diff options
Diffstat (limited to 'source/blender/blenkernel/intern/displist.c')
-rw-r--r-- | source/blender/blenkernel/intern/displist.c | 46 |
1 files changed, 23 insertions, 23 deletions
diff --git a/source/blender/blenkernel/intern/displist.c b/source/blender/blenkernel/intern/displist.c index 64af08d6f6a..57d8de73002 100644 --- a/source/blender/blenkernel/intern/displist.c +++ b/source/blender/blenkernel/intern/displist.c @@ -56,7 +56,7 @@ #include "DNA_key_types.h" #include "BLI_blenlib.h" -#include "BLI_arithb.h" +#include "BLI_math.h" #include "BLI_editVert.h" #include "BLI_edgehash.h" @@ -220,12 +220,12 @@ void addnormalsDispList(Object *ob, ListBase *lb) for(; b<dl->nr; b++) { - CalcNormFloat4(v1, v3, v4, v2, nor); + normal_quad_v3( nor,v1, v3, v4, v2); - VecAddf(n1, n1, nor); - VecAddf(n2, n2, nor); - VecAddf(n3, n3, nor); - VecAddf(n4, n4, nor); + add_v3_v3v3(n1, n1, nor); + add_v3_v3v3(n2, n2, nor); + add_v3_v3v3(n3, n3, nor); + add_v3_v3v3(n4, n4, nor); v2= v1; v1+= 3; v4= v3; v3+= 3; @@ -236,7 +236,7 @@ void addnormalsDispList(Object *ob, ListBase *lb) a= dl->parts*dl->nr; v1= ndata; while(a--) { - Normalize(v1); + normalize_v3(v1); v1+= 3; } } @@ -475,11 +475,11 @@ static void init_fastshade_for_ob(Render *re, Object *ob, int *need_orco_r, floa init_fastshade_shadeinput(re); RE_DataBase_GetView(re, tmat); - Mat4MulMat4(mat, ob->obmat, tmat); + mul_m4_m4m4(mat, ob->obmat, tmat); - Mat4Invert(tmat, mat); - Mat3CpyMat4(imat, tmat); - if(ob->transflag & OB_NEG_SCALE) Mat3MulFloat((float *)imat, -1.0); + invert_m4_m4(tmat, mat); + copy_m3_m4(imat, tmat); + if(ob->transflag & OB_NEG_SCALE) mul_m3_fl((float *)imat, -1.0); if (need_orco_r) *need_orco_r= 0; for(a=0; a<ob->totcol; a++) { @@ -563,7 +563,7 @@ static void mesh_create_shadedColors(Render *re, Object *ob, int onlyForMesh, un vn[0]= imat[0][0]*xn+imat[0][1]*yn+imat[0][2]*zn; vn[1]= imat[1][0]*xn+imat[1][1]*yn+imat[1][2]*zn; vn[2]= imat[2][0]*xn+imat[2][1]*yn+imat[2][2]*zn; - Normalize(vn); + normalize_v3(vn); } for (i=0; i<totface; i++) { @@ -586,15 +586,15 @@ static void mesh_create_shadedColors(Render *re, Object *ob, int onlyForMesh, un VECCOPY(nor, &nors[i*3]); } else { if (mf->v4) - CalcNormFloat4(mvert[mf->v1].co, mvert[mf->v2].co, mvert[mf->v3].co, mvert[mf->v4].co, nor); + normal_quad_v3( nor,mvert[mf->v1].co, mvert[mf->v2].co, mvert[mf->v3].co, mvert[mf->v4].co); else - CalcNormFloat(mvert[mf->v1].co, mvert[mf->v2].co, mvert[mf->v3].co, nor); + normal_tri_v3( nor,mvert[mf->v1].co, mvert[mf->v2].co, mvert[mf->v3].co); } n1[0]= imat[0][0]*nor[0]+imat[0][1]*nor[1]+imat[0][2]*nor[2]; n1[1]= imat[1][0]*nor[0]+imat[1][1]*nor[1]+imat[1][2]*nor[2]; n1[2]= imat[2][0]*nor[0]+imat[2][1]*nor[1]+imat[2][2]*nor[2]; - Normalize(n1); + normalize_v3(n1); for (j=0; j<nverts; j++) { MVert *mv= &mvert[vidx[j]]; @@ -603,7 +603,7 @@ static void mesh_create_shadedColors(Render *re, Object *ob, int onlyForMesh, un float *vn = (mf->flag & ME_SMOOTH)?&vnors[3*vidx[j]]:n1; VECCOPY(vec, mv->co); - Mat4MulVecfl(mat, vec); + mul_m4_v3(mat, vec); vec[0]+= 0.001*vn[0]; vec[1]+= 0.001*vn[1]; vec[2]+= 0.001*vn[2]; @@ -708,14 +708,14 @@ void shadeDispList(Scene *scene, Base *base) n1[0]= imat[0][0]*dl->nors[0]+imat[0][1]*dl->nors[1]+imat[0][2]*dl->nors[2]; n1[1]= imat[1][0]*dl->nors[0]+imat[1][1]*dl->nors[1]+imat[1][2]*dl->nors[2]; n1[2]= imat[2][0]*dl->nors[0]+imat[2][1]*dl->nors[1]+imat[2][2]*dl->nors[2]; - Normalize(n1); + normalize_v3(n1); fp= dl->verts; a= dl->nr; while(a--) { VECCOPY(vec, fp); - Mat4MulVecfl(mat, vec); + mul_m4_v3(mat, vec); fastshade(vec, n1, fp, ma, (char *)col1, NULL); @@ -731,12 +731,12 @@ void shadeDispList(Scene *scene, Base *base) while(a--) { VECCOPY(vec, fp); - Mat4MulVecfl(mat, vec); + mul_m4_v3(mat, vec); n1[0]= imat[0][0]*nor[0]+imat[0][1]*nor[1]+imat[0][2]*nor[2]; n1[1]= imat[1][0]*nor[0]+imat[1][1]*nor[1]+imat[1][2]*nor[2]; n1[2]= imat[2][0]*nor[0]+imat[2][1]*nor[1]+imat[2][2]*nor[2]; - Normalize(n1); + normalize_v3(n1); fastshade(vec, n1, fp, ma, (char *)col1, NULL); @@ -769,13 +769,13 @@ void shadeDispList(Scene *scene, Base *base) a= dl->nr; while(a--) { VECCOPY(vec, fp); - Mat4MulVecfl(mat, vec); + mul_m4_v3(mat, vec); /* transpose ! */ n1[0]= imat[0][0]*nor[0]+imat[0][1]*nor[1]+imat[0][2]*nor[2]; n1[1]= imat[1][0]*nor[0]+imat[1][1]*nor[1]+imat[1][2]*nor[2]; n1[2]= imat[2][0]*nor[0]+imat[2][1]*nor[1]+imat[2][2]*nor[2]; - Normalize(n1); + normalize_v3(n1); fastshade(vec, n1, fp, ma, (char *)col1, NULL); @@ -1612,7 +1612,7 @@ void makeDispListCurveTypes(Scene *scene, Object *ob, int forOrco) vec[1]= fp1[2]; vec[2]= 0.0; - QuatMulVecf(bevp->quat, vec); + mul_qt_v3(bevp->quat, vec); data[0]= bevp->vec[0] + fac*vec[0]; data[1]= bevp->vec[1] + fac*vec[1]; |