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Diffstat (limited to 'source/blender/editors/space_view3d/view3d_view.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_view.c172
1 files changed, 86 insertions, 86 deletions
diff --git a/source/blender/editors/space_view3d/view3d_view.c b/source/blender/editors/space_view3d/view3d_view.c
index 9fbc916c02d..96a16e733d0 100644
--- a/source/blender/editors/space_view3d/view3d_view.c
+++ b/source/blender/editors/space_view3d/view3d_view.c
@@ -45,7 +45,7 @@
#include "MEM_guardedalloc.h"
-#include "BLI_arithb.h"
+#include "BLI_math.h"
#include "BLI_blenlib.h"
#include "BLI_editVert.h"
#include "BLI_rand.h"
@@ -161,26 +161,26 @@ static void view_settings_from_ob(Object *ob, float *ofs, float *quat, float *di
/* Offset */
if (ofs) {
VECCOPY(ofs, ob->obmat[3]);
- VecMulf(ofs, -1.0f); /*flip the vector*/
+ mul_v3_fl(ofs, -1.0f); /*flip the vector*/
}
/* Quat */
if (quat) {
- Mat4CpyMat4(bmat, ob->obmat);
- Mat4Ortho(bmat);
- Mat4Invert(imat, bmat);
- Mat3CpyMat4(tmat, imat);
- Mat3ToQuat(tmat, quat);
+ copy_m4_m4(bmat, ob->obmat);
+ normalize_m4(bmat);
+ invert_m4_m4(imat, bmat);
+ copy_m3_m4(tmat, imat);
+ mat3_to_quat( quat,tmat);
}
if (dist) {
float vec[3];
- Mat3CpyMat4(tmat, ob->obmat);
+ copy_m3_m4(tmat, ob->obmat);
vec[0]= vec[1] = 0.0;
vec[2]= -(*dist);
- Mat3MulVecfl(tmat, vec);
- VecSubf(ofs, ofs, vec);
+ mul_m3_v3(tmat, vec);
+ sub_v3_v3v3(ofs, ofs, vec);
}
/* Lens */
@@ -263,10 +263,10 @@ void smooth_view(bContext *C, Object *oldcamera, Object *camera, float *ofs, flo
VECCOPY(vec1, sms.new_quat);
VECCOPY(vec2, sms.orig_quat);
- Normalize(vec1);
- Normalize(vec2);
+ normalize_v3(vec1);
+ normalize_v3(vec2);
/* scale the time allowed by the rotation */
- sms.time_allowed *= NormalizedVecAngle2(vec1, vec2)/(M_PI/2);
+ sms.time_allowed *= angle_normalized_v3v3(vec1, vec2)/(M_PI/2);
}
/* original values */
@@ -361,7 +361,7 @@ static int view3d_smoothview_invoke(bContext *C, wmOperator *op, wmEvent *event)
for (i=0; i<3; i++)
rv3d->ofs[i] = sms->new_ofs[i]*step + sms->orig_ofs[i]*step_inv;
- QuatInterpol(rv3d->viewquat, sms->orig_quat, sms->new_quat, step);
+ interp_qt_qtqt(rv3d->viewquat, sms->orig_quat, sms->new_quat, step);
rv3d->dist = sms->new_dist*step + sms->orig_dist*step_inv;
v3d->lens = sms->new_lens*step + sms->orig_lens*step_inv;
@@ -395,10 +395,10 @@ static void setcameratoview3d(View3D *v3d, RegionView3D *rv3d, Object *ob)
dvec[2]= rv3d->dist*rv3d->viewinv[2][2];
VECCOPY(ob->loc, dvec);
