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Diffstat (limited to 'source/blender/editors/sculpt_paint/paint_image.c')
-rw-r--r--source/blender/editors/sculpt_paint/paint_image.c294
1 files changed, 147 insertions, 147 deletions
diff --git a/source/blender/editors/sculpt_paint/paint_image.c b/source/blender/editors/sculpt_paint/paint_image.c
index 929f854242f..e34330c2e42 100644
--- a/source/blender/editors/sculpt_paint/paint_image.c
+++ b/source/blender/editors/sculpt_paint/paint_image.c
@@ -40,7 +40,7 @@
#ifdef WIN32
#include "BLI_winstuff.h"
#endif
-#include "BLI_arithb.h"
+#include "BLI_math.h"
#include "BLI_blenlib.h"
#include "BLI_dynstr.h"
#include "BLI_linklist.h"
@@ -669,7 +669,7 @@ static int project_paint_PickFace(const ProjPaintState *ps, float pt[2], float w
v2= ps->screenCoords[mf->v2];
v3= ps->screenCoords[mf->v3];
- if (IsectPT2Df(pt, v1, v2, v3)) {
+ if (isect_point_tri_v2(pt, v1, v2, v3)) {
if (ps->is_ortho) z_depth= VecZDepthOrtho(pt, v1, v2, v3, w_tmp);
else z_depth= VecZDepthPersp(pt, v1, v2, v3, w_tmp);
@@ -683,7 +683,7 @@ static int project_paint_PickFace(const ProjPaintState *ps, float pt[2], float w
else if (mf->v4) {
v4= ps->screenCoords[mf->v4];
- if (IsectPT2Df(pt, v1, v3, v4)) {
+ if (isect_point_tri_v2(pt, v1, v3, v4)) {
if (ps->is_ortho) z_depth= VecZDepthOrtho(pt, v1, v3, v4, w_tmp);
else z_depth= VecZDepthPersp(pt, v1, v3, v4, w_tmp);
@@ -734,10 +734,10 @@ static int project_paint_PickColor(const ProjPaintState *ps, float pt[2], float
tf = ps->dm_mtface + face_index;
if (side == 0) {
- Vec2Lerp3f(uv, tf->uv[0], tf->uv[1], tf->uv[2], w);
+ interp_v2_v2v2v2(uv, tf->uv[0], tf->uv[1], tf->uv[2], w);
}
else { /* QUAD */
- Vec2Lerp3f(uv, tf->uv[0], tf->uv[2], tf->uv[3], w);
+ interp_v2_v2v2v2(uv, tf->uv[0], tf->uv[2], tf->uv[3], w);
}
ibuf = tf->tpage->ibufs.first; /* we must have got the imbuf before getting here */
@@ -818,7 +818,7 @@ static int project_paint_occlude_ptv(float pt[3], float v1[3], float v2[3], floa
return 0;
/* do a 2D point in try intersection */
- if (!IsectPT2Df(pt, v1, v2, v3))
+ if (!isect_point_tri_v2(pt, v1, v2, v3))
return 0; /* we know there is */
@@ -858,10 +858,10 @@ static int project_paint_occlude_ptv_clip(
}
/* Test if we're in the clipped area, */
- if (side) VecLerp3f(wco, ps->dm_mvert[mf->v1].co, ps->dm_mvert[mf->v3].co, ps->dm_mvert[mf->v4].co, w);
- else VecLerp3f(wco, ps->dm_mvert[mf->v1].co, ps->dm_mvert[mf->v2].co, ps->dm_mvert[mf->v3].co, w);
+ if (side) interp_v3_v3v3v3(wco, ps->dm_mvert[mf->v1].co, ps->dm_mvert[mf->v3].co, ps->dm_mvert[mf->v4].co, w);
+ else interp_v3_v3v3v3(wco, ps->dm_mvert[mf->v1].co, ps->dm_mvert[mf->v2].co, ps->dm_mvert[mf->v3].co, w);
- Mat4MulVecfl(ps->ob->obmat, wco);
+ mul_m4_v3(ps->ob->obmat, wco);
if(!view3d_test_clipping(ps->rv3d, wco)) {
return 1;
}
@@ -1162,51 +1162,51 @@ static void uv_image_outset(float (*orig_uv)[2], float (*outset_uv)[2], const fl
}
/* face edge directions */
- Vec2Subf(dir1, puv[1], puv[0]);
- Vec2Subf(dir2, puv[2], puv[1]);
- Normalize2(dir1);
- Normalize2(dir2);
+ sub_v2_v2v2(dir1, puv[1], puv[0]);
+ sub_v2_v2v2(dir2, puv[2], puv[1]);
+ normalize_v2(dir1);
+ normalize_v2(dir2);
if (is_quad) {
- Vec2Subf(dir3, puv[3], puv[2]);
- Vec2Subf(dir4, puv[0], puv[3]);
- Normalize2(dir3);
- Normalize2(dir4);
+ sub_v2_v2v2(dir3, puv[3], puv[2]);
