diff options
Diffstat (limited to 'source/blender/editors/mesh/meshtools.c')
-rw-r--r-- | source/blender/editors/mesh/meshtools.c | 40 |
1 files changed, 20 insertions, 20 deletions
diff --git a/source/blender/editors/mesh/meshtools.c b/source/blender/editors/mesh/meshtools.c index 18125207eca..5313b68be9b 100644 --- a/source/blender/editors/mesh/meshtools.c +++ b/source/blender/editors/mesh/meshtools.c @@ -51,7 +51,7 @@ #include "DNA_windowmanager_types.h" #include "DNA_world_types.h" -#include "BLI_arithb.h" +#include "BLI_math.h" #include "BLI_blenlib.h" #include "BLI_editVert.h" #include "BLI_ghash.h" @@ -305,7 +305,7 @@ int join_mesh_exec(bContext *C, wmOperator *op) faceofs= 0; /* inverse transform for all selected meshes in this object */ - Mat4Invert(imat, ob->obmat); + invert_m4_m4(imat, ob->obmat); CTX_DATA_BEGIN(C, Base*, base, selected_editable_bases) { /* only join if this is a mesh */ @@ -342,11 +342,11 @@ int join_mesh_exec(bContext *C, wmOperator *op) /* if this is the object we're merging into, no need to do anything */ if(base->object != ob) { /* watch this: switch matmul order really goes wrong */ - Mat4MulMat4(cmat, base->object->obmat, imat); + mul_m4_m4m4(cmat, base->object->obmat, imat); /* transform vertex coordinates into new space */ for(a=0, mv=mvert; a < me->totvert; a++, mv++) { - Mat4MulVecfl(cmat, mv->co); + mul_m4_v3(cmat, mv->co); } /* for each shapekey in destination mesh: @@ -366,7 +366,7 @@ int join_mesh_exec(bContext *C, wmOperator *op) fp2= ((float *)(okb->data)); for(a=0; a < me->totvert; a++, fp1+=3, fp2+=3) { VECCOPY(fp1, fp2); - Mat4MulVecfl(cmat, fp1); + mul_m4_v3(cmat, fp1); } } else { @@ -633,15 +633,15 @@ void sort_faces(Scene *scene, View3D *v3d) float cur[3]; if (event == 1) - Mat4MulMat4(mat, OBACT->obmat, rv3d->viewmat); /* apply the view matrix to the object matrix */ + mul_m4_m4m4(mat, OBACT->obmat, rv3d->viewmat); /* apply the view matrix to the object matrix */ else if (event == 2) { /* sort from cursor */ if( v3d && v3d->localvd ) { VECCOPY(cur, v3d->cursor); } else { VECCOPY(cur, scene->cursor); } - Mat4Invert(mat, OBACT->obmat); - Mat4MulVecfl(mat, cur); + invert_m4_m4(mat, OBACT->obmat); + mul_m4_v3(mat, cur); } mf= me->mface; @@ -655,21 +655,21 @@ void sort_faces(Scene *scene, View3D *v3d) else face_sort_floats[i] = reverse; } else { /* find the faces center */ - VecAddf(vec, (me->mvert+mf->v1)->co, (me->mvert+mf->v2)->co); + add_v3_v3v3(vec, (me->mvert+mf->v1)->co, (me->mvert+mf->v2)->co); if (mf->v4) { - VecAddf(vec, vec, (me->mvert+mf->v3)->co); - VecAddf(vec, vec, (me->mvert+mf->v4)->co); - VecMulf(vec, 0.25f); + add_v3_v3v3(vec, vec, (me->mvert+mf->v3)->co); + add_v3_v3v3(vec, vec, (me->mvert+mf->v4)->co); + mul_v3_fl(vec, 0.25f); } else { - VecAddf(vec, vec, (me->mvert+mf->v3)->co); - VecMulf(vec, 1.0f/3.0f); + add_v3_v3v3(vec, vec, (me->mvert+mf->v3)->co); + mul_v3_fl(vec, 1.0f/3.0f); } /* done */ if (event == 1) { /* sort on view axis */ - Mat4MulVecfl(mat, vec); + mul_m4_v3(mat, vec); face_sort_floats[i] = vec[2] * reverse; } else { /* distance from cursor*/ - face_sort_floats[i] = VecLenf(cur, vec) * reverse; /* back to front */ + face_sort_floats[i] = len_v3v3(cur, vec) * reverse; /* back to front */ } } } @@ -811,12 +811,12 @@ static intptr_t mesh_octree_find_index(MocNode **bt, MVert *mvert, float *co) /* does mesh verts and editmode, code looks potential dangerous, octree should really be filled OK! */ if(mvert) { vec= (mvert+(*bt)->index[a]-1)->co; - if(FloatCompare(vec, co, MOC_THRESH)) + if(compare_v3v3(vec, co, MOC_THRESH)) return (*bt)->index[a]-1; } else { EditVert *eve= (EditVert *)((*bt)->index[a]); - if(FloatCompare(eve->co, co, MOC_THRESH)) + if(compare_v3v3(eve->co, co, MOC_THRESH)) return (*bt)->index[a]; } } @@ -881,12 +881,12 @@ intptr_t mesh_octree_table(Object *ob, EditMesh *em, float *co, char mode) MeshOctree.offs[1]-= MOC_THRESH; MeshOctree.offs[2]-= MOC_THRESH; - VecSubf(MeshOctree.div, max, min); + sub_v3_v3v3(MeshOctree.div, max, min); MeshOctree.div[0]+= 2*MOC_THRESH; /* and divide with 2 threshold unit more extra (try 8x8 unit grid on paint) */ MeshOctree.div[1]+= 2*MOC_THRESH; MeshOctree.div[2]+= 2*MOC_THRESH; - VecMulf(MeshOctree.div, 1.0f/MOC_RES); + mul_v3_fl(MeshOctree.div, 1.0f/MOC_RES); if(MeshOctree.div[0]==0.0f) MeshOctree.div[0]= 1.0f; if(MeshOctree.div[1]==0.0f) MeshOctree.div[1]= 1.0f; if(MeshOctree.div[2]==0.0f) MeshOctree.div[2]= 1.0f; |