- VecSubf(ob->loc, ob->loc, rv3d->ofs);
+ sub_v3_v3v3(ob->loc, ob->loc, rv3d->ofs);
rv3d->viewquat[0]= -rv3d->viewquat[0];
- QuatToEul(rv3d->viewquat, ob->rot);
+ quat_to_eul( ob->rot,rv3d->viewquat);
rv3d->viewquat[0]= -rv3d->viewquat[0];
ob->recalc= OB_RECALC_OB;
@@ -493,12 +493,12 @@ void viewline(ARegion *ar, View3D *v3d, float mval[2], float ray_start[3], float
vec[2]= -1.0f;
vec[3]= 1.0f;
- Mat4MulVec4fl(rv3d->persinv, vec);
- VecMulf(vec, 1.0f / vec[3]);
+ mul_m4_v4(rv3d->persinv, vec);
+ mul_v3_fl(vec, 1.0f / vec[3]);
VECCOPY(ray_start, rv3d->viewinv[3]);
VECSUB(vec, vec, ray_start);
- Normalize(vec);
+ normalize_v3(vec);
VECADDFAC(ray_start, rv3d->viewinv[3], vec, v3d->near);
VECADDFAC(ray_end, rv3d->viewinv[3], vec, v3d->far);
@@ -509,7 +509,7 @@ void viewline(ARegion *ar, View3D *v3d, float mval[2], float ray_start[3], float
vec[2] = 0.0f;
vec[3] = 1.0f;
- Mat4MulVec4fl(rv3d->persinv, vec);
+ mul_m4_v4(rv3d->persinv, vec);
VECADDFAC(ray_start, vec, rv3d->viewinv[2], 1000.0f);
VECADDFAC(ray_end, vec, rv3d->viewinv[2], -1000.0f);
@@ -522,8 +522,8 @@ void viewray(ARegion *ar, View3D *v3d, float mval[2], float ray_start[3], float
float ray_end[3];
viewline(ar, v3d, mval, ray_start, ray_end);
- VecSubf(ray_normal, ray_end, ray_start);
- Normalize(ray_normal);
+ sub_v3_v3v3(ray_normal, ray_end, ray_start);
+ normalize_v3(ray_normal);
}
@@ -601,8 +601,8 @@ void view3d_get_object_project_mat(RegionView3D *rv3d, Object *ob, float pmat[4]
{
float vmat[4][4];
- Mat4MulMat4(vmat, ob->obmat, rv3d->viewmat);
- Mat4MulMat4(pmat, vmat, rv3d->winmat);
+ mul_m4_m4m4(vmat, ob->obmat, rv3d->viewmat);
+ mul_m4_m4m4(pmat, vmat, rv3d->winmat);
}
/* Uses window coordinates (x,y) and depth component z to find a point in
@@ -627,7 +627,7 @@ void view3d_project_float(ARegion *ar, float *vec, float *adr, float mat[4][4])
VECCOPY(vec4, vec);
vec4[3]= 1.0;
- Mat4MulVec4fl(mat, vec4);
+ mul_m4_v4(mat, vec4);
if( vec4[3]>FLT_EPSILON ) {
adr[0] = (float)(ar->winx/2.0f)+(ar->winx/2.0f)*vec4[0]/vec4[3];
@@ -648,12 +648,12 @@ int boundbox_clip(RegionView3D *rv3d, float obmat[][4], BoundBox *bb)
if(bb==NULL) return 1;
if(bb->flag & OB_BB_DISABLED) return 1;
- Mat4MulMat4(mat, obmat, rv3d->persmat);
+ mul_m4_m4m4(mat, obmat, rv3d->persmat);
for(a=0; a<8; a++) {
VECCOPY(vec, bb->vec[a]);
vec[3]= 1.0;
- Mat4MulVec4fl(mat, vec);
+ mul_m4_v4(mat, vec);
max= vec[3];
min= -vec[3];
@@ -686,7 +686,7 @@ void project_short(ARegion *ar, float *vec, short *adr) /* clips */