+ sub_v2_v2v2(dir4, puv[0], puv[3]);
+ normalize_v2(dir3);
+ normalize_v2(dir4);
}
else {
- Vec2Subf(dir3, puv[0], puv[2]);
- Normalize2(dir3);
+ sub_v2_v2v2(dir3, puv[0], puv[2]);
+ normalize_v2(dir3);
}
if (is_quad) {
- a1 = AngleToLength(NormalizedVecAngle2_2D(dir4, dir1));
- a2 = AngleToLength(NormalizedVecAngle2_2D(dir1, dir2));
- a3 = AngleToLength(NormalizedVecAngle2_2D(dir2, dir3));
- a4 = AngleToLength(NormalizedVecAngle2_2D(dir3, dir4));
+ a1 = shell_angle_to_dist(angle_normalized_v2v2(dir4, dir1));
+ a2 = shell_angle_to_dist(angle_normalized_v2v2(dir1, dir2));
+ a3 = shell_angle_to_dist(angle_normalized_v2v2(dir2, dir3));
+ a4 = shell_angle_to_dist(angle_normalized_v2v2(dir3, dir4));
}
else {
- a1 = AngleToLength(NormalizedVecAngle2_2D(dir3, dir1));
- a2 = AngleToLength(NormalizedVecAngle2_2D(dir1, dir2));
- a3 = AngleToLength(NormalizedVecAngle2_2D(dir2, dir3));
+ a1 = shell_angle_to_dist(angle_normalized_v2v2(dir3, dir1));
+ a2 = shell_angle_to_dist(angle_normalized_v2v2(dir1, dir2));
+ a3 = shell_angle_to_dist(angle_normalized_v2v2(dir2, dir3));
}
if (is_quad) {
- Vec2Subf(no1, dir4, dir1);
- Vec2Subf(no2, dir1, dir2);
- Vec2Subf(no3, dir2, dir3);
- Vec2Subf(no4, dir3, dir4);
- Normalize2(no1);
- Normalize2(no2);
- Normalize2(no3);
- Normalize2(no4);
- Vec2Mulf(no1, a1*scaler);
- Vec2Mulf(no2, a2*scaler);
- Vec2Mulf(no3, a3*scaler);
- Vec2Mulf(no4, a4*scaler);
- Vec2Addf(outset_uv[0], puv[0], no1);
- Vec2Addf(outset_uv[1], puv[1], no2);
- Vec2Addf(outset_uv[2], puv[2], no3);
- Vec2Addf(outset_uv[3], puv[3], no4);
+ sub_v2_v2v2(no1, dir4, dir1);
+ sub_v2_v2v2(no2, dir1, dir2);
+ sub_v2_v2v2(no3, dir2, dir3);
+ sub_v2_v2v2(no4, dir3, dir4);
+ normalize_v2(no1);
+ normalize_v2(no2);
+ normalize_v2(no3);
+ normalize_v2(no4);
+ mul_v2_fl(no1, a1*scaler);
+ mul_v2_fl(no2, a2*scaler);
+ mul_v2_fl(no3, a3*scaler);
+ mul_v2_fl(no4, a4*scaler);
+ add_v2_v2v2(outset_uv[0], puv[0], no1);
+ add_v2_v2v2(outset_uv[1], puv[1], no2);
+ add_v2_v2v2(outset_uv[2], puv[2], no3);
+ add_v2_v2v2(outset_uv[3], puv[3], no4);
outset_uv[0][0] *= ibuf_x_inv;
outset_uv[0][1] *= ibuf_y_inv;
@@ -1220,18 +1220,18 @@ static void uv_image_outset(float (*orig_uv)[2], float (*outset_uv)[2], const fl
outset_uv[3][1] *= ibuf_y_inv;
}
else {
- Vec2Subf(no1, dir3, dir1);
- Vec2Subf(no2, dir1, dir2);
- Vec2Subf(no3, dir2, dir3);
- Normalize2(no1);
- Normalize2(no2);
- Normalize2(no3);
- Vec2Mulf(no1, a1*scaler);
- Vec2Mulf(no2, a2*scaler);
- Vec2Mulf(no3, a3*scaler);
- Vec2Addf(outset_uv[0], puv[0], no1);
- Vec2Addf(outset_uv[1], puv[1], no2);
- Vec2Addf(outset_uv[2], puv[2], no3);
+ sub_v2_v2v2(no1, dir3, dir1);
+ sub_v2_v2v2(no2, dir1, dir2);
+ sub_v2_v2v2(no3, dir2, dir3);
+ normalize_v2(no1);
+ normalize_v2(no2);
+ normalize_v2(no3);
+ mul_v2_fl(no1, a1*scaler);
+ mul_v2_fl(no2, a2*scaler);
+ mul_v2_fl(no3, a3*scaler);
+ add_v2_v2v2(outset_uv[0], puv[0], no1);
+ add_v2_v2v2(outset_uv[1], puv[1], no2);
+ add_v2_v2v2(outset_uv[2], puv[2], no3);
outset_uv[0][0] *= ibuf_x_inv;
outset_uv[0][1] *= ibuf_y_inv;
@@ -1288,7 +1288,7 @@ static float lambda_cp_line2(const float p[2], const float l1[2], const float l2
h[0] = p[0] - l1[0];
h[1] = p[1] - l1[1];
- return(Inp2f(u, h)/Inp2f(u, u));
+ return(dot_v2v2(u, h)/dot_v2v2(u, u));
}
@@ -1304,7 +1304,7 @@ static void screen_px_from_ortho(
float w[3])
{
