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Diffstat (limited to 'source/blender/blenkernel/intern/displist.c')
-rw-r--r--source/blender/blenkernel/intern/displist.c46
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];