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authorBastien Montagne <montagne29@wanadoo.fr>2014-07-30 13:00:59 +0400
committerBastien Montagne <montagne29@wanadoo.fr>2014-07-30 14:19:41 +0400
commit74758576fc9c1220563c86ce47a17c51d08a6d4f (patch)
tree2291df8ac132913345f87322a473d19f650ce25c /source
parenteea7521e21f9aed1c996dde5b248c5c8d5926440 (diff)
Cleanup: general cleanup in BLI_math code (mostly, use 'const' where possible, true/false for booleans, format for float litterals).
Diffstat (limited to 'source')
-rw-r--r--source/blender/blenlib/intern/math_color.c31
-rw-r--r--source/blender/blenlib/intern/math_color_inline.c16
-rw-r--r--source/blender/blenlib/intern/math_geom.c230
-rw-r--r--source/blender/blenlib/intern/math_matrix.c96
-rw-r--r--source/blender/blenlib/intern/math_rotation.c16
-rw-r--r--source/blender/blenlib/intern/math_vector.c21
-rw-r--r--source/blender/blenlib/intern/math_vector_inline.c8
7 files changed, 197 insertions, 221 deletions
diff --git a/source/blender/blenlib/intern/math_color.c b/source/blender/blenlib/intern/math_color.c
index eb9e36bcbf4..828a84da6e1 100644
--- a/source/blender/blenlib/intern/math_color.c
+++ b/source/blender/blenlib/intern/math_color.c
@@ -113,7 +113,7 @@ void yuv_to_rgb(float y, float u, float v, float *lr, float *lg, float *lb)
void rgb_to_ycc(float r, float g, float b, float *ly, float *lcb, float *lcr, int colorspace)
{
float sr, sg, sb;
- float y = 128.f, cr = 128.f, cb = 128.f;
+ float y = 128.0f, cr = 128.0f, cb = 128.0f;
sr = 255.0f * r;
sg = 255.0f * g;
@@ -152,7 +152,7 @@ void rgb_to_ycc(float r, float g, float b, float *ly, float *lcb, float *lcr, in
/* FIXME comment above must be wrong because BLI_YCC_ITU_BT601 y 16.0 cr 16.0 -> r -0.7009 */
void ycc_to_rgb(float y, float cb, float cr, float *lr, float *lg, float *lb, int colorspace)
{
- float r = 128.f, g = 128.f, b = 128.f;
+ float r = 128.0f, g = 128.0f, b = 128.0f;
switch (colorspace) {
case BLI_YCC_ITU_BT601:
@@ -269,8 +269,8 @@ void rgb_to_hsl(float r, float g, float b, float *lh, float *ls, float *ll)
void rgb_to_hsl_compat(float r, float g, float b, float *lh, float *ls, float *ll)
{
- float orig_s = *ls;
- float orig_h = *lh;
+ const float orig_s = *ls;
+ const float orig_h = *lh;
rgb_to_hsl(r, g, b, lh, ls, ll);
@@ -302,8 +302,8 @@ void rgb_to_hsl_v(const float rgb[3], float r_hsl[3])
void rgb_to_hsv_compat(float r, float g, float b, float *lh, float *ls, float *lv)
{
- float orig_h = *lh;
- float orig_s = *ls;
+ const float orig_h = *lh;
+ const float orig_s = *ls;
rgb_to_hsv(r, g, b, lh, ls, lv);
@@ -598,11 +598,12 @@ static float index_to_float(const unsigned short i)
void BLI_init_srgb_conversion(void)
{
- static int initialized = 0;
+ static bool initialized = false;
unsigned int i, b;
- if (initialized) return;
- initialized = 1;
+ if (initialized)
+ return;
+ initialized = true;
/* Fill in the lookup table to convert floats to bytes: */
for (i = 0; i < 0x10000; i++) {
@@ -657,13 +658,13 @@ static float xyz_to_lab_component(float v)
void xyz_to_lab(float x, float y, float z, float *l, float *a, float *b)
{
- float xr = x / 95.047f;
- float yr = y / 100.0f;
- float zr = z / 108.883f;
+ const float xr = x / 95.047f;
+ const float yr = y / 100.0f;
+ const float zr = z / 108.883f;
- float fx = xyz_to_lab_component(xr);
- float fy = xyz_to_lab_component(yr);
- float fz = xyz_to_lab_component(zr);
+ const float fx = xyz_to_lab_component(xr);
+ const float fy = xyz_to_lab_component(yr);
+ const float fz = xyz_to_lab_component(zr);
*l = 116.0f * fy - 16.0f;
*a = 500.0f * (fx - fy);
diff --git a/source/blender/blenlib/intern/math_color_inline.c b/source/blender/blenlib/intern/math_color_inline.c
index bb2201541d9..9233749d5df 100644
--- a/source/blender/blenlib/intern/math_color_inline.c
+++ b/source/blender/blenlib/intern/math_color_inline.c
@@ -255,11 +255,11 @@ MINLINE float rgb_to_luma_y(const float rgb[3])
MINLINE int compare_rgb_uchar(const unsigned char col_a[3], const unsigned char col_b[3], const int limit)
{
- int r = (int)col_a[0] - (int)col_b[0];
+ const int r = (int)col_a[0] - (int)col_b[0];
if (ABS(r) < limit) {
- int g = (int)col_a[1] - (int)col_b[1];
+ const int g = (int)col_a[1] - (int)col_b[1];
if (ABS(g) < limit) {
- int b = (int)col_a[2] - (int)col_b[2];
+ const int b = (int)col_a[2] - (int)col_b[2];
if (ABS(b) < limit) {
return 1;
}
@@ -280,7 +280,7 @@ MINLINE void premul_to_straight_v4_v4(float straight[4], const float premul[4])
straight[3] = premul[3];
}
else {
- float alpha_inv = 1.0f / premul[3];
+ const float alpha_inv = 1.0f / premul[3];
straight[0] = premul[0] * alpha_inv;
straight[1] = premul[1] * alpha_inv;
straight[2] = premul[2] * alpha_inv;
@@ -295,7 +295,7 @@ MINLINE void premul_to_straight_v4(float color[4])
MINLINE void straight_to_premul_v4_v4(float premul[4], const float straight[4])
