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Diffstat (limited to 'source/blender/blenkernel/intern/boids.c')
-rw-r--r--source/blender/blenkernel/intern/boids.c13
1 files changed, 5 insertions, 8 deletions
diff --git a/source/blender/blenkernel/intern/boids.c b/source/blender/blenkernel/intern/boids.c
index 82602a6951d..7ae65d0113a 100644
--- a/source/blender/blenkernel/intern/boids.c
+++ b/source/blender/blenkernel/intern/boids.c
@@ -659,9 +659,9 @@ static int rule_fight(BoidRule *rule, BoidBrainData *bbd, BoidValues *val, Parti
/* attack if in range */
if(closest_dist <= bbd->part->boids->range + pa->size + enemy_pa->size) {
float damage = BLI_frand();
- float enemy_dir[3] = {bbd->wanted_co[0],bbd->wanted_co[1],bbd->wanted_co[2]};
+ float enemy_dir[3];
- normalize_v3(enemy_dir);
+ normalize_v3_v3(enemy_dir, bbd->wanted_co);
/* fight mode */
bbd->wanted_speed = 0.0f;
@@ -786,8 +786,7 @@ static Object *boid_find_ground(BoidBrainData *bbd, ParticleData *pa, float *gro
if(hit.index>=0) {
t = hit.dist/col.ray_len;
interp_v3_v3v3(ground_co, col.co1, col.co2, t);
- VECCOPY(ground_nor, col.nor);
- normalize_v3(ground_nor);
+ normalize_v3_v3(ground_nor, col.nor);
return col.hit_ob;
}
else {
@@ -1115,8 +1114,7 @@ void boid_body(BoidBrainData *bbd, ParticleData *pa)
}
VECCOPY(old_dir, pa->prev_state.ave);
- VECCOPY(wanted_dir, bbd->wanted_co);
- new_speed = normalize_v3(wanted_dir);
+ new_speed = normalize_v3_v3(wanted_dir, bbd->wanted_co);
/* first check if we have valid direction we want to go towards */
if(new_speed == 0.0f) {
@@ -1356,8 +1354,7 @@ void boid_body(BoidBrainData *bbd, ParticleData *pa)
/* save direction to state.ave unless the boid is falling */
/* (boids can't effect their direction when falling) */
if(bpa->data.mode!=eBoidMode_Falling && len_v3(pa->state.vel) > 0.1*pa->size) {
- VECCOPY(pa->state.ave, pa->state.vel);
- normalize_v3(pa->state.ave);
+ normalize_v3_v3(pa->state.ave, pa->state.vel);
}
/* apply damping */