BarycentricWeights2f(uv, uv1co, uv2co, uv3co, w);
- VecLerp3f(pixelScreenCo, v1co, v2co, v3co, w);
+ interp_v3_v3v3v3(pixelScreenCo, v1co, v2co, v3co, w);
}
/* same as screen_px_from_ortho except we need to take into account
@@ -1338,7 +1338,7 @@ static void screen_px_from_persp(
}
/* done re-weighting */
- VecLerp3f(pixelScreenCo, v1co, v2co, v3co, w);
+ interp_v3_v3v3v3(pixelScreenCo, v1co, v2co, v3co, w);
}
static void project_face_pixel(const MTFace *tf_other, ImBuf *ibuf_other, const float w[3], int side, unsigned char rgba_ub[4], float rgba_f[4])
@@ -1356,7 +1356,7 @@ static void project_face_pixel(const MTFace *tf_other, ImBuf *ibuf_other, const
uvCo3 = (float *)tf_other->uv[2];
}
- Vec2Lerp3f(uv_other, uvCo1, uvCo2, uvCo3, w);
+ interp_v2_v2v2v2(uv_other, uvCo1, uvCo2, uvCo3, w);
/* use */
uvco_to_wrapped_pxco(uv_other, ibuf_other->x, ibuf_other->y, &x, &y);
@@ -1432,11 +1432,11 @@ float project_paint_uvpixel_mask(
no[0] = w[0]*no1[0] + w[1]*no2[0] + w[2]*no3[0];
no[1] = w[0]*no1[1] + w[1]*no2[1] + w[2]*no3[1];
no[2] = w[0]*no1[2] + w[1]*no2[2] + w[2]*no3[2];
- Normalize(no);
+ normalize_v3(no);
/* now we can use the normal as a mask */
if (ps->is_ortho) {
- angle = NormalizedVecAngle2((float *)ps->viewDir, no);
+ angle = angle_normalized_v3v3((float *)ps->viewDir, no);
}
else {
/* Annoying but for the perspective view we need to get the pixels location in 3D space :/ */
@@ -1456,9 +1456,9 @@ float project_paint_uvpixel_mask(
viewDirPersp[0] = (ps->viewPos[0] - (w[0]*co1[0] + w[1]*co2[0] + w[2]*co3[0]));
viewDirPersp[1] = (ps->viewPos[1] - (w[0]*co1[1] + w[1]*co2[1] + w[2]*co3[1]));
viewDirPersp[2] = (ps->viewPos[2] - (w[0]*co1[2] + w[1]*co2[2] + w[2]*co3[2]));
- Normalize(viewDirPersp);
+ normalize_v3(viewDirPersp);
- angle = NormalizedVecAngle2(viewDirPersp, no);
+ angle = angle_normalized_v3v3(viewDirPersp, no);
}
if (angle >= ps->normal_angle) {
@@ -1578,7 +1578,7 @@ static ProjPixel *project_paint_uvpixel_init(
}
else {
float co[2];
- Vec2Subf(co, projPixel->projCoSS, (float *)ps->cloneOffset);
+ sub_v2_v2v2(co, projPixel->projCoSS, (float *)ps->cloneOffset);
/* no need to initialize the bucket, we're only checking buckets faces and for this
* the faces are alredy initialized in project_paint_delayed_face_init(...) */
@@ -1769,20 +1769,20 @@ static void scale_quad(float insetCos[4][3], float *origCos[4], const float inse
cent[1] = (origCos[0][1] + origCos[1][1] + origCos[2][1] + origCos[3][1]) / 4.0f;
cent[2] = (origCos[0][2] + origCos[1][2] + origCos[2][2] + origCos[3][2]) / 4.0f;
- VecSubf(insetCos[0], origCos[0], cent);
- VecSubf(insetCos[1], origCos[1], cent);
- VecSubf(insetCos[2], origCos[2], cent);
- VecSubf(insetCos[3], origCos[3], cent);
+ sub_v3_v3v3(insetCos[0], origCos[0], cent);
+ sub_v3_v3v3(insetCos[1], origCos[1], cent);
+ sub_v3_v3v3(insetCos[2], origCos[2], cent);
+ sub_v3_v3v3(insetCos[3], origCos[3], cent);
- VecMulf(insetCos[0], inset);
- VecMulf(insetCos[1], inset);
- VecMulf(insetCos[2], inset);
- VecMulf(insetCos[3], inset);
+ mul_v3_fl(insetCos[0], inset);
+ mul_v3_fl(insetCos[1], inset);
+ mul_v3_fl(insetCos[2], inset);
+ mul_v3_fl(insetCos[3], inset);
- VecAddf(insetCos[0], insetCos[0], cent);
- VecAddf(insetCos[1], insetCos[1], cent);
- VecAddf(insetCos[2], insetCos[2], cent);
- VecAddf(insetCos[3], insetCos[3], cent);