{
- float alpha = straight[3];
+ const float alpha = straight[3];
premul[0] = straight[0] * alpha;
premul[1] = straight[1] * alpha;
premul[2] = straight[2] * alpha;
@@ -309,8 +309,8 @@ MINLINE void straight_to_premul_v4(float color[4])
MINLINE void straight_uchar_to_premul_float(float result[4], const unsigned char color[4])
{
- float alpha = color[3] * (1.0f / 255.0f);
- float fac = alpha * (1.0f / 255.0f);
+ const float alpha = color[3] * (1.0f / 255.0f);
+ const float fac = alpha * (1.0f / 255.0f);
result[0] = color[0] * fac;
result[1] = color[1] * fac;
@@ -327,7 +327,7 @@ MINLINE void premul_float_to_straight_uchar(unsigned char *result, const float c
result[3] = FTOCHAR(color[3]);
}
else {
- float alpha_inv = 1.0f / color[3];
+ const float alpha_inv = 1.0f / color[3];
/* hopefully this would be optimized */
result[0] = FTOCHAR(color[0] * alpha_inv);
diff --git a/source/blender/blenlib/intern/math_geom.c b/source/blender/blenlib/intern/math_geom.c
index 2cd32b3dca9..54e3545a3f1 100644
--- a/source/blender/blenlib/intern/math_geom.c
+++ b/source/blender/blenlib/intern/math_geom.c
@@ -568,7 +568,7 @@ int isect_seg_seg_v2_point(const float v1[2], const float v2[2], const float v3[
{
float a1, a2, b1, b2, c1, c2, d;
float u, v;
- const float eps = 0.000001f;
+ const float eps = 1e-6f;
const float eps_sq = eps * eps;
a1 = v2[0] - v1[0];
@@ -1278,13 +1278,13 @@ bool isect_plane_plane_v3(float r_isect_co[3], float r_isect_no[3],
static bool 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;
+ const float determinant = b * b - 4.0f * a * c;
/* If determinant is negative it means no solutions. */
if (determinant >= 0.0f) {
/* calculate the two roots: (if determinant == 0 then
* x1==x2 but lets disregard that slight optimization) */
- float sqrtD = sqrtf(determinant);
+ const float sqrtD = sqrtf(determinant);
float r1 = (-b - sqrtD) / (2.0f * a);
float r2 = (-b + sqrtD) / (2.0f * a);
@@ -1295,18 +1295,18 @@ static bool getLowestRoot(const float a, const float b, const float c, const flo
/* Get lowest root: */
if (r1 > 0.0f && r1 < maxR) {
*root = r1;
- return 1;
+ return true;
}
/* It is possible that we want x2 - this can happen */
/* if x1 < 0 */
if (r2 > 0.0f && r2 < maxR) {
*root = r2;
- return 1;
+ return true;
}
}
/* No (valid) solutions */
- return 0;
+ return false;
}
bool isect_sweeping_sphere_tri_v3(const float p1[3], const float p2[3], const float radius,
@@ -1335,7 +1335,7 @@ bool isect_sweeping_sphere_tri_v3(const float p1[3], const float p2[3], const fl
if (fabsf(nordotv) < 0.000001f) {
if (fabsf(a) >= radius) {
- return 0;
+ return false;
}
}
else {
@@ -1377,7 +1377,7 @@ bool isect_sweeping_sphere_tri_v3(const float p1[3], const float p2[3], const fl
//(((unsigned int)z)& ~(((unsigned int)x)|((unsigned int)y))) & 0x80000000) {
*r_lambda = t0;
copy_v3_v3(ipoint, point);
- return 1;
+ return true;
}
}
@@ -1394,7 +1394,7 @@ bool isect_sweeping_sphere_tri_v3(const float p1[3], const float p2[3], const fl
if (getLowestRoot(a, b, c, *r_lambda, r_lambda)) {
copy_v3_v3(ipoint, v0);
- found_by_sweep = 1;
+ found_by_sweep = true;
}
/*v1*/
@@ -1404,7 +1404,7 @@ bool isect_sweeping_sphere_tri_v3(const float p1[3], const float p2[3], const fl
if (getLowestRoot(a, b, c, *r_lambda, r_lambda)) {
copy_v3_v3(ipoint, v1);
- found_by_sweep = 1;
+ found_by_sweep = true;
}
/*v2*/
@@ -1414,7 +1414,7 @@ bool isect_sweeping_sphere_tri_v3(const float p1[3], const float p2[3], const fl
if (getLowestRoot(a, b, c, *r_lambda, r_lambda)) {
copy_v3_v3(ipoint, v2);
- found_by_sweep = 1;
+ found_by_sweep = true;
}
/*---test edges---*/
@@ -1440,7 +1440,7 @@ bool isect_sweeping_sphere_tri_v3(const float p1[3], const float p2[3], const fl
copy_v3_v3(ipoint, e1);
mul_v3_fl(ipoint, e);
add_v3_v3(ipoint, v0);
- found_by_sweep = 1;
+ found_by_sweep = true;
}
}
@@ -1462,7 +1462,7 @@ bool isect_sweeping_sphere_tri_v3(const float p1[3], const float p2[3], const fl
copy_v3_v3(ipoint, e2);
mul_v3_fl(ipoint, e);
add_v3_v3(ipoint, v0);
- found_by_sweep = 1;
+ found_by_sweep = true;
}
}
@@ -1489,7 +1489,7 @@ bool isect_sweeping_sphere_tri_v3(const float p1[3], const float p2[3], const fl
copy_v3_v3(ipoint, e3);
mul_v3_fl(ipoint, e);
add_v3_v3(ipoint, v1);
- found_by_sweep = 1;
+ found_by_sweep = true;
}
}
@@ -1508,10 +1508,10 @@ bool isect_axial_line_tri_v3(const int axis, const float p1[3], const float p2[3
return isect_line_tri_v3(p1, p2, v0, v1, v2, lambda);
/* first a simple bounding box test */
- if (min_fff(v0[a1], v1[a1], v2[a1]) > p1[a1]) return 0;
- if (min_fff(v0[a2], v1[a2], v2[a2]) > p1[a2]) return 0;
- if (max_fff(v0[a1], v1[a1], v2[a1]) < p1[a1]) return 0;
- if (max_fff(v0[a2], v1[a2], v2[a2]) < p1[a2]) return 0;
+ if (min_fff(v0[a1], v1[a1], v2[a1]) > p1[a1]) return false;
