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Diffstat (limited to 'source/blender/blenkernel/intern/bvhutils.c')
-rw-r--r--source/blender/blenkernel/intern/bvhutils.c24
1 files changed, 12 insertions, 12 deletions
diff --git a/source/blender/blenkernel/intern/bvhutils.c b/source/blender/blenkernel/intern/bvhutils.c
index f2526231d50..5ee8210d256 100644
--- a/source/blender/blenkernel/intern/bvhutils.c
+++ b/source/blender/blenkernel/intern/bvhutils.c
@@ -45,7 +45,7 @@
#include "BKE_displist.h"
#include "BKE_global.h"
-#include "BLI_arithb.h"
+#include "BLI_math.h"
#include "BLI_linklist.h"
#include "MEM_guardedalloc.h"
@@ -55,7 +55,7 @@ static float ray_tri_intersection(const BVHTreeRay *ray, const float m_dist, con
{
float dist;
- if(RayIntersectsTriangle((float*)ray->origin, (float*)ray->direction, (float*)v0, (float*)v1, (float*)v2, &dist, NULL))
+ if(isect_ray_tri_v3((float*)ray->origin, (float*)ray->direction, (float*)v0, (float*)v1, (float*)v2, &dist, NULL))
return dist;
return FLT_MAX;
@@ -68,10 +68,10 @@ static float sphereray_tri_intersection(const BVHTreeRay *ray, float radius, con
float p1[3];
float plane_normal[3], hit_point[3];
- CalcNormFloat((float*)v0, (float*)v1, (float*)v2, plane_normal);
+ normal_tri_v3( plane_normal,(float*)v0, (float*)v1, (float*)v2);
VECADDFAC( p1, ray->origin, ray->direction, m_dist);
- if(SweepingSphereIntersectsTriangleUV((float*)ray->origin, p1, radius, (float*)v0, (float*)v1, (float*)v2, &idist, hit_point))
+ if(isect_sweeping_sphere_tri_v3((float*)ray->origin, p1, radius, (float*)v0, (float*)v1, (float*)v2, &idist, hit_point))
{
return idist * m_dist;
}
@@ -384,9 +384,9 @@ static float nearest_point_in_tri_surface(const float *v0,const float *v1,const
float w[3], x[3], y[3], z[3];
VECCOPY(w, v0);
VECCOPY(x, e0);
- VecMulf(x, S);
+ mul_v3_fl(x, S);
VECCOPY(y, e1);
- VecMulf(y, T);
+ mul_v3_fl(y, T);
VECADD(z, w, x);
VECADD(z, z, y);
//VECSUB(d, p, z);
@@ -430,7 +430,7 @@ static void mesh_faces_nearest_point(void *userdata, int index, const float *co,
nearest->index = index;
nearest->dist = dist;
VECCOPY(nearest->co, nearest_tmp);
- CalcNormFloat(t0, t1, t2, nearest->no);
+ normal_tri_v3( nearest->no,t0, t1, t2);
}
t1 = t2;
@@ -469,7 +469,7 @@ static void mesh_faces_spherecast(void *userdata, int index, const BVHTreeRay *r
hit->dist = dist;
VECADDFAC(hit->co, ray->origin, ray->direction, dist);
- CalcNormFloat(t0, t1, t2, hit->no);
+ normal_tri_v3( hit->no,t0, t1, t2);
}
t1 = t2;
@@ -492,16 +492,16 @@ static void mesh_edges_nearest_point(void *userdata, int index, const float *co,
t0 = vert[ edge->v1 ].co;
t1 = vert[ edge->v2 ].co;
- PclosestVL3Dfl(nearest_tmp, co, t0, t1);
- dist = VecLenf(nearest_tmp, co);
+ closest_to_line_segment_v3(nearest_tmp, co, t0, t1);
+ dist = len_v3v3(nearest_tmp, co);
if(dist < nearest->dist)
{
nearest->index = index;
nearest->dist = dist;
VECCOPY(nearest->co, nearest_tmp);
- VecSubf(nearest->no, t0, t1);
- Normalize(nearest->no);
+ sub_v3_v3v3(nearest->no, t0, t1);
+ normalize_v3(nearest->no);
}
}