diff options
Diffstat (limited to 'source/blender/blenlib/intern/math_geom_inline.c')
-rw-r--r-- | source/blender/blenlib/intern/math_geom_inline.c | 31 |
1 files changed, 1 insertions, 30 deletions
diff --git a/source/blender/blenlib/intern/math_geom_inline.c b/source/blender/blenlib/intern/math_geom_inline.c index 1757b0dd525..09028a1eb9a 100644 --- a/source/blender/blenlib/intern/math_geom_inline.c +++ b/source/blender/blenlib/intern/math_geom_inline.c @@ -99,7 +99,7 @@ MINLINE float dot_shsh(const float a[9], const float b[9]) return r; } -MINLINE float diffuse_shv3(float sh[9], const float v[3]) +MINLINE float diffuse_shv3(const float sh[9], const float v[3]) { /* See formula (13) in: * "An Efficient Representation for Irradiance Environment Maps" */ @@ -164,7 +164,6 @@ MINLINE void madd_sh_shfl(float r[9], const float sh[9], const float f) add_sh_shsh(r, r, tmp); } -/* get the 2 dominant axis values, 0==X, 1==Y, 2==Z */ MINLINE void axis_dominant_v3(int *r_axis_a, int *r_axis_b, const float axis[3]) { const float xn = fabsf(axis[0]); @@ -185,7 +184,6 @@ MINLINE void axis_dominant_v3(int *r_axis_a, int *r_axis_b, const float axis[3]) } } -/* same as axis_dominant_v3 but return the max value */ MINLINE float axis_dominant_v3_max(int *r_axis_a, int *r_axis_b, const float axis[3]) { const float xn = fabsf(axis[0]); @@ -209,7 +207,6 @@ MINLINE float axis_dominant_v3_max(int *r_axis_a, int *r_axis_b, const float axi } } -/* get the single dominant axis value, 0==X, 1==Y, 2==Z */ MINLINE int axis_dominant_v3_single(const float vec[3]) { const float x = fabsf(vec[0]); @@ -218,7 +215,6 @@ MINLINE int axis_dominant_v3_single(const float vec[3]) return ((x > y) ? ((x > z) ? 0 : 2) : ((y > z) ? 1 : 2)); } -/* the dominant axis of an orthogonal vector */ MINLINE int axis_dominant_v3_ortho_single(const float vec[3]) { const float x = fabsf(vec[0]); @@ -243,15 +239,6 @@ MINLINE int min_axis_v3(const float vec[3]) return ((x < y) ? ((x < z) ? 0 : 2) : ((y < z) ? 1 : 2)); } -/** - * Simple function to either: - * - Calculate how many triangles needed from the total number of polygons + loops. - * - Calculate the first triangle index from the polygon index & that polygons loop-start. - * - * \param poly_count: The number of polygons or polygon-index - * (3+ sided faces, 1-2 sided give incorrect results). - * \param corner_count: The number of corners (also called loop-index). - */ MINLINE int poly_to_tri_count(const int poly_count, const int corner_count) { BLI_assert(!poly_count || corner_count > poly_count * 2); @@ -263,17 +250,10 @@ MINLINE float plane_point_side_v3(const float plane[4], const float co[3]) return dot_v3v3(co, plane) + plane[3]; } -/* useful to calculate an even width shell, by taking the angle between 2 planes. - * The return value is a scale on the offset. - * no angle between planes is 1.0, as the angle between the 2 planes approaches 180d - * the distance gets very high, 180d would be inf, but this case isn't valid */ MINLINE float shell_angle_to_dist(const float angle) { return (UNLIKELY(angle < SMALL_NUMBER)) ? 1.0f : fabsf(1.0f / cosf(angle)); } -/** - * Equivalent to `shell_angle_to_dist(angle_normalized_v3v3(a, b))`. - */ MINLINE float shell_v3v3_normalized_to_dist(const float a[3], const float b[3]) { const float angle_cos = fabsf(dot_v3v3(a, b)); @@ -281,9 +261,6 @@ MINLINE float shell_v3v3_normalized_to_dist(const float a[3], const float b[3]) BLI_ASSERT_UNIT_V3(b); return (UNLIKELY(angle_cos < SMALL_NUMBER)) ? 1.0f : (1.0f / angle_cos); } -/** - * Equivalent to `shell_angle_to_dist(angle_normalized_v2v2(a, b))`. - */ MINLINE float shell_v2v2_normalized_to_dist(const float a[2], const float b[2]) { const float angle_cos = fabsf(dot_v2v2(a, b)); @@ -292,9 +269,6 @@ MINLINE float shell_v2v2_normalized_to_dist(const float a[2], const float b[2]) return (UNLIKELY(angle_cos < SMALL_NUMBER)) ? 1.0f : (1.0f / angle_cos); } -/** - * Equivalent to `shell_angle_to_dist(angle_normalized_v3v3(a, b) / 2)`. - */ MINLINE float shell_v3v3_mid_normalized_to_dist(const float a[3], const float b[3]) { float angle_cos; @@ -306,9 +280,6 @@ MINLINE float shell_v3v3_mid_normalized_to_dist(const float a[3], const float b[ return (UNLIKELY(angle_cos < SMALL_NUMBER)) ? 1.0f : (1.0f / angle_cos); } -/** - * Equivalent to `shell_angle_to_dist(angle_normalized_v2v2(a, b) / 2)`. - */ MINLINE float shell_v2v2_mid_normalized_to_dist(const float a[2], const float b[2]) { float angle_cos; |