+ if (min_fff(v0[a2], v1[a2], v2[a2]) > p1[a2]) return false;
+ if (max_fff(v0[a1], v1[a1], v2[a1]) < p1[a1]) return false;
+ if (max_fff(v0[a2], v1[a2], v2[a2]) < p1[a2]) return false;
/* then a full intersection test */
#endif
@@ -1521,7 +1521,7 @@ bool isect_axial_line_tri_v3(const int axis, const float p1[3], const float p2[3
sub_v3_v3v3(p, v0, p1);
f = (e2[a1] * e1[a2] - e2[a2] * e1[a1]);
- if ((f > -0.000001f) && (f < 0.000001f)) return 0;
+ if ((f > -0.000001f) && (f < 0.000001f)) return false;
v = (p[a2] * e1[a1] - p[a1] * e1[a2]) / f;
if ((v < 0.0f) || (v > 1.0f)) return 0;
@@ -1529,7 +1529,7 @@ bool isect_axial_line_tri_v3(const int axis, const float p1[3], const float p2[3
f = e1[a1];
if ((f > -0.000001f) && (f < 0.000001f)) {
f = e1[a2];
- if ((f > -0.000001f) && (f < 0.000001f)) return 0;
+ if ((f > -0.000001f) && (f < 0.000001f)) return false;
u = (-p[a2] - v * e2[a2]) / f;
}
else
@@ -1539,9 +1539,9 @@ bool isect_axial_line_tri_v3(const int axis, const float p1[3], const float p2[3
*r_lambda = (p[a0] + u * e1[a0] + v * e2[a0]) / (p2[a0] - p1[a0]);
- if ((*r_lambda < 0.0f) || (*r_lambda > 1.0f)) return 0;
+ if ((*r_lambda < 0.0f) || (*r_lambda > 1.0f)) return false;
- return 1;
+ return true;
}
/**
@@ -1616,9 +1616,9 @@ int isect_line_line_v3(const float v1[3], const float v2[3], const float v3[3],
}
}
-/* Intersection point strictly between the two lines
- * 0 when no intersection is found
- * */
+/** Intersection point strictly between the two lines
+ * \return false when no intersection is found
+ */
bool isect_line_line_strict_v3(const float v1[3], const float v2[3],
const float v3[3], const float v4[3],
float vi[3], float *r_lambda)
@@ -1635,7 +1635,7 @@ bool isect_line_line_strict_v3(const float v1[3], const float v2[3],
d = dot_v3v3(dir1, dir2);
if (d == 1.0f || d == -1.0f || d == 0) {
/* colinear or one vector is zero-length*/
- return 0;
+ return false;
}
cross_v3_v3v3(ab, a, b);
@@ -1644,7 +1644,7 @@ bool isect_line_line_strict_v3(const float v1[3], const float v2[3],
/* test zero length line */
if (UNLIKELY(div == 0.0f)) {
- return 0;
+ return false;
}
/* test if the two lines are coplanar */
else if (d > -0.000001f && d < 0.000001f) {
@@ -1663,14 +1663,14 @@ bool isect_line_line_strict_v3(const float v1[3], const float v2[3],
if (r_lambda) *r_lambda = f1;
- return 1; /* intersection found */
+ return true; /* intersection found */
}
else {
- return 0;
+ return false;
}
}
else {
- return 0;
+ return false;
}
}
@@ -1688,9 +1688,9 @@ void isect_ray_aabb_initialize(IsectRayAABBData *data, const float ray_start[3],
data->ray_inv_dir[1] = 1.0f / ray_direction[1];
data->ray_inv_dir[2] = 1.0f / ray_direction[2];
- data->sign[0] = data->ray_inv_dir[0] < 0;
- data->sign[1] = data->ray_inv_dir[1] < 0;
- data->sign[2] = data->ray_inv_dir[2] < 0;
+ data->sign[0] = data->ray_inv_dir[0] < 0.0f;
+ data->sign[1] = data->ray_inv_dir[1] < 0.0f;
+ data->sign[2] = data->ray_inv_dir[2] < 0.0f;
}
/* Adapted from http://www.gamedev.net/community/forums/topic.asp?topic_id=459973 */
@@ -1808,8 +1808,9 @@ float line_plane_factor_v3(const float plane_co[3], const float plane_no[3],
return (dot != 0.0f) ? -dot_v3v3(plane_no, h) / dot : 0.0f;
}
-/* ensure the distance between these points is no greater then 'dist'
- * if it is, scale then both into the center */
+/** Ensure the distance between these points is no greater then 'dist'.
+ * If it is, scale then both into the center.
+ */
void limit_dist_v3(float v1[3], float v2[3], const float dist)
{
const float dist_old = len_v3v3(v1, v2);
@@ -1874,8 +1875,7 @@ static bool point_in_slice(const float p[3], const float v1[3], const float l1[3
sub_v3_v3v3(rp, p, v1);
h = dot_v3v3(q, rp) / dot_v3v3(q, q);
- if (h < 0.0f || h > 1.0f) return 0;
- return 1;
+ return (h < 0.0f || h > 1.0f) ? false : true;
}
#if 0
@@ -1904,10 +1904,10 @@ static int point_in_slice_m(float p[3], float origin[3], float normal[3], float
bool 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;
- if (!point_in_slice(p, v3, v1, v2)) return 0;
- return 1;
+ if (!point_in_slice(p, v1, v2, v3)) return false;
+ if (!point_in_slice(p, v2, v3, v1)) return false;
+ if (!point_in_slice(p, v3, v1, v2)) return false;
+ return true;
}
/**
@@ -1951,7 +1951,7 @@ bool clip_segment_v3_plane(float p1[3], float p2[3], const float plane[4])
div = dot_v3v3(dp, plane);
if (div == 0.0f) /* parallel */
- return 1;
+ return true;
t = -plane_point_side_v3(plane, p1) / div;
@@ -1960,34 +1960,34 @@ bool clip_segment_v3_plane(float p1[3], float p2[3], const float plane[4])
if (t >= 1.0f) {
zero_v3(p1);
zero_v3(p2);
- return 0;
+ return false;
}
/* intersect plane */
if (t > 0.0f) {
madd_v3_v3v3fl(pc, p1, dp, t);
copy_v3_v3(p1, pc);
- return 1;
+ return true;
}
- return 1;
+ return true;
}
else {
/* behind plane, completely clipped */
if (t <= 0.0f) {
