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Diffstat (limited to 'source/blender/editors/space_view3d/drawarmature.c')
-rw-r--r--source/blender/editors/space_view3d/drawarmature.c80
1 files changed, 40 insertions, 40 deletions
diff --git a/source/blender/editors/space_view3d/drawarmature.c b/source/blender/editors/space_view3d/drawarmature.c
index fca7d6d7a9f..4c2fc1c5015 100644
--- a/source/blender/editors/space_view3d/drawarmature.c
+++ b/source/blender/editors/space_view3d/drawarmature.c
@@ -51,7 +51,7 @@
#include "DNA_userdef_types.h"
#include "BLI_blenlib.h"
-#include "BLI_arithb.h"
+#include "BLI_math.h"
#include "BLI_dlrbTree.h"
#include "BKE_animsys.h"
@@ -510,36 +510,36 @@ static void draw_bone_solid_octahedral(void)
glBegin(GL_TRIANGLES);
/* bottom */
- CalcNormFloat(vec[2], vec[1], vec[0], nor);
+ normal_tri_v3( nor,vec[2], vec[1], vec[0]);
glNormal3fv(nor);
glVertex3fv(vec[2]); glVertex3fv(vec[1]); glVertex3fv(vec[0]);
- CalcNormFloat(vec[3], vec[2], vec[0], nor);
+ normal_tri_v3( nor,vec[3], vec[2], vec[0]);
glNormal3fv(nor);
glVertex3fv(vec[3]); glVertex3fv(vec[2]); glVertex3fv(vec[0]);
- CalcNormFloat(vec[4], vec[3], vec[0], nor);
+ normal_tri_v3( nor,vec[4], vec[3], vec[0]);
glNormal3fv(nor);
glVertex3fv(vec[4]); glVertex3fv(vec[3]); glVertex3fv(vec[0]);
- CalcNormFloat(vec[1], vec[4], vec[0], nor);
+ normal_tri_v3( nor,vec[1], vec[4], vec[0]);
glNormal3fv(nor);
glVertex3fv(vec[1]); glVertex3fv(vec[4]); glVertex3fv(vec[0]);
/* top */
- CalcNormFloat(vec[5], vec[1], vec[2], nor);
+ normal_tri_v3( nor,vec[5], vec[1], vec[2]);
glNormal3fv(nor);
glVertex3fv(vec[5]); glVertex3fv(vec[1]); glVertex3fv(vec[2]);
- CalcNormFloat(vec[5], vec[2], vec[3], nor);
+ normal_tri_v3( nor,vec[5], vec[2], vec[3]);
glNormal3fv(nor);
glVertex3fv(vec[5]); glVertex3fv(vec[2]); glVertex3fv(vec[3]);
- CalcNormFloat(vec[5], vec[3], vec[4], nor);
+ normal_tri_v3( nor,vec[5], vec[3], vec[4]);
glNormal3fv(nor);
glVertex3fv(vec[5]); glVertex3fv(vec[3]); glVertex3fv(vec[4]);
- CalcNormFloat(vec[5], vec[4], vec[1], nor);
+ normal_tri_v3( nor,vec[5], vec[4], vec[1]);
glNormal3fv(nor);
glVertex3fv(vec[5]); glVertex3fv(vec[4]); glVertex3fv(vec[1]);
@@ -642,7 +642,7 @@ static void draw_sphere_bone_dist(float smat[][4], float imat[][4], int boneflag
/* figure out the sizes of spheres */
if (ebone) {
/* this routine doesn't call get_matrix_editbone() that calculates it */
- ebone->length = VecLenf(ebone->head, ebone->tail);
+ ebone->length = len_v3v3(ebone->head, ebone->tail);
length= ebone->length;
tail= ebone->rad_tail;
@@ -669,19 +669,19 @@ static void draw_sphere_bone_dist(float smat[][4], float imat[][4], int boneflag
/* ***** draw it ***** */
