float p2[3], const float v0[3], const float v1[3], const float v2[3], float *lambda, float uv[2])
{
float p[3], s[3], d[3], e1[3], e2[3], q[3];
@@ -491,7 +491,7 @@ int isect_line_tri_v3(float p1[3], float p2[3], float v0[3], float v1[3], float
test if the ray starting at p1 going in d direction intersects the triangle v0..v2
return non zero if it does
*/
-int isect_ray_tri_v3(float p1[3], float d[3], float v0[3], float v1[3], float v2[3], float *lambda, float *uv)
+int isect_ray_tri_v3(const float p1[3], const float d[3], const float v0[3], const float v1[3], const float v2[3], float *lambda, float uv[2])
{
float p[3], s[3], e1[3], e2[3], q[3];
float a, f, u, v;
@@ -527,7 +527,7 @@ int isect_ray_tri_v3(float p1[3], float d[3], float v0[3], float v1[3], float v2
return 1;
}
-int isect_ray_tri_epsilon_v3(float p1[3], float d[3], float v0[3], float v1[3], float v2[3], float *lambda, float *uv, float epsilon)
+int isect_ray_tri_epsilon_v3(const float p1[3], const float d[3], const float v0[3], const float v1[3], const float v2[3], float *lambda, float uv[2], const float epsilon)
{
float p[3], s[3], e1[3], e2[3], q[3];
float a, f, u, v;
@@ -561,7 +561,7 @@ int isect_ray_tri_epsilon_v3(float p1[3], float d[3], float v0[3], float v1[3],
return 1;
}
-int isect_ray_tri_threshold_v3(float p1[3], float d[3], float v0[3], float v1[3], float v2[3], float *lambda, float *uv, float threshold)
+int isect_ray_tri_threshold_v3(const float p1[3], const float d[3], const float v0[3], const float v1[3], const float v2[3], float *lambda, float *uv, const float threshold)
{
float p[3], s[3], e1[3], e2[3], q[3];
float a, f, u, v;
@@ -614,7 +614,7 @@ int isect_ray_tri_threshold_v3(float p1[3], float d[3], float v0[3], float v1[3]
/* Adapted from the paper by Kasper Fauerby */
/* "Improved Collision detection and Response" */
-static int getLowestRoot(float a, float b, float c, float maxR, float* root)
+static int getLowestRoot(const float a, const float b, const float c, const float maxR, float *root)
{
// Check if a solution exists
float determinant = b*b - 4.0f*a*c;
@@ -651,7 +651,7 @@ static int getLowestRoot(float a, float b, float c, float maxR, float* root)
return 0;
}
-int isect_sweeping_sphere_tri_v3(float p1[3], float p2[3], float radius, float v0[3], float v1[3], float v2[3], float *lambda, float *ipoint)
+int isect_sweeping_sphere_tri_v3(const float p1[3], const float p2[3], const float radius, const float v0[3], const float v1[3], const float v2[3], float *lambda, float ipoint[3])
{
float e1[3], e2[3], e3[3], point[3], vel[3], /*dist[3],*/ nor[3], temp[3], bv[3];
float a, b, c, d, e, x, y, z, radius2=radius*radius;
@@ -848,7 +848,7 @@ int isect_sweeping_sphere_tri_v3(float p1[3], float p2[3], float radius, float v
return found_by_sweep;
}
-int isect_axial_line_tri_v3(int axis, float p1[3], float p2[3], float v0[3], float v1[3], float v2[3], float *lambda)
+int isect_axial_line_tri_v3(const int axis, const float p1[3], const float p2[3], const float v0[3], const float v1[3], const float v2[3], float *lambda)
{
float p[3], e1[3], e2[3];
float u, v, f;
@@ -1014,7 +1014,7 @@ int isect_line_line_strict_v3(float v1[3], float v2[3], float v3[3], float v4[3]
