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Diffstat (limited to 'source/blender/blenlib/intern/math_geom_inline.c')
-rw-r--r--source/blender/blenlib/intern/math_geom_inline.c31
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;