+ add_v3_v3v3(insetCos[0], insetCos[0], cent);
+ add_v3_v3v3(insetCos[1], insetCos[1], cent);
+ add_v3_v3v3(insetCos[2], insetCos[2], cent);
+ add_v3_v3v3(insetCos[3], insetCos[3], cent);
}
@@ -1793,17 +1793,17 @@ static void scale_tri(float insetCos[4][3], float *origCos[4], const float inset
cent[1] = (origCos[0][1] + origCos[1][1] + origCos[2][1]) / 3.0f;
cent[2] = (origCos[0][2] + origCos[1][2] + origCos[2][2]) / 3.0f;
- VecSubf(insetCos[0], origCos[0], cent);
- VecSubf(insetCos[1], origCos[1], cent);
- VecSubf(insetCos[2], origCos[2], cent);
+ sub_v3_v3v3(insetCos[0], origCos[0], cent);
+ sub_v3_v3v3(insetCos[1], origCos[1], cent);
+ sub_v3_v3v3(insetCos[2], origCos[2], cent);
- VecMulf(insetCos[0], inset);
- VecMulf(insetCos[1], inset);
- VecMulf(insetCos[2], inset);
+ mul_v3_fl(insetCos[0], inset);
+ mul_v3_fl(insetCos[1], inset);
+ mul_v3_fl(insetCos[2], inset);
- VecAddf(insetCos[0], insetCos[0], cent);
- VecAddf(insetCos[1], insetCos[1], cent);
- VecAddf(insetCos[2], insetCos[2], cent);
+ add_v3_v3v3(insetCos[0], insetCos[0], cent);
+ add_v3_v3v3(insetCos[1], insetCos[1], cent);
+ add_v3_v3v3(insetCos[2], insetCos[2], cent);
}
@@ -1891,22 +1891,22 @@ static void rect_to_uvspace_ortho(
uv[0] = bucket_bounds->xmax;
uv[1] = bucket_bounds->ymin;
BarycentricWeights2f(uv, v1coSS, v2coSS, v3coSS, w);
- Vec2Lerp3f(bucket_bounds_uv[flip?3:0], uv1co, uv2co, uv3co, w);
+ interp_v2_v2v2v2(bucket_bounds_uv[flip?3:0], uv1co, uv2co, uv3co, w);
//uv[0] = bucket_bounds->xmax; // set above
uv[1] = bucket_bounds->ymax;
BarycentricWeights2f(uv, v1coSS, v2coSS, v3coSS, w);
- Vec2Lerp3f(bucket_bounds_uv[flip?2:1], uv1co, uv2co, uv3co, w);
+ interp_v2_v2v2v2(bucket_bounds_uv[flip?2:1], uv1co, uv2co, uv3co, w);
uv[0] = bucket_bounds->xmin;
//uv[1] = bucket_bounds->ymax; // set above
BarycentricWeights2f(uv, v1coSS, v2coSS, v3coSS, w);
- Vec2Lerp3f(bucket_bounds_uv[flip?1:2], uv1co, uv2co, uv3co, w);
+ interp_v2_v2v2v2(bucket_bounds_uv[flip?1:2], uv1co, uv2co, uv3co, w);
//uv[0] = bucket_bounds->xmin; // set above
uv[1] = bucket_bounds->ymin;
BarycentricWeights2f(uv, v1coSS, v2coSS, v3coSS, w);
- Vec2Lerp3f(bucket_bounds_uv[flip?0:3], uv1co, uv2co, uv3co, w);
+ interp_v2_v2v2v2(bucket_bounds_uv[flip?0:3], uv1co, uv2co, uv3co, w);
}
/* same as above but use BarycentricWeightsPersp2f */
@@ -1925,22 +1925,22 @@ static void rect_to_uvspace_persp(
uv[0] = bucket_bounds->xmax;
uv[1] = bucket_bounds->ymin;
BarycentricWeightsPersp2f(uv, v1coSS, v2coSS, v3coSS, w);
- Vec2Lerp3f(bucket_bounds_uv[flip?3:0], uv1co, uv2co, uv3co, w);
+ interp_v2_v2v2v2(bucket_bounds_uv[flip?3:0], uv1co, uv2co, uv3co, w);
//uv[0] = bucket_bounds->xmax; // set above
uv[1] = bucket_bounds->ymax;
BarycentricWeightsPersp2f(uv, v1coSS, v2coSS, v3coSS, w);
- Vec2Lerp3f(bucket_bounds_uv[flip?2:1], uv1co, uv2co, uv3co, w);
+ interp_v2_v2v2v2(bucket_bounds_uv[flip?2:1], uv1co, uv2co, uv3co, w);
uv[0] = bucket_bounds->xmin;
//uv[1] = bucket_bounds->ymax; // set above
BarycentricWeightsPersp2f(uv, v1coSS, v2coSS, v3coSS, w);
- Vec2Lerp3f(bucket_bounds_uv[flip?1:2], uv1co, uv2co, uv3co, w);
+ interp_v2_v2v2v2(bucket_bounds_uv[flip?1:2], uv1co, uv2co, uv3co, w);
//uv[0] = bucket_bounds->xmin; // set above
uv[1] = bucket_bounds->ymin;
BarycentricWeightsPersp2f(uv, v1coSS, v2coSS, v3coSS, w);
- Vec2Lerp3f(bucket_bounds_uv[flip?0:3], uv1co, uv2co, uv3co, w);