}
}
-int isect_aabb_aabb_v3(float min1[3], float max1[3], float min2[3], float max2[3])
+int isect_aabb_aabb_v3(const float min1[3], const float max1[3], const float min2[3], const float max2[3])
{
return (min1[0]<max2[0] && min1[1]<max2[1] && min1[2]<max2[2] &&
min2[0]<max1[0] && min2[1]<max1[1] && min2[2]<max1[2]);
@@ -1058,7 +1058,7 @@ static float lambda_cp_line(float p[3], float l1[3], float l2[3])
#endif
/* Similar to LineIntersectsTriangleUV, except it operates on a quad and in 2d, assumes point is in quad */
-void isect_point_quad_uv_v2(float v0[2], float v1[2], float v2[2], float v3[2], float pt[2], float *uv)
+void isect_point_quad_uv_v2(const float v0[2], const float v1[2], const float v2[2], const float v3[2], const float pt[2], float *uv)
{
float x0,y0, x1,y1, wtot, v2d[2], w1, w2;
@@ -1152,7 +1152,7 @@ void isect_point_quad_uv_v2(float v0[2], float v1[2], float v2[2], float v3[2],
}
/* same as above but does tri's and quads, tri's are a bit of a hack */
-void isect_point_face_uv_v2(int isquad, float v0[2], float v1[2], float v2[2], float v3[2], float pt[2], float *uv)
+void isect_point_face_uv_v2(const int isquad, const float v0[2], const float v1[2], const float v2[2], const float v3[2], const float pt[2], float *uv)
{
if (isquad) {
isect_point_quad_uv_v2(v0, v1, v2, v3, pt, uv);
@@ -1238,7 +1238,7 @@ int isect_point_tri_v2(float v0[2], float v1[2], float v2[2], float pt[2])
x1,y1-- x2,y1
*/
-int isect_point_tri_v2_int(int x1, int y1, int x2, int y2, int a, int b)
+int isect_point_tri_v2_int(const int x1, const int y1, const int x2, const int y2, const int a, const int b)
{
float v1[2], v2[2], v3[2], p[2];
@@ -1257,7 +1257,7 @@ int isect_point_tri_v2_int(int x1, int y1, int x2, int y2, int a, int b)
return isect_point_tri_v2(p, v1, v2, v3);
}
-static int point_in_slice(float p[3], float v1[3], float l1[3], float l2[3])
+static int point_in_slice(const float p[3], const float v1[3], const float l1[3], const float l2[3])
{
/*
what is a slice ?
@@ -1305,7 +1305,7 @@ static int point_in_slice_m(float p[3],float origin[3],float normal[3],float lns
}
#endif
-int isect_point_tri_prism_v3(float p[3], float v1[3], float v2[3], float v3[3])
+int isect_point_tri_prism_v3(const float p[3], const float v1[3], const float v2[3], const float v3[3])
{
if(!point_in_slice(p,v1,v2,v3)) return 0;
if(!point_in_slice(p,v2,v3,v1)) return 0;
@@ -1313,7 +1313,7 @@ int isect_point_tri_prism_v3(float p[3], float v1[3], float v2[3], float v3[3])
return 1;
}
-int clip_line_plane(float p1[3], float p2[3], float plane[4])
+int clip_line_plane(float p1[3], float p2[3], const float plane[4])
{
float dp[3], n[3], div, t, pc[3];
@@ -1363,7 +1363,7 @@ int clip_line_plane(float p1[3], float p2[3], float plane[4])
}
-void plot_line_v2v2i(int p1[2], int p2[2], int (*callback)(int, int, void *), void *userData)
+void plot_line_v2v2i(const int p1[2], const int p2[2], int (*callback)(int, int, void *), void *userData)
{
int x1= p1[0];
int y1= p1[1];
@@ -1429,12 +1429,12 @@ void plot_line_v2v2i(int p1[2], int p2[2], int (*callback)(int, int, void *), vo
/****************************** Interpolation ********************************/