zero_v3(p1);
zero_v3(p2);
- return 0;
+ return false;
}
/* intersect plane */
if (t < 1.0f) {
madd_v3_v3v3fl(pc, p1, dp, t);
copy_v3_v3(p2, pc);
- return 1;
+ return true;
}
- return 1;
+ return true;
}
}
@@ -2216,12 +2216,12 @@ static bool barycentric_weights(const float v1[3], const float v2[3], const floa
if (fabsf(wtot) > FLT_EPSILON) {
mul_v3_fl(w, 1.0f / wtot);
- return 0;
+ return false;
}
else {
/* zero area triangle */
copy_v3_fl(w, 1.0f / 3.0f);
- return 1;
+ return true;
}
}
@@ -2272,8 +2272,9 @@ void interp_weights_face_v3(float w[4], const float v1[3], const float v2[3], co
}
}
}
- else
+ else {
barycentric_weights(v1, v2, v3, co, n, w);
+ }
}
}
@@ -2299,11 +2300,11 @@ int barycentric_inside_triangle_v2(const float w[3])
/* returns 0 for degenerated triangles */
bool barycentric_coords_v2(const float v1[2], const float v2[2], const float v3[2], const float co[2], float w[3])
{
- float x = co[0], y = co[1];
- float x1 = v1[0], y1 = v1[1];
- float x2 = v2[0], y2 = v2[1];
- float x3 = v3[0], y3 = v3[1];
- float det = (y2 - y3) * (x1 - x3) + (x3 - x2) * (y1 - y3);
+ const float x = co[0], y = co[1];
+ const float x1 = v1[0], y1 = v1[1];
+ const float x2 = v2[0], y2 = v2[1];
+ const float x3 = v3[0], y3 = v3[1];
+ const float det = (y2 - y3) * (x1 - x3) + (x3 - x2) * (y1 - y3);
if (fabsf(det) > FLT_EPSILON) {
w[0] = ((y2 - y3) * (x - x3) + (x3 - x2) * (y - y3)) / det;
@@ -2352,8 +2353,9 @@ void barycentric_weights_v2_persp(const float v1[4], const float v2[4], const fl
if (wtot != 0.0f) {
mul_v3_fl(w, 1.0f / wtot);
}
- else /* dummy values for zero area face */
+ else { /* dummy values for zero area face */
w[0] = w[1] = w[2] = 1.0f / 3.0f;
+ }
}
/* same as #barycentric_weights_v2 but works with a quad,
@@ -2388,8 +2390,7 @@ void barycentric_weights_v2_quad(const float v1[2], const float v2[2], const flo
if (UNLIKELY(lens[0] < FLT_EPSILON)) { w[0] = 1.0f; w[1] = w[2] = w[3] = 0.0f; }
else if (UNLIKELY(lens[1] < FLT_EPSILON)) { w[1] = 1.0f; w[0] = w[2] = w[3] = 0.0f; }
else if (UNLIKELY(lens[2] < FLT_EPSILON)) { w[2] = 1.0f; w[0] = w[1] = w[3] = 0.0f; }
- else if (UNLIKELY(lens[3] < FLT_EPSILON)) { w[3] = 1.0f; w[0] = w[1] = w[2] = 0.0f;
- }
+ else if (UNLIKELY(lens[3] < FLT_EPSILON)) { w[3] = 1.0f; w[0] = w[1] = w[2] = 0.0f; }
else {
float wtot, area;
@@ -2596,7 +2597,7 @@ static float mean_value_half_tan_v2(const float v1[2], const float v2[2], const
void interp_weights_poly_v3(float *w, float v[][3], const int n, const float co[3])
{
- const float eps = 0.00001f; /* take care, low values cause [#36105] */
+ const float eps = 1e-5f; /* take care, low values cause [#36105] */
const float eps_sq = eps * eps;
const float *v_curr, *v_next;
float ht_prev, ht; /* half tangents */
@@ -2665,7 +2666,7 @@ void interp_weights_poly_v3(float *w, float v[][3], const int n, const float co[
void interp_weights_poly_v2(float *w, float v[][2], const int n, const float co[2])
{
- const float eps = 0.00001f; /* take care, low values cause [#36105] */
+ const float eps = 1e-5f; /* take care, low values cause [#36105] */
const float eps_sq = eps * eps;
const float *v_curr, *v_next;
float ht_prev, ht; /* half tangents */
@@ -2735,8 +2736,8 @@ void interp_weights_poly_v2(float *w, float v[][2], const int n, const float co[
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;
- float t3 = t2 * t;
+ const float t2 = t * t;
+ const float t3 = t2 * t;
/* cubic interpolation */
a[0] = v1[0] + v2[0] + 2 * (x1[0] - x2[0]);
@@ -2961,11 +2962,9 @@ void orthographic_m4(float matrix[4][4], const float left, const float right, co
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)
{
- float Xdelta, Ydelta, Zdelta;
-
- Xdelta = right - left;
- Ydelta = top - bottom;
- Zdelta = farClip - nearClip;
+ const float Xdelta = right - left;
+ const float Ydelta = top - bottom;
+ const float Zdelta = farClip - nearClip;
if (Xdelta == 0.0f || Ydelta == 0.0f || Zdelta == 0.0f) {
return;
@@ -2979,7 +2978,7 @@ void perspective_m4(float mat[4][4], const float left, const float right, const
mat[3][2] = (-2.0f * nearClip * farClip) / Zdelta;
mat[0][1] = mat[0][2] = mat[0][3] =
mat[1][0] = mat[1][2] = mat[1][3] =
- mat[3][0] = mat[3][1] = mat[3][3] = 0.0;
+ mat[3][0] = mat[3][1] = mat[3][3] = 0.0f;
}
@@ -3028,7 +3027,6 @@ static void i_multmatrix(float icand[4][4], float Vm[4][4])
void polarview_m4(float Vm[4][4], float dist, float azimuth, float incidence, float twist)
{
-
unit_m4(Vm);
translate_m4(Vm, 0.0, 0.0, -dist);
@@ -3050,16 +3048,16 @@ void lookat_m4(float mat[4][4], float vx, float vy, float vz, float px, float py
dx = px - vx;
dy = py - vy;
dz = pz - vz;
- hyp = dx * dx + dz * dz; /* hyp squared */
+ hyp = dx * dx + dz * dz; /* hyp squared */
hyp1 = sqrtf(dy * dy + hyp);
- hyp = sqrtf(hyp); /* the real hyp */
+ hyp = sqrtf(hyp); /* the real hyp */