/* move vector to viewspace */
- VecSubf(dirvec, tailvec, headvec);
- Mat4Mul3Vecfl(smat, dirvec);
+ sub_v3_v3v3(dirvec, tailvec, headvec);
+ mul_mat3_m4_v3(smat, dirvec);
/* clear zcomp */
dirvec[2]= 0.0f;
/* move vector back */
- Mat4Mul3Vecfl(imat, dirvec);
+ mul_mat3_m4_v3(imat, dirvec);
- if (0.0f != Normalize(dirvec)) {
+ if (0.0f != normalize_v3(dirvec)) {
float norvec[3], vec1[3], vec2[3], vec[3];
int a;
- //VecMulf(dirvec, head);
- Crossf(norvec, dirvec, imat[2]);
+ //mul_v3_fl(dirvec, head);
+ cross_v3_v3v3(norvec, dirvec, imat[2]);
glBegin(GL_QUAD_STRIP);
@@ -752,7 +752,7 @@ static void draw_sphere_bone_wire(float smat[][4], float imat[][4], int armflag,
/* figure out the sizes of spheres */
if (ebone) {
/* this routine doesn't call get_matrix_editbone() that calculates it */
- ebone->length = VecLenf(ebone->head, ebone->tail);
+ ebone->length = len_v3v3(ebone->head, ebone->tail);
length= ebone->length;
tail= ebone->rad_tail;
@@ -807,25 +807,25 @@ static void draw_sphere_bone_wire(float smat[][4], float imat[][4], int armflag,
else UI_ThemeColor(TH_WIRE);
}
- VecSubf(dirvec, tailvec, headvec);
+ sub_v3_v3v3(dirvec, tailvec, headvec);
/* move vector to viewspace */
- Mat4Mul3Vecfl(smat, dirvec);
+ mul_mat3_m4_v3(smat, dirvec);
/* clear zcomp */
dirvec[2]= 0.0f;
/* move vector back */
- Mat4Mul3Vecfl(imat, dirvec);
+ mul_mat3_m4_v3(imat, dirvec);
- if (0.0f != Normalize(dirvec)) {
+ if (0.0f != normalize_v3(dirvec)) {
float norvech[3], norvect[3], vec[3];
VECCOPY(vec, dirvec);
- VecMulf(dirvec, head);
- Crossf(norvech, dirvec, imat[2]);
+ mul_v3_fl(dirvec, head);
+ cross_v3_v3v3(norvech, dirvec, imat[2]);
- VecMulf(vec, tail);
- Crossf(norvect, vec, imat[2]);
+ mul_v3_fl(vec, tail);
+ cross_v3_v3v3(norvect, vec, imat[2]);
if (id != -1)
glLoadName(id | BONESEL_BONE);
@@ -1463,12 +1463,12 @@ static void draw_pose_dofs(Object *ob)
glTranslatef(posetrans[0], posetrans[1], posetrans[2]);
if (pchan->parent) {
- Mat4CpyMat4(mat, pchan->parent->pose_mat);
+ copy_m4_m4(mat, pchan->parent->pose_mat);
mat[3][0]= mat[3][1]= mat[3][2]= 0.0f;
glMultMatrixf(mat);
}
- Mat4CpyMat3(mat, pchan->bone->bone_mat);
+ copy_m4_m3(mat, pchan->bone->bone_mat);
glMultMatrixf(mat);
scale= bone->length*pchan->size[1];
@@ -1555,8 +1555,8 @@ static void bone_matrix_translate_y(float mat[][4], float y)
float trans[3];
VECCOPY(trans, mat[1]);
- VecMulf(trans, y);
- VecAddf(mat[3], mat[3], trans);
+ mul_v3_fl(trans, y);
+ add_v3_v3v3(mat[3], mat[3], trans);
}
/* assumes object is Armature with pose */
@@ -1582,8 +1582,8 @@ static void draw_pose_channels(Scene *scene, View3D *v3d, ARegion *ar, Base *bas
if (arm->drawtype==ARM_ENVELOPE) {