-static float tri_signed_area(float *v1, float *v2, float *v3, int i, int j)
+static float tri_signed_area(const float v1[3], const float v2[3], const float v3[3], const int i, const int j)
{
return 0.5f*((v1[i]-v2[i])*(v2[j]-v3[j]) + (v1[j]-v2[j])*(v3[i]-v2[i]));
}
-static int barycentric_weights(float *v1, float *v2, float *v3, float *co, float *n, float *w)
+static int barycentric_weights(const float v1[3], const float v2[3], const float v3[3], const float co[3], const float n[3], float w[3])
{
float xn, yn, zn, a1, a2, a3, asum;
short i, j;
@@ -1468,7 +1468,7 @@ static int barycentric_weights(float *v1, float *v2, float *v3, float *co, float
return 0;
}
-void interp_weights_face_v3(float *w,float *v1, float *v2, float *v3, float *v4, float *co)
+void interp_weights_face_v3(float w[4], const float v1[3], const float v2[3], const float v3[3], const float v4[3], const float co[3])
{
float w2[3];
@@ -1592,7 +1592,7 @@ void barycentric_transform(float pt_tar[3], float const pt_src[3],
/* given an array with some invalid values this function interpolates valid values
* replacing the invalid ones */
-int interp_sparse_array(float *array, int list_size, float skipval)
+int interp_sparse_array(float *array, int const list_size, const float skipval)
{
int found_invalid = 0;
int found_valid = 0;
@@ -1672,7 +1672,7 @@ int interp_sparse_array(float *array, int list_size, float skipval)
/* Mean value weights - smooth interpolation weights for polygons with
* more than 3 vertices */
-static float mean_value_half_tan(float *v1, float *v2, float *v3)
+static float mean_value_half_tan(const float v1[3], const float v2[3], const float v3[3])
{
float d2[3], d3[3], cross[3], area, dot, len;
@@ -1690,7 +1690,7 @@ static float mean_value_half_tan(float *v1, float *v2, float *v3)
return (len - dot)/area;
}
-void interp_weights_poly_v3(float *w,float v[][3], int n, float *co)
+void interp_weights_poly_v3(float *w, float v[][3], const int n, const float co[3])
{
float totweight, t1, t2, len, *vmid, *vprev, *vnext;
int i;
@@ -1716,7 +1716,7 @@ void interp_weights_poly_v3(float *w,float v[][3], int n, float *co)
}
/* (x1,v1)(t1=0)------(x2,v2)(t2=1), 0<t<1 --> (x,v)(t) */
-void interp_cubic_v3(float *x, float *v,float *x1, float *v1, float *x2, float *v2, float t)
+void interp_cubic_v3(float x[3], float v[3], const float x1[3], const float v1[3], const float x2[3], const float v2[3], const float t)
{
float a[3],b[3];
float t2= t*t;
@@ -1742,7 +1742,7 @@ void interp_cubic_v3(float *x, float *v,float *x1, float *v1, float *x2, float *
/***************************** View & Projection *****************************/
-void orthographic_m4(float matrix[][4],float left, float right, float bottom, float top, float nearClip, float farClip)
+void orthographic_m4(float matrix[][4], const float left, const float right, const float bottom, const float top, const float nearClip, const float farClip)
{
float Xdelta, Ydelta, Zdelta;
@@ -1761,7 +1761,7 @@ void orthographic_m4(float matrix[][4],float left, float right, float bottom, fl
matrix[3][2] = -(farClip + nearClip)/Zdelta;
}
-void perspective_m4(float mat[][4],float left, float right, float bottom, float top, float nearClip, float farClip)