- if (hyp1 != 0.0f) { /* rotate X */
+ if (hyp1 != 0.0f) { /* rotate X */
sine = -dy / hyp1;
cosine = hyp / hyp1;
}
else {
- sine = 0;
+ sine = 0.0f;
cosine = 1.0f;
}
mat1[1][1] = cosine;
@@ -3069,16 +3067,16 @@ void lookat_m4(float mat[4][4], float vx, float vy, float vz, float px, float py
i_multmatrix(mat1, mat);
- mat1[1][1] = mat1[2][2] = 1.0f; /* be careful here to reinit */
- mat1[1][2] = mat1[2][1] = 0.0; /* those modified by the last */
+ mat1[1][1] = mat1[2][2] = 1.0f; /* be careful here to reinit */
+ mat1[1][2] = mat1[2][1] = 0.0f; /* those modified by the last */
- /* paragraph */
- if (hyp != 0.0f) { /* rotate Y */
+ /* paragraph */
+ if (hyp != 0.0f) { /* rotate Y */
sine = dx / hyp;
cosine = -dz / hyp;
}
else {
- sine = 0;
+ sine = 0.0f;
cosine = 1.0f;
}
mat1[0][0] = cosine;
@@ -3259,10 +3257,10 @@ void accumulate_vertex_normals_poly(float **vertnos, const float polyno[3],
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];
- float t1 = uv2[1] - uv1[1];
- float t2 = uv3[1] - uv1[1];
+ const float s1 = uv2[0] - uv1[0];
+ const float s2 = uv3[0] - uv1[0];
+ const float t1 = uv2[1] - uv1[1];
+ const float t2 = uv3[1] - uv1[1];
float det = (s1 * t2 - s2 * t1);
if (det != 0.0f) { /* otherwise 'tang' becomes nan */
@@ -3287,7 +3285,7 @@ void tangent_from_uv(float uv1[2], float uv2[2], float uv3[3], float co1[3], flo
}
}
else {
- tang[0] = tang[1] = tang[2] = 0.0;
+ tang[0] = tang[1] = tang[2] = 0.0f;
}
}
@@ -3320,7 +3318,8 @@ void vcloud_estimate_transform(int list_size, float (*pos)[3], float *weight, fl
float lloc[3], float rloc[3], float lrot[3][3], float lscale[3][3])
{
float accu_com[3] = {0.0f, 0.0f, 0.0f}, accu_rcom[3] = {0.0f, 0.0f, 0.0f};
- float accu_weight = 0.0f, accu_rweight = 0.0f, eps = 0.000001f;
+ float accu_weight = 0.0f, accu_rweight = 0.0f;
+ const float eps = 1e-6f;
int a;
/* first set up a nice default response */
@@ -3414,7 +3413,7 @@ void vcloud_estimate_transform(int list_size, float (*pos)[3], float *weight, fl
/* this is pretty much Polardecompose 'inline' the algo based on Higham's thesis */
/* without the far case ... but seems to work here pretty neat */
- odet = 0.f;
+ odet = 0.0f;
ndet = determinant_m3_array(q);
while ((odet - ndet) * (odet - ndet) > eps && i < imax) {
invert_m3_m3(qi, q);
@@ -3455,9 +3454,8 @@ bool form_factor_visible_quad(const float p[3], const float n[3],
float q0[3], float q1[3], float q2[3], float q3[3])
{
static const float epsilon = 1e-6f;
- float c, sd[3];
-
- c = dot_v3v3(n, p);
+ float sd[3];
+ const float c = dot_v3v3(n, p);
/* signed distances from the vertices to the plane. */
sd[0] = dot_v3v3(n, v0) - c;
@@ -3468,16 +3466,16 @@ bool form_factor_visible_quad(const float p[3], const float n[3],
if (fabsf(sd[1]) < epsilon) sd[1] = 0.0f;
if (fabsf(sd[2]) < epsilon) sd[2] = 0.0f;
- if (sd[0] > 0) {
- if (sd[1] > 0) {
- if (sd[2] > 0) {
+ if (sd[0] > 0.0f) {
+ if (sd[1] > 0.0f) {
+ if (sd[2] > 0.0f) {
/* +++ */
copy_v3_v3(q0, v0);
copy_v3_v3(q1, v1);
copy_v3_v3(q2, v2);
copy_v3_v3(q3, q2);
}
- else if (sd[2] < 0) {
+ else if (sd[2] < 0.0f) {
/* ++- */
copy_v3_v3(q0, v0);
copy_v3_v3(q1, v1);
@@ -3492,15 +3490,15 @@ bool form_factor_visible_quad(const float p[3], const float n[3],
copy_v3_v3(q3, q2);
}
}
- else if (sd[1] < 0) {
- if (sd[2] > 0) {
+ else if (sd[1] < 0.0f) {
+ if (sd[2] > 0.0f) {
/* +-+ */
copy_v3_v3(q0, v0);
vec_add_dir(q1, v0, v1, (sd[0] / (sd[0] - sd[1])));
vec_add_dir(q2, v1, v2, (sd[1] / (sd[1] - sd[2])));
copy_v3_v3(q3, v2);
}
- else if (sd[2] < 0) {
+ else if (sd[2] < 0.0f) {
/* +-- */
copy_v3_v3(q0, v0);
vec_add_dir(q1, v0, v1, (sd[0] / (sd[0] - sd[1])));
@@ -3516,14 +3514,14 @@ bool form_factor_visible_quad(const float p[3], const float n[3],
}
}
else {
- if (sd[2] > 0) {
+ if (sd[2] > 0.0f) {
/* +0+ */
copy_v3_v3(q0, v0);
copy_v3_v3(q1, v1);
copy_v3_v3(q2, v2);
copy_v3_v3(q3, q2);
}
- else if (sd[2] < 0) {
+ else if (sd[2] < 0.0f) {
/* +0- */
copy_v3_v3(q0, v0);
copy_v3_v3(q1, v1);
@@ -3539,16 +3537,16 @@ bool form_factor_visible_quad(const float p[3], const float n[3],
}
}
}
- else if (sd[0] < 0) {
- if (sd[1] > 0) {
- if (sd[2] > 0) {
+ else if (sd[0] < 0.0f) {
+ if (sd[1] > 0.0f) {
+ if (sd[2] > 0.0f) {
/* -++ */
vec_add_dir(q0, v0, v1, (sd[0] / (sd[0] - sd[1])));
copy_v3_v3(q1, v1);
copy_v3_v3(q2, v2);
vec_add_dir(q3, v0, v2, (sd[0] / (sd[0] - sd[2])));
}
- else if (sd[2] < 0) {
+ else if (sd[2] < 0.0f) {
/* -+- */
vec_add_dir(q0, v0, v1, (sd[0] / (sd[0] - sd[1])));
copy_v3_v3(q1, v1);
@@ -3563,15 +3561,15 @@ bool form_factor_visible_quad(const float p[3], const float n[3],
copy_v3_v3(q3, q2);
}
}
- else if (sd[1] < 0) {
- if (sd[2] > 0) {
+ else if (sd[1] < 0.0f) {
+ if (sd[2] > 0.0f) {
/* --+ */
vec_add_dir(q0, v0, v2, (sd[0] / (sd[0] - sd[2])));
vec_add_dir(q1, v1, v2, (sd[1] / (sd[1] - sd[2])));