+ interp_v2_v2v2v2(bucket_bounds_uv[flip?0:3], uv1co, uv2co, uv3co, w);
}
/* This works as we need it to but we can save a few steps and not use it */
@@ -1967,7 +1967,7 @@ static float angle_2d_clockwise(const float p1[2], const float p2[2], const floa
/* limit must be a fraction over 1.0f */
static int IsectPT2Df_limit(float pt[2], float v1[2], float v2[2], float v3[2], float limit)
{
- return ((AreaF2Dfl(pt,v1,v2) + AreaF2Dfl(pt,v2,v3) + AreaF2Dfl(pt,v3,v1)) / (AreaF2Dfl(v1,v2,v3))) < limit;
+ return ((area_tri_v2(pt,v1,v2) + area_tri_v2(pt,v2,v3) + area_tri_v2(pt,v3,v1)) / (area_tri_v2(v1,v2,v3))) < limit;
}
/* Clip the face by a bucket and set the uv-space bucket_bounds_uv
@@ -2184,13 +2184,13 @@ static void project_bucket_clip_face(
if (is_ortho) {
for(i=0; i<(*tot); i++) {
BarycentricWeights2f(isectVCosSS[i], v1coSS, v2coSS, v3coSS, w);
- Vec2Lerp3f(bucket_bounds_uv[i], uv1co, uv2co, uv3co, w);
+ interp_v2_v2v2v2(bucket_bounds_uv[i], uv1co, uv2co, uv3co, w);
}
}
else {
for(i=0; i<(*tot); i++) {
BarycentricWeightsPersp2f(isectVCosSS[i], v1coSS, v2coSS, v3coSS, w);
- Vec2Lerp3f(bucket_bounds_uv[i], uv1co, uv2co, uv3co, w);
+ interp_v2_v2v2v2(bucket_bounds_uv[i], uv1co, uv2co, uv3co, w);
}
}
}
@@ -2445,8 +2445,8 @@ static void project_paint_face_init(const ProjPaintState *ps, const int thread_i
/* a pitty we need to get the worldspace pixel location here */
if(ps->rv3d->rflag & RV3D_CLIPPING) {
- VecLerp3f(wco, ps->dm_mvert[ (*(&mf->v1 + i1)) ].co, ps->dm_mvert[ (*(&mf->v1 + i2)) ].co, ps->dm_mvert[ (*(&mf->v1 + i3)) ].co, w);
- Mat4MulVecfl(ps->ob->obmat, wco);
+ interp_v3_v3v3v3(wco, ps->dm_mvert[ (*(&mf->v1 + i1)) ].co, ps->dm_mvert[ (*(&mf->v1 + i2)) ].co, ps->dm_mvert[ (*(&mf->v1 + i3)) ].co, w);
+ mul_m4_v3(ps->ob->obmat, wco);
if(view3d_test_clipping(ps->rv3d, wco)) {
continue; /* Watch out that no code below this needs to run */
}
@@ -2567,7 +2567,7 @@ static void project_paint_face_init(const ProjPaintState *ps, const int thread_i
line_clip_rect2f(bucket_bounds, vCoSS[fidx1], vCoSS[fidx2], bucket_clip_edges[0], bucket_clip_edges[1])
) {
- ftot = Vec2Lenf(vCoSS[fidx1], vCoSS[fidx2]); /* screenspace edge length */
+ ftot = len_v2v2(vCoSS[fidx1], vCoSS[fidx2]); /* screenspace edge length */
if (ftot > 0.0f) { /* avoid div by zero */
if (mf->v4) {
@@ -2575,19 +2575,19 @@ static void project_paint_face_init(const ProjPaintState *ps, const int thread_i
else side= 0;
}
- fac1 = Vec2Lenf(vCoSS[fidx1], bucket_clip_edges[0]) / ftot;
- fac2 = Vec2Lenf(vCoSS[fidx1], bucket_clip_edges[1]) / ftot;
+ fac1 = len_v2v2(vCoSS[fidx1], bucket_clip_edges[0]) / ftot;
+ fac2 = len_v2v2(vCoSS[fidx1], bucket_clip_edges[1]) / ftot;
- Vec2Lerpf(seam_subsection[0], tf_uv_pxoffset[fidx1], tf_uv_pxoffset[fidx2], fac1);
- Vec2Lerpf(seam_subsection[1], tf_uv_pxoffset[fidx1], tf_uv_pxoffset[fidx2], fac2);
+ interp_v2_v2v2(seam_subsection[0], tf_uv_pxoffset[fidx1], tf_uv_pxoffset[fidx2], fac1);
+ interp_v2_v2v2(seam_subsection[1], tf_uv_pxoffset[fidx1], tf_uv_pxoffset[fidx2], fac2);
- Vec2Lerpf(seam_subsection[2], outset_uv[fidx1], outset_uv[fidx2], fac2);
- Vec2Lerpf(seam_subsection[3], outset_uv[fidx1], outset_uv[fidx2], fac1);
+ interp_v2_v2v2(seam_subsection[2], outset_uv[fidx1], outset_uv[fidx2], fac2);
+ interp_v2_v2v2(seam_subsection[3], outset_uv[fidx1], outset_uv[fidx2], fac1);