+void perspective_m4(float mat[][4],float left, const float right, const float bottom, const float top, const float nearClip, const float farClip)
{
float Xdelta, Ydelta, Zdelta;
@@ -1786,7 +1786,7 @@ void perspective_m4(float mat[][4],float left, float right, float bottom, float
}
/* translate a matrix created by orthographic_m4 or perspective_m4 in XY coords (used to jitter the view) */
-void window_translate_m4(float winmat[][4], float perspmat[][4], float x, float y)
+void window_translate_m4(float winmat[][4], float perspmat[][4], const float x, const float y)
{
if(winmat[2][3] == -1.0f) {
/* in the case of a win-matrix, this means perspective always */
@@ -1890,7 +1890,7 @@ void lookat_m4(float mat[][4],float vx, float vy, float vz, float px, float py,
translate_m4(mat,-vx,-vy,-vz); /* translate viewpoint to origin */
}
-int box_clip_bounds_m4(float boundbox[2][3], float bounds[4], float winmat[4][4])
+int box_clip_bounds_m4(float boundbox[2][3], const float bounds[4], float winmat[4][4])
{
float mat[4][4], vec[4];
int a, fl, flag= -1;
@@ -1950,7 +1950,7 @@ void box_minmax_bounds_m4(float min[3], float max[3], float boundbox[2][3], floa
/********************************** Mapping **********************************/
-void map_to_tube(float *u, float *v,float x, float y, float z)
+void map_to_tube(float *u, float *v, const float x, const float y, const float z)
{
float len;
@@ -1963,7 +1963,7 @@ void map_to_tube(float *u, float *v,float x, float y, float z)
*v = *u = 0.0f; /* to avoid un-initialized variables */
}
-void map_to_sphere(float *u, float *v,float x, float y, float z)
+void map_to_sphere(float *u, float *v, const float x, const float y, const float z)
{
float len;
@@ -1971,9 +1971,8 @@ void map_to_sphere(float *u, float *v,float x, float y, float z)
if(len > 0.0f) {
if(x==0.0f && y==0.0f) *u= 0.0f; /* othwise domain error */
else *u = (1.0f - atan2f(x,y) / (float)M_PI) / 2.0f;
-
- z/=len;
- *v = 1.0f - (float)saacos(z)/(float)M_PI;
+
+ *v = 1.0f - (float)saacos(z/len)/(float)M_PI;
} else {
*v = *u = 0.0f; /* to avoid un-initialized variables */
}
@@ -2033,7 +2032,7 @@ void accumulate_vertex_normals(float n1[3], float n2[3], float n3[3],
/* from BKE_mesh.h */
#define STD_UV_CONNECT_LIMIT 0.0001f
-void sum_or_add_vertex_tangent(void *arena, VertexTangent **vtang, float *tang, float *uv)
+void sum_or_add_vertex_tangent(void *arena, VertexTangent **vtang, const float tang[3], const float uv[2])
{
VertexTangent *vt;
@@ -2056,7 +2055,7 @@ void sum_or_add_vertex_tangent(void *arena, VertexTangent **vtang, float *tang,
*vtang= vt;
}
-float *find_vertex_tangent(VertexTangent *vtang, float *uv)
+float *find_vertex_tangent(VertexTangent *vtang, const float uv[2])
{
VertexTangent *vt;
static float nulltang[3] = {0.0f, 0.0f, 0.0f};
@@ -2068,7 +2067,7 @@ float *find_vertex_tangent(VertexTangent *vtang, float *uv)
return nulltang; /* shouldn't happen, except for nan or so */
}
-void tangent_from_uv(float *uv1, float *uv2, float *uv3, float *co1, float *co2, float *co3, float *n, float *tang)
+void tangent_from_uv(float uv1[2], float uv2[2], float uv3[3], float co1[3], float co2[3], float co3[3], float n[3], float tang[3])