copy_v3_v3(q2, v2);
copy_v3_v3(q3, q2);
}
- else if (sd[2] < 0) {
+ else if (sd[2] < 0.0f) {
/* --- */
return false;
}
@@ -3581,14 +3579,14 @@ bool form_factor_visible_quad(const float p[3], const float n[3],
}
}
else {
- if (sd[2] > 0) {
+ if (sd[2] > 0.0f) {
/* -0+ */
vec_add_dir(q0, v0, v2, (sd[0] / (sd[0] - sd[2])));
copy_v3_v3(q1, v1);
copy_v3_v3(q2, v2);
copy_v3_v3(q3, q2);
}
- else if (sd[2] < 0) {
+ else if (sd[2] < 0.0f) {
/* -0- */
return false;
}
@@ -3599,15 +3597,15 @@ bool form_factor_visible_quad(const float p[3], const float n[3],
}
}
else {
- if (sd[1] > 0) {
- if (sd[2] > 0) {
+ if (sd[1] > 0.0f) {
+ if (sd[2] > 0.0f) {
/* 0++ */
copy_v3_v3(q0, v0);
copy_v3_v3(q1, v1);
copy_v3_v3(q2, v2);
copy_v3_v3(q3, q2);
}
- else if (sd[2] < 0) {
+ else if (sd[2] < 0.0f) {
/* 0+- */
copy_v3_v3(q0, v0);
copy_v3_v3(q1, v1);
@@ -3622,15 +3620,15 @@ bool form_factor_visible_quad(const float p[3], const float n[3],
copy_v3_v3(q3, q2);
}
}
- else if (sd[1] < 0) {
- if (sd[2] > 0) {
+ else if (sd[1] < 0.0f) {
+ if (sd[2] > 0.0f) {
/* 0-+ */
copy_v3_v3(q0, v0);
vec_add_dir(q1, v1, v2, (sd[1] / (sd[1] - sd[2])));
copy_v3_v3(q2, v2);
copy_v3_v3(q3, q2);
}
- else if (sd[2] < 0) {
+ else if (sd[2] < 0.0f) {
/* 0-- */
return false;
}
@@ -3640,14 +3638,14 @@ bool form_factor_visible_quad(const float p[3], const float n[3],
}
}
else {
- if (sd[2] > 0) {
+ if (sd[2] > 0.0f) {
/* 00+ */
copy_v3_v3(q0, v0);
copy_v3_v3(q1, v1);
copy_v3_v3(q2, v2);
copy_v3_v3(q3, q2);
}
- else if (sd[2] < 0) {
+ else if (sd[2] < 0.0f) {
/* 00- */
return false;
}
@@ -3802,7 +3800,7 @@ static void ff_normalize(float n[3])
d = dot_v3v3(n, n);
- if (d > 1.0e-35F) {
+ if (d > 1.0e-35f) {
d = 1.0f / sqrtf(d);
n[0] *= d;
diff --git a/source/blender/blenlib/intern/math_matrix.c b/source/blender/blenlib/intern/math_matrix.c
index bc39150b767..54bee803f9c 100644
--- a/source/blender/blenlib/intern/math_matrix.c
+++ b/source/blender/blenlib/intern/math_matrix.c
@@ -47,19 +47,19 @@ void zero_m4(float m[4][4])
void unit_m3(float m[3][3])
{
- m[0][0] = m[1][1] = m[2][2] = 1.0;
- m[0][1] = m[0][2] = 0.0;
- m[1][0] = m[1][2] = 0.0;
- m[2][0] = m[2][1] = 0.0;
+ m[0][0] = m[1][1] = m[2][2] = 1.0f;
+ m[0][1] = m[0][2] = 0.0f;
+ m[1][0] = m[1][2] = 0.0f;
+ m[2][0] = m[2][1] = 0.0f;
}
void unit_m4(float m[4][4])
{
- m[0][0] = m[1][1] = m[2][2] = m[3][3] = 1.0;
- m[0][1] = m[0][2] = m[0][3] = 0.0;
- m[1][0] = m[1][2] = m[1][3] = 0.0;
- m[2][0] = m[2][1] = m[2][3] = 0.0;
- m[3][0] = m[3][1] = m[3][2] = 0.0;
+ m[0][0] = m[1][1] = m[2][2] = m[3][3] = 1.0f;
+ m[0][1] = m[0][2] = m[0][3] = 0.0f;
+ m[1][0] = m[1][2] = m[1][3] = 0.0f;
+ m[2][0] = m[2][1] = m[2][3] = 0.0f;
+ m[3][0] = m[3][1] = m[3][2] = 0.0f;
}
void copy_m3_m3(float m1[3][3], float m2[3][3])
@@ -103,14 +103,14 @@ void copy_m4_m3(float m1[4][4], float m2[3][3]) /* no clear */
m1[2][2] = m2[2][2];
/* Reevan's Bugfix */
- m1[0][3] = 0.0F;
- m1[1][3] = 0.0F;
- m1[2][3] = 0.0F;
+ m1[0][3] = 0.0f;
+ m1[1][3] = 0.0f;
+ m1[2][3] = 0.0f;
- m1[3][0] = 0.0F;
- m1[3][1] = 0.0F;
- m1[3][2] = 0.0F;
- m1[3][3] = 1.0F;
+ m1[3][0] = 0.0f;
+ m1[3][1] = 0.0f;
+ m1[3][2] = 0.0f;
+ m1[3][3] = 1.0f;
}
@@ -437,10 +437,9 @@ void mul_m3_v2(float m[3][3], float r[2])
void mul_m4_v3(float mat[4][4], float vec[3])
{
- float x, y;
+ const float x = vec[0];
+ const float y = vec[1];
- x = vec[0];
- y = vec[1];
vec[0] = x * mat[0][0] + y * mat[1][0] + mat[2][0] * vec[2] + mat[3][0];
vec[1] = x * mat[0][1] + y * mat[1][1] + mat[2][1] * vec[2] + mat[3][1];
vec[2] = x * mat[0][2] + y * mat[1][2] + mat[2][2] * vec[2] + mat[3][2];
@@ -448,10 +447,9 @@ void mul_m4_v3(float mat[4][4], float vec[3])
void mul_v3_m4v3(float r[3], float mat[4][4], const float vec[3])
{
- float x, y;
+ const float x = vec[0];
+ const float y = vec[1];
- x = vec[0];
- y = vec[1];
r[0] = x * mat[0][0] + y * mat[1][0] + mat[2][0] * vec[2] + mat[3][0];
r[1] = x * mat[0][1] + y * mat[1][1] + mat[2][1] * vec[2] + mat[3][1];
r[2] = x * mat[0][2] + y * mat[1][2] + mat[2][2] * vec[2] + mat[3][2];
@@ -459,18 +457,16 @@ void mul_v3_m4v3(float r[3], float mat[4][4], const float vec[3])
void mul_v2_m4v3(float r[2], float mat[4][4], const float vec[3])
{
- float x;
+ const float x = vec[0];
- x = vec[0];
r[0] = x * mat[0][0] + vec[1] * mat[1][0] + mat[2][0] * vec[2] + mat[3][0];
r[1] = x * mat[0][1] + vec[1] * mat[1][1] + mat[2][1] * vec[2] + mat[3][1];
}
void mul_v2_m2v2(float r[2], float mat[2][2], const float vec[2])
{
- float x;
+ const float x = vec[0];
- x = vec[0];
r[0] = mat[0][0] * x + mat[1][0] * vec[1];
r[1] = mat[0][1] * x + mat[1][1] * vec[1];
}
@@ -483,10 +479,9 @@ void mul_m2v2(float mat[2][2], float vec[2])
/* same as mul_m4_v3() but doesnt apply translation component */
void mul_mat3_m4_v3(float mat[4][4], float vec[3])
{
- float x, y;
+ const float x = vec[0];