/* if the bucket_clip_edges values Z values was kept we could avoid this
* Inset needs to be added so occlusion tests wont hit adjacent faces */
- VecLerpf(edge_verts_inset_clip[0], insetCos[fidx1], insetCos[fidx2], fac1);
- VecLerpf(edge_verts_inset_clip[1], insetCos[fidx1], insetCos[fidx2], fac2);
+ interp_v3_v3v3(edge_verts_inset_clip[0], insetCos[fidx1], insetCos[fidx2], fac1);
+ interp_v3_v3v3(edge_verts_inset_clip[1], insetCos[fidx1], insetCos[fidx2], fac2);
if (pixel_bounds_uv(seam_subsection[0], seam_subsection[1], seam_subsection[2], seam_subsection[3], &bounds_px, ibuf->x, ibuf->y, 1)) {
@@ -2604,7 +2604,7 @@ static void project_paint_face_init(const ProjPaintState *ps, const int thread_i
uv[0] = (float)x / ibuf_xf; /* use offset uvs instead */
/* test we're inside uvspace bucket and triangle bounds */
- if (IsectPQ2Df(uv, seam_subsection[0], seam_subsection[1], seam_subsection[2], seam_subsection[3])) {
+ if (isect_point_quad_v2(uv, seam_subsection[0], seam_subsection[1], seam_subsection[2], seam_subsection[3])) {
/* We need to find the closest point along the face edge,
* getting the screen_px_from_*** wont work because our actual location
@@ -2621,11 +2621,11 @@ static void project_paint_face_init(const ProjPaintState *ps, const int thread_i
fac = lambda_cp_line2(uv, seam_subsection[0], seam_subsection[1]);
if (fac < 0.0f) { VECCOPY(pixelScreenCo, edge_verts_inset_clip[0]); }
else if (fac > 1.0f) { VECCOPY(pixelScreenCo, edge_verts_inset_clip[1]); }
- else { VecLerpf(pixelScreenCo, edge_verts_inset_clip[0], edge_verts_inset_clip[1], fac); }
+ else { interp_v3_v3v3(pixelScreenCo, edge_verts_inset_clip[0], edge_verts_inset_clip[1], fac); }
if (!is_ortho) {
pixelScreenCo[3] = 1.0f;
- Mat4MulVec4fl((float(*)[4])ps->projectMat, pixelScreenCo); /* cast because of const */
+ mul_m4_v4((float(*)[4])ps->projectMat, pixelScreenCo); /* cast because of const */
pixelScreenCo[0] = (float)(ps->ar->winx/2.0f)+(ps->ar->winx/2.0f)*pixelScreenCo[0]/pixelScreenCo[3];
pixelScreenCo[1] = (float)(ps->ar->winy/2.0f)+(ps->ar->winy/2.0f)*pixelScreenCo[1]/pixelScreenCo[3];
pixelScreenCo[2] = pixelScreenCo[2]/pixelScreenCo[3]; /* Use the depth for bucket point occlusion */
@@ -2661,10 +2661,10 @@ static void project_paint_face_init(const ProjPaintState *ps, const int thread_i
/* a pitty we need to get the worldspace pixel location here */
if(ps->rv3d->rflag & RV3D_CLIPPING) {
- if (side) VecLerp3f(wco, ps->dm_mvert[mf->v1].co, ps->dm_mvert[mf->v3].co, ps->dm_mvert[mf->v4].co, w);
- else VecLerp3f(wco, ps->dm_mvert[mf->v1].co, ps->dm_mvert[mf->v2].co, ps->dm_mvert[mf->v3].co, w);
+ if (side) interp_v3_v3v3v3(wco, ps->dm_mvert[mf->v1].co, ps->dm_mvert[mf->v3].co, ps->dm_mvert[mf->v4].co, w);
+ else interp_v3_v3v3v3(wco, ps->dm_mvert[mf->v1].co, ps->dm_mvert[mf->v2].co, ps->dm_mvert[mf->v3].co, w);
- Mat4MulVecfl(ps->ob->obmat, wco);
+ mul_m4_v3(ps->ob->obmat, wco);
if(view3d_test_clipping(ps->rv3d, wco)) {
continue; /* Watch out that no code below this needs to run */
}
@@ -2824,23 +2824,23 @@ static int project_bucket_face_isect(ProjPaintState *ps, float min[2], float max
p4[0] = bucket_bounds.xmax; p4[1] = bucket_bounds.ymin;
if (mf->v4) {
- if( IsectPQ2Df(p1, v1, v2, v3, v4) || IsectPQ2Df(p2, v1, v2, v3, v4) || IsectPQ2Df(p3, v1, v2, v3, v4) || IsectPQ2Df(p4, v1, v2, v3, v4) ||