/* precalc inverse matrix for drawing screen aligned */
wmGetMatrix(smat);
- Mat4MulFloat3(smat[0], 1.0f/VecLength(ob->obmat[0]));
- Mat4Invert(imat, smat);
+ mul_mat3_m4_fl(smat[0], 1.0f/len_v3(ob->obmat[0]));
+ invert_m4_m4(imat, smat);
/* and draw blended distances */
if (arm->flag & ARM_POSEMODE) {
@@ -1874,14 +1874,14 @@ static void draw_pose_channels(Scene *scene, View3D *v3d, ARegion *ar, Base *bas
/* Draw names of bone */
if (arm->flag & ARM_DRAWNAMES) {
- VecMidf(vec, pchan->pose_head, pchan->pose_tail);
+ mid_v3_v3v3(vec, pchan->pose_head, pchan->pose_tail);
view3d_cached_text_draw_add(vec[0], vec[1], vec[2], pchan->name, 10);
}
/* Draw additional axes on the bone tail */
if ( (arm->flag & ARM_DRAWAXES) && (arm->flag & ARM_POSEMODE) ) {
glPushMatrix();
- Mat4CpyMat4(bmat, pchan->pose_mat);
+ copy_m4_m4(bmat, pchan->pose_mat);
bone_matrix_translate_y(bmat, pchan->bone->length);
glMultMatrixf(bmat);
@@ -1908,14 +1908,14 @@ static void get_matrix_editbone(EditBone *eBone, float bmat[][4])
float mat[3][3];
/* Compose the parent transforms (i.e. their translations) */
- VecSubf(delta, eBone->tail, eBone->head);
+ sub_v3_v3v3(delta, eBone->tail, eBone->head);
eBone->length = (float)sqrt(delta[0]*delta[0] + delta[1]*delta[1] +delta[2]*delta[2]);
vec_roll_to_mat3(delta, eBone->roll, mat);
- Mat4CpyMat3(bmat, mat);
+ copy_m4_m3(bmat, mat);
- VecAddf(bmat[3], bmat[3], eBone->head);
+ add_v3_v3v3(bmat[3], bmat[3], eBone->head);
}
static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, int dt)
@@ -1931,8 +1931,8 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, int dt)
if(arm->drawtype==ARM_ENVELOPE) {
/* precalc inverse matrix for drawing screen aligned */
wmGetMatrix(smat);
- Mat4MulFloat3(smat[0], 1.0f/VecLength(ob->obmat[0]));
- Mat4Invert(imat, smat);
+ mul_mat3_m4_fl(smat[0], 1.0f/len_v3(ob->obmat[0]));
+ invert_m4_m4(imat, smat);
/* and draw blended distances */
glEnable(GL_BLEND);
@@ -2070,7 +2070,7 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, int dt)
/* Draw name */
if (arm->flag & ARM_DRAWNAMES) {
- VecMidf(vec, eBone->head, eBone->tail);
+ mid_v3_v3v3(vec, eBone->head, eBone->tail);
glRasterPos3fv(vec);
view3d_cached_text_draw_add(vec[0], vec[1], vec[2], eBone->name, 10);
}
@@ -2243,7 +2243,7 @@ static void draw_pose_paths(Scene *scene, View3D *v3d, ARegion *ar, Object *ob)
view3d_cached_text_draw_add(fp[0], fp[1], fp[2], str, 0);
}
else if ((a > stepsize) && (a < len-stepsize)) {
- if ((VecEqual(fp, fp-(stepsize*3))==0) || (VecEqual(fp, fp+(stepsize*3))==0)) {
+ if ((equals_v3v3(fp, fp-(stepsize*3))==0) || (equals_v3v3(fp, fp+(stepsize*3))==0)) {
sprintf(str, "%d", (a+sfra));
view3d_cached_text_draw_add(fp[0], fp[1], fp[2], str, 0);
}