+ const float y = vec[1];
- x = vec[0];
- y = vec[1];
vec[0] = x * mat[0][0] + y * mat[1][0] + mat[2][0] * vec[2];
vec[1] = x * mat[0][1] + y * mat[1][1] + mat[2][1] * vec[2];
vec[2] = x * mat[0][2] + y * mat[1][2] + mat[2][2] * vec[2];
@@ -513,11 +508,9 @@ void mul_v2_project_m4_v3(float r[2], float mat[4][4], const float vec[3])
void mul_v4_m4v4(float r[4], float mat[4][4], const float v[4])
{
- float x, y, z;
-
- x = v[0];
- y = v[1];
- z = v[2];
+ const float x = v[0];
+ const float y = v[1];
+ const float z = v[2];
r[0] = x * mat[0][0] + y * mat[1][0] + z * mat[2][0] + mat[3][0] * v[3];
r[1] = x * mat[0][1] + y * mat[1][1] + z * mat[2][1] + mat[3][1] * v[3];
@@ -532,11 +525,9 @@ void mul_m4_v4(float mat[4][4], float r[4])
void mul_v4d_m4v4d(double r[4], float mat[4][4], double v[4])
{
- double x, y, z;
-
- x = v[0];
- y = v[1];
- z = v[2];
+ const double x = v[0];
+ const double y = v[1];
+ const double z = v[2];
r[0] = x * (double)mat[0][0] + y * (double)mat[1][0] + z * (double)mat[2][0] + (double)mat[3][0] * v[3];
r[1] = x * (double)mat[0][1] + y * (double)mat[1][1] + z * (double)mat[2][1] + (double)mat[3][1] * v[3];
@@ -576,10 +567,9 @@ void mul_m3_v3(float M[3][3], float r[3])
void mul_transposed_m3_v3(float mat[3][3], float vec[3])
{
- float x, y;
+ const float x = vec[0];
+ const float y = vec[1];
- x = vec[0];
- y = vec[1];
vec[0] = x * mat[0][0] + y * mat[0][1] + mat[0][2] * vec[2];
vec[1] = x * mat[1][0] + y * mat[1][1] + mat[1][2] * vec[2];
vec[2] = x * mat[2][0] + y * mat[2][1] + mat[2][2] * vec[2];
@@ -587,10 +577,9 @@ void mul_transposed_m3_v3(float mat[3][3], float vec[3])
void mul_transposed_mat3_m4_v3(float mat[4][4], float vec[3])
{
- float x, y;
+ const float x = vec[0];
+ const float y = vec[1];
- x = vec[0];
- y = vec[1];
vec[0] = x * mat[0][0] + y * mat[0][1] + mat[0][2] * vec[2];
vec[1] = x * mat[1][0] + y * mat[1][1] + mat[1][2] * vec[2];
vec[2] = x * mat[2][0] + y * mat[2][1] + mat[2][2] * vec[2];
@@ -643,10 +632,9 @@ void negate_m4(float m[4][4])
void mul_m3_v3_double(float mat[3][3], double vec[3])
{
- double x, y;
+ const double x = vec[0];
+ const double y = vec[1];
- x = vec[0];
- y = vec[1];
vec[0] = x * (double)mat[0][0] + y * (double)mat[1][0] + (double)mat[2][0] * vec[2];
vec[1] = x * (double)mat[0][1] + y * (double)mat[1][1] + (double)mat[2][1] * vec[2];
vec[2] = x * (double)mat[0][2] + y * (double)mat[1][2] + (double)mat[2][2] * vec[2];
@@ -698,11 +686,9 @@ float determinant_m3_array(float m[3][3])
bool invert_m3_ex(float m[3][3], const float epsilon)
{
float tmp[3][3];
- bool success;
+ const bool success = invert_m3_m3_ex(tmp, m, epsilon);
- success = invert_m3_m3_ex(tmp, m, epsilon);
copy_m3_m3(m, tmp);
-
return success;
}
@@ -736,11 +722,9 @@ bool invert_m3_m3_ex(float m1[3][3], float m2[3][3], const float epsilon)
bool invert_m3(float m[3][3])
{
float tmp[3][3];
- bool success;
+ const bool success = invert_m3_m3(tmp, m);
- success = invert_m3_m3(tmp, m);
copy_m3_m3(m, tmp);
-
return success;
}
@@ -773,11 +757,9 @@ bool invert_m3_m3(float m1[3][3], float m2[3][3])
bool invert_m4(float m[4][4])
{
float tmp[4][4];
- bool success;
+ const bool success = invert_m4_m4(tmp, m);
- success = invert_m4_m4(tmp, m);
copy_m4_m4(m, tmp);
-
return success;
}
diff --git a/source/blender/blenlib/intern/math_rotation.c b/source/blender/blenlib/intern/math_rotation.c
index df3c4fb8336..141f9201689 100644
--- a/source/blender/blenlib/intern/math_rotation.c
+++ b/source/blender/blenlib/intern/math_rotation.c
@@ -139,7 +139,7 @@ float dot_qtqt(const float q1[4], const float q2[4])
void invert_qt(float q[4])
{
- float f = dot_qtqt(q, q);
+ const float f = dot_qtqt(q, q);
if (f == 0.0f)
return;
@@ -380,9 +380,8 @@ void mat3_to_quat_is_ok(float q[4], float wmat[3][3])
float normalize_qt(float q[4])
{
- float len;
+ const float len = sqrtf(dot_qtqt(q, q));
- len = sqrtf(dot_qtqt(q, q));
if (len != 0.0f) {
mul_qt_fl(q, 1.0f / len);
}
@@ -520,7 +519,7 @@ float angle_qtqt(const float q1[4], const float q2[4])
void vec_to_quat(float q[4], const float vec[3], short axis, const short upflag)
{
- const float eps = 0.0001f;
+ const float eps = 1e-4f;
float nor[3], tvec[3];
float angle, si, co, len;
@@ -669,7 +668,7 @@ void QuatInterpolW(float *result, float quat1[4], float quat2[4], float t)
*/
void interp_dot_slerp(const float t, const float cosom, float r_w[2])
{
- const float eps = 0.0001f;
+ const float eps = 1e-4f;
BLI_assert(IN_RANGE_INCL(cosom, -1.0001f, 1.0001f));
@@ -783,9 +782,8 @@ void tri_to_quat_ex(float quat[4], const float v1[3], const float v2[3], const f
float tri_to_quat(float quat[4], const float v1[3], const float v2[3], const float v3[3])
{
float vec[3];
- float len;
+ const float len = normal_tri_v3(vec, v1, v2, v3);
- len = normal_tri_v3(vec, v1, v2, v3);
tri_to_quat_ex(quat, v1, v2, v3, vec);