{
float s1= uv2[0] - uv1[0];
float s2= uv3[0] - uv1[0];
@@ -2262,14 +2261,14 @@ void vcloud_estimate_transform(int list_size, float (*pos)[3], float *weight,flo
/******************************* Form Factor *********************************/
-static void vec_add_dir(float r[3], float v1[3], float v2[3], float fac)
+static void vec_add_dir(float r[3], const float v1[3], const float v2[3], const float fac)
{
r[0]= v1[0] + fac*(v2[0] - v1[0]);
r[1]= v1[1] + fac*(v2[1] - v1[1]);
r[2]= v1[2] + fac*(v2[2] - v1[2]);
}
-static int ff_visible_quad(float p[3], float n[3], float v0[3], float v1[3], float v2[3], float q0[3], float q1[3], float q2[3], float q3[3])
+static int ff_visible_quad(const float p[3], const float n[3], const float v0[3], const float v1[3], const float v2[3], float q0[3], float q1[3], float q2[3], float q3[3])
{
static const float epsilon = 1e-6f;
float c, sd[3];
@@ -2628,7 +2627,7 @@ static void ff_normalize(float n[3])
}
}
-static float ff_quad_form_factor(float *p, float *n, float *q0, float *q1, float *q2, float *q3)
+static float ff_quad_form_factor(const float p[3], const float n[3], const float q0[3], const float q1[3], const float q2[3], const float q3[3])
{
float r0[3], r1[3], r2[3], r3[3], g0[3], g1[3], g2[3], g3[3];
float a1, a2, a3, a4, dot1, dot2, dot3, dot4, result;
diff --git a/source/blender/blenlib/intern/math_geom_inline.c b/source/blender/blenlib/intern/math_geom_inline.c
index 48fcbcfe140..41dce131c17 100644
--- a/source/blender/blenlib/intern/math_geom_inline.c
+++ b/source/blender/blenlib/intern/math_geom_inline.c
@@ -42,12 +42,12 @@ MINLINE void zero_sh(float r[9])
memset(r, 0, sizeof(float)*9);
}
-MINLINE void copy_sh_sh(float r[9], float a[9])
+MINLINE void copy_sh_sh(float r[9], const float a[9])
{
memcpy(r, a, sizeof(float)*9);
}
-MINLINE void mul_sh_fl(float r[9], float f)
+MINLINE void mul_sh_fl(float r[9], const float f)
{
int i;
@@ -55,7 +55,7 @@ MINLINE void mul_sh_fl(float r[9], float f)
r[i] *= f;
}
-MINLINE void add_sh_shsh(float r[9], float a[9], float b[9])
+MINLINE void add_sh_shsh(float r[9], const float a[9], const float b[9])
{
int i;
@@ -74,7 +74,7 @@ MINLINE float dot_shsh(float a[9], float b[9])
return r;
}
-MINLINE float diffuse_shv3(float sh[9], float v[3])
+MINLINE float diffuse_shv3(float sh[9], const float v[3])
{
/* See formula (13) in:
"An Efficient Representation for Irradiance Environment Maps" */
@@ -96,7 +96,7 @@ MINLINE float diffuse_shv3(float sh[9], float v[3])
return sum;
}
-MINLINE void vec_fac_to_sh(float r[9], float v[3], float f)
+MINLINE void vec_fac_to_sh(float r[9], const float v[3], const float f)
{
/* See formula (3) in:
"An Efficient Representation for Irradiance Environment Maps" */
@@ -122,7 +122,7 @@ MINLINE void vec_fac_to_sh(float r[9], float v[3], float f)
copy_sh_sh(r, sh);
}
-MINLINE float eval_shv3(float sh[9], float v[3])
+MINLINE float eval_shv3(float sh[9], const float v[3])
{
float tmp[9];
@@ -130,7 +130,7 @@ MINLINE float eval_shv3(float sh[9], float v[3])
return dot_shsh(tmp, sh);
}
-MINLINE void madd_sh_shfl(float r[9], float sh[3], float f)
+MINLINE void madd_sh_shfl(float r[9], const float sh[3], const float f)
{
float tmp[9];