+ if( isect_point_quad_v2(p1, v1, v2, v3, v4) || isect_point_quad_v2(p2, v1, v2, v3, v4) || isect_point_quad_v2(p3, v1, v2, v3, v4) || isect_point_quad_v2(p4, v1, v2, v3, v4) ||
/* we can avoid testing v3,v1 because another intersection MUST exist if this intersects */
- (IsectLL2Df(p1, p2, v1, v2) || IsectLL2Df(p1, p2, v2, v3) || IsectLL2Df(p1, p2, v3, v4)) ||
- (IsectLL2Df(p2, p3, v1, v2) || IsectLL2Df(p2, p3, v2, v3) || IsectLL2Df(p2, p3, v3, v4)) ||
- (IsectLL2Df(p3, p4, v1, v2) || IsectLL2Df(p3, p4, v2, v3) || IsectLL2Df(p3, p4, v3, v4)) ||
- (IsectLL2Df(p4, p1, v1, v2) || IsectLL2Df(p4, p1, v2, v3) || IsectLL2Df(p4, p1, v3, v4))
+ (isect_line_line_v2(p1, p2, v1, v2) || isect_line_line_v2(p1, p2, v2, v3) || isect_line_line_v2(p1, p2, v3, v4)) ||
+ (isect_line_line_v2(p2, p3, v1, v2) || isect_line_line_v2(p2, p3, v2, v3) || isect_line_line_v2(p2, p3, v3, v4)) ||
+ (isect_line_line_v2(p3, p4, v1, v2) || isect_line_line_v2(p3, p4, v2, v3) || isect_line_line_v2(p3, p4, v3, v4)) ||
+ (isect_line_line_v2(p4, p1, v1, v2) || isect_line_line_v2(p4, p1, v2, v3) || isect_line_line_v2(p4, p1, v3, v4))
) {
return 1;
}
}
else {
- if( IsectPT2Df(p1, v1, v2, v3) || IsectPT2Df(p2, v1, v2, v3) || IsectPT2Df(p3, v1, v2, v3) || IsectPT2Df(p4, v1, v2, v3) ||
+ if( isect_point_tri_v2(p1, v1, v2, v3) || isect_point_tri_v2(p2, v1, v2, v3) || isect_point_tri_v2(p3, v1, v2, v3) || isect_point_tri_v2(p4, v1, v2, v3) ||
/* we can avoid testing v3,v1 because another intersection MUST exist if this intersects */
- (IsectLL2Df(p1, p2, v1, v2) || IsectLL2Df(p1, p2, v2, v3)) ||
- (IsectLL2Df(p2, p3, v1, v2) || IsectLL2Df(p2, p3, v2, v3)) ||
- (IsectLL2Df(p3, p4, v1, v2) || IsectLL2Df(p3, p4, v2, v3)) ||
- (IsectLL2Df(p4, p1, v1, v2) || IsectLL2Df(p4, p1, v2, v3))
+ (isect_line_line_v2(p1, p2, v1, v2) || isect_line_line_v2(p1, p2, v2, v3)) ||
+ (isect_line_line_v2(p2, p3, v1, v2) || isect_line_line_v2(p2, p3, v2, v3)) ||
+ (isect_line_line_v2(p3, p4, v1, v2) || isect_line_line_v2(p3, p4, v2, v3)) ||
+ (isect_line_line_v2(p4, p1, v1, v2) || isect_line_line_v2(p4, p1, v2, v3))
) {
return 1;
}
@@ -3000,18 +3000,18 @@ static void project_paint_begin(ProjPaintState *ps)
view3d_get_object_project_mat(ps->rv3d, ps->ob, ps->projectMat);
/* viewDir - object relative */
- Mat4Invert(ps->ob->imat, ps->ob->obmat);
- Mat3CpyMat4(mat, ps->rv3d->viewinv);
- Mat3MulVecfl(mat, ps->viewDir);
- Mat3CpyMat4(mat, ps->ob->imat);
- Mat3MulVecfl(mat, ps->viewDir);
- Normalize(ps->viewDir);
+ invert_m4_m4(ps->ob->imat, ps->ob->obmat);
+ copy_m3_m4(mat, ps->rv3d->viewinv);
+ mul_m3_v3(mat, ps->viewDir);
+ copy_m3_m4(mat, ps->ob->imat);
+ mul_m3_v3(mat, ps->viewDir);
+ normalize_v3(ps->viewDir);
/* viewPos - object relative */
VECCOPY(ps->viewPos, ps->rv3d->viewinv[3]);
- Mat3CpyMat4(mat, ps->ob->imat);
- Mat3MulVecfl(mat, ps->viewPos);
- VecAddf(ps->viewPos, ps->viewPos, ps->ob->imat[3]);
+ copy_m3_m4(mat, ps->ob->imat);
+ mul_m3_v3(mat, ps->viewPos);
+ add_v3_v3v3(ps->viewPos, ps->viewPos, ps->ob->imat[3]);
{ /* only use these for running 'get_view3d_viewplane' */
rctf viewplane;
@@ -3045,7 +3045,7 @@ static void project_paint_begin(ProjPaintState *ps)
if (ps->is_ortho) {
for(a=0; a < ps->dm_totvert; a++, projScreenCo++) {
VECCOPY((*projScreenCo), ps->dm_mvert[a].co);
- Mat4MulVecfl(ps->projectMat, (*projScreenCo));