return len;
}
@@ -1658,7 +1656,7 @@ void add_weighted_dq_dq(DualQuat *dqsum, const DualQuat *dq, float weight)
/* make sure we interpolate quats in the right direction */
if (dot_qtqt(dq->quat, dqsum->quat) < 0) {
- flipped = 1;
+ flipped = true;
weight = -weight;
}
@@ -1689,7 +1687,7 @@ void add_weighted_dq_dq(DualQuat *dqsum, const DualQuat *dq, float weight)
void normalize_dq(DualQuat *dq, float totweight)
{
- float scale = 1.0f / totweight;
+ const float scale = 1.0f / totweight;
mul_qt_fl(dq->quat, scale);
mul_qt_fl(dq->trans, scale);
diff --git a/source/blender/blenlib/intern/math_vector.c b/source/blender/blenlib/intern/math_vector.c
index 15b88fe0c7f..6b37b0d5d32 100644
--- a/source/blender/blenlib/intern/math_vector.c
+++ b/source/blender/blenlib/intern/math_vector.c
@@ -35,7 +35,7 @@
void interp_v2_v2v2(float target[2], const float a[2], const float b[2], const float t)
{
- float s = 1.0f - t;
+ const float s = 1.0f - t;
target[0] = s * a[0] + t * b[0];
target[1] = s * a[1] + t * b[1];
@@ -51,7 +51,7 @@ void interp_v2_v2v2v2(float p[2], const float v1[2], const float v2[2], const fl
void interp_v3_v3v3(float target[3], const float a[3], const float b[3], const float t)
{
- float s = 1.0f - t;
+ const float s = 1.0f - t;
target[0] = s * a[0] + t * b[0];
target[1] = s * a[1] + t * b[1];
@@ -60,7 +60,7 @@ void interp_v3_v3v3(float target[3], const float a[3], const float b[3], const f
void interp_v4_v4v4(float target[4], const float a[4], const float b[4], const float t)
{
- float s = 1.0f - t;
+ const float s = 1.0f - t;
target[0] = s * a[0] + t * b[0];
target[1] = s * a[1] + t * b[1];
@@ -119,8 +119,7 @@ bool interp_v2_v2v2_slerp(float target[2], const float a[2], const float b[2], c
}
/**
- * Same as #interp_v3_v3v3_slerp buy uses fallback values
- * for opposite vectors.
+ * Same as #interp_v3_v3v3_slerp but uses fallback values for opposite vectors.
*/
void interp_v3_v3v3_slerp_safe(float target[3], const float a[3], const float b[3], const float t)
{
@@ -208,7 +207,7 @@ void interp_v3_v3v3v3_uv(float p[3], const float v1[3], const float v2[3], const
void interp_v3_v3v3_uchar(char unsigned target[3], const unsigned char a[3], const unsigned char b[3], const float t)
{
- float s = 1.0f - t;
+ const float s = 1.0f - t;
target[0] = (char)floorf(s * a[0] + t * b[0]);
target[1] = (char)floorf(s * a[1] + t * b[1]);
@@ -221,7 +220,7 @@ void interp_v3_v3v3_char(char target[3], const char a[3], const char b[3], const
void interp_v4_v4v4_uchar(char unsigned target[4], const unsigned char a[4], const unsigned char b[4], const float t)
{
- float s = 1.0f - t;
+ const float s = 1.0f - t;
target[0] = (char)floorf(s * a[0] + t * b[0]);
target[1] = (char)floorf(s * a[1] + t * b[1]);
@@ -550,8 +549,7 @@ void angle_poly_v3(float *angles, const float *verts[3], int len)
/* Project v1 on v2 */
void project_v2_v2v2(float c[2], const float v1[2], const float v2[2])
{
- float mul;
- mul = dot_v2v2(v1, v2) / dot_v2v2(v2, v2);
+ const float mul = dot_v2v2(v1, v2) / dot_v2v2(v2, v2);
c[0] = mul * v2[0];
c[1] = mul * v2[1];
@@ -560,8 +558,7 @@ void project_v2_v2v2(float c[2], const float v1[2], const float v2[2])
/* Project v1 on v2 */
void project_v3_v3v3(float c[3], const float v1[3], const float v2[3])
{
- float mul;
- mul = dot_v3v3(v1, v2) / dot_v3v3(v2, v2);
+ const float mul = dot_v3v3(v1, v2) / dot_v3v3(v2, v2);
c[0] = mul * v2[0];
c[1] = mul * v2[1];
@@ -837,7 +834,7 @@ double len_squared_vn(const float *array, const int size)
float normalize_vn_vn(float *array_tar, const float *array_src, const int size)
{
- double d = len_squared_vn(array_src, size);
+ const double d = len_squared_vn(array_src, size);
float d_sqrt;
if (d > 1.0e-35) {
d_sqrt = (float)sqrt(d);
diff --git a/source/blender/blenlib/intern/math_vector_inline.c b/source/blender/blenlib/intern/math_vector_inline.c
index 135050f4a3f..0a990e0d63d 100644
--- a/source/blender/blenlib/intern/math_vector_inline.c
+++ b/source/blender/blenlib/intern/math_vector_inline.c
@@ -850,17 +850,17 @@ MINLINE void normal_float_to_short_v3(short out[3], const float in[3])
MINLINE bool is_zero_v2(const float v[2])
{
- return (v[0] == 0 && v[1] == 0);
+ return (v[0] == 0.0f && v[1] == 0.0f);
}
MINLINE bool is_zero_v3(const float v[3])
{
- return (v[0] == 0 && v[1] == 0 && v[2] == 0);
+ return (v[0] == 0.0f && v[1] == 0.0f && v[2] == 0.0f);
}
MINLINE bool is_zero_v4(const float v[4])
{
- return (v[0] == 0 && v[1] == 0 && v[2] == 0 && v[3] == 0);
+ return (v[0] == 0.0f && v[1] == 0.0f && v[2] == 0.0f && v[3] == 0.0f);
}
MINLINE bool is_finite_v2(const float v[2])
@@ -880,7 +880,7 @@ MINLINE bool is_finite_v4(const float v[4])
MINLINE bool is_one_v3(const float v[3])
{
- return (v[0] == 1 && v[1] == 1 && v[2] == 1);
+ return (v[0] == 1.0f && v[1] == 1.0f && v[2] == 1.0f);
}