+ mul_m4_v3(ps->projectMat, (*projScreenCo));
/* screen space, not clamped */
(*projScreenCo)[0] = (float)(ps->ar->winx/2.0f)+(ps->ar->winx/2.0f)*(*projScreenCo)[0];
@@ -3058,7 +3058,7 @@ static void project_paint_begin(ProjPaintState *ps)
VECCOPY((*projScreenCo), ps->dm_mvert[a].co);
(*projScreenCo)[3] = 1.0f;
- Mat4MulVec4fl(ps->projectMat, (*projScreenCo));
+ mul_m4_v4(ps->projectMat, (*projScreenCo));
if ((*projScreenCo)[3] > ps->clipsta) {
@@ -3152,14 +3152,14 @@ static void project_paint_begin(ProjPaintState *ps)
no[2] = (float)(v->no[2] / 32767.0f);
if (ps->is_ortho) {
- if (NormalizedVecAngle2(ps->viewDir, no) >= ps->normal_angle) { /* 1 vert of this face is towards us */
+ if (angle_normalized_v3v3(ps->viewDir, no) >= ps->normal_angle) { /* 1 vert of this face is towards us */
ps->vertFlags[a] |= PROJ_VERT_CULL;
}
}
else {
- VecSubf(viewDirPersp, ps->viewPos, v->co);
- Normalize(viewDirPersp);
- if (NormalizedVecAngle2(viewDirPersp, no) >= ps->normal_angle) { /* 1 vert of this face is towards us */
+ sub_v3_v3v3(viewDirPersp, ps->viewPos, v->co);
+ normalize_v3(viewDirPersp);
+ if (angle_normalized_v3v3(viewDirPersp, no) >= ps->normal_angle) { /* 1 vert of this face is towards us */
ps->vertFlags[a] |= PROJ_VERT_CULL;
}
}
@@ -3298,10 +3298,10 @@ static void project_paint_begin_clone(ProjPaintState *ps, int mouse[2])
float projCo[4];
float *curs= give_cursor(ps->scene, ps->v3d);
VECCOPY(projCo, curs);
- Mat4MulVecfl(ps->ob->imat, projCo);
+ mul_m4_v3(ps->ob->imat, projCo);
projCo[3] = 1.0f;
- Mat4MulVec4fl(ps->projectMat, projCo);
+ mul_m4_v4(ps->projectMat, projCo);
ps->cloneOffset[0] = mouse[0] - ((float)(ps->ar->winx/2.0f)+(ps->ar->winx/2.0f)*projCo[0]/projCo[3]);
ps->cloneOffset[1] = mouse[1] - ((float)(ps->ar->winy/2.0f)+(ps->ar->winy/2.0f)*projCo[1]/projCo[3]);
}
@@ -3742,7 +3742,7 @@ static void *do_projectpaint_thread(void *ph_v)
projPixel = (ProjPixel *)node->link;
- /*dist = Vec2Lenf(projPixel->projCoSS, pos);*/ /* correct but uses a sqrtf */
+ /*dist = len_v2v2(projPixel->projCoSS, pos);*/ /* correct but uses a sqrtf */
dist_nosqrt = Vec2Lenf_nosqrt(projPixel->projCoSS, pos);
/*if (dist < s->brush->size) {*/ /* correct but uses a sqrtf */
@@ -3811,7 +3811,7 @@ static void *do_projectpaint_thread(void *ph_v)
}
break;
case PAINT_TOOL_SMEAR:
- Vec2Subf(co, projPixel->projCoSS, pos_ofs);
+ sub_v2_v2v2(co, projPixel->projCoSS, pos_ofs);
if (is_floatbuf) do_projectpaint_smear_f(ps, projPixel, rgba, alpha, mask, smearArena, &smearPixels_f, co);
else do_projectpaint_smear(ps, projPixel, rgba, alpha, mask, smearArena, &smearPixels, co);
@@ -4200,14 +4200,14 @@ static int imapaint_paint_op(void *state, ImBuf *ibufb, float *lastpos, float *p
static int texpaint_break_stroke(float *prevuv, float *fwuv, float *bkuv, float *uv)
{
float d1[2], d2[2];
- float mismatch = Vec2Lenf(fwuv, uv);
- float len1 = Vec2Lenf(prevuv, fwuv);
- float len2 = Vec2Lenf(bkuv, uv);
+ float mismatch = len_v2v2(fwuv, uv);
+ float len1 = len_v2v2(prevuv, fwuv);
+ float len2 = len_v2v2(bkuv, uv);
- Vec2Subf(d1, fwuv, prevuv);
- Vec2Subf(d2, uv, bkuv);
+ sub_v2_v2v2(d1, fwuv, prevuv);
+ sub_v2_v2v2(d2, uv, bkuv);
- return ((Inp2f(d1, d2) < 0.0f) || (mismatch > MAX2(len1, len2)*2));
+ return ((dot_v2v2(d1, d2) < 0.0f) || (mismatch > MAX2(len1, len2)*2));
}
/* ImagePaint Common */