VECCOPY(vec4, vec);
vec4[3]= 1.0;
- Mat4MulVec4fl(rv3d->persmat, vec4);
+ mul_m4_v4(rv3d->persmat, vec4);
if( vec4[3]>BL_NEAR_CLIP ) { /* 0.001 is the NEAR clipping cutoff for picking */
fx= (ar->winx/2)*(1 + vec4[0]/vec4[3]);
@@ -712,7 +712,7 @@ void project_int(ARegion *ar, float *vec, int *adr)
VECCOPY(vec4, vec);
vec4[3]= 1.0;
- Mat4MulVec4fl(rv3d->persmat, vec4);
+ mul_m4_v4(rv3d->persmat, vec4);
if( vec4[3]>BL_NEAR_CLIP ) { /* 0.001 is the NEAR clipping cutoff for picking */
fx= (ar->winx/2)*(1 + vec4[0]/vec4[3]);
@@ -736,7 +736,7 @@ void project_int_noclip(ARegion *ar, float *vec, int *adr)
VECCOPY(vec4, vec);
vec4[3]= 1.0;
- Mat4MulVec4fl(rv3d->persmat, vec4);
+ mul_m4_v4(rv3d->persmat, vec4);
if( fabs(vec4[3]) > BL_NEAR_CLIP ) {
fx = (ar->winx/2)*(1 + vec4[0]/vec4[3]);
@@ -761,7 +761,7 @@ void project_short_noclip(ARegion *ar, float *vec, short *adr)
VECCOPY(vec4, vec);
vec4[3]= 1.0;
- Mat4MulVec4fl(rv3d->persmat, vec4);
+ mul_m4_v4(rv3d->persmat, vec4);
if( vec4[3]>BL_NEAR_CLIP ) { /* 0.001 is the NEAR clipping cutoff for picking */
fx= (ar->winx/2)*(1 + vec4[0]/vec4[3]);
@@ -787,7 +787,7 @@ void project_float(ARegion *ar, float *vec, float *adr)
VECCOPY(vec4, vec);
vec4[3]= 1.0;
- Mat4MulVec4fl(rv3d->persmat, vec4);
+ mul_m4_v4(rv3d->persmat, vec4);
if( vec4[3]>BL_NEAR_CLIP ) {
adr[0] = (float)(ar->winx/2.0)+(ar->winx/2.0)*vec4[0]/vec4[3];
@@ -803,7 +803,7 @@ void project_float_noclip(ARegion *ar, float *vec, float *adr)
VECCOPY(vec4, vec);
vec4[3]= 1.0;
- Mat4MulVec4fl(rv3d->persmat, vec4);
+ mul_m4_v4(rv3d->persmat, vec4);
if( fabs(vec4[3]) > BL_NEAR_CLIP ) {
adr[0] = (float)(ar->winx/2.0)+(ar->winx/2.0)*vec4[0]/vec4[3];
@@ -1001,12 +1001,12 @@ static void obmat_to_viewmat(View3D *v3d, RegionView3D *rv3d, Object *ob, short
rv3d->view= 0; /* dont show the grid */
- Mat4CpyMat4(bmat, ob->obmat);
- Mat4Ortho(bmat);
- Mat4Invert(rv3d->viewmat, bmat);
+ copy_m4_m4(bmat, ob->obmat);
+ normalize_m4(bmat);
+ invert_m4_m4(rv3d->viewmat, bmat);
/* view quat calculation, needed for add object */
- Mat3CpyMat4(tmat, rv3d->viewmat);
+ copy_m3_m4(tmat, rv3d->viewmat);
if (smooth) {
float new_quat[4];
if (rv3d->persp==RV3D_CAMOB && v3d->camera) {
@@ -1018,7 +1018,7 @@ static void obmat_to_viewmat(View3D *v3d, RegionView3D *rv3d, Object *ob, short
VECCOPY(orig_ofs, rv3d->ofs);
/* Switch from camera view */
- Mat3ToQuat(tmat, new_quat);
+ mat3_to_quat( new_quat,tmat);
rv3d->persp=RV3D_PERSP;
rv3d->dist= 0.0;
@@ -1029,11 +1029,11 @@ static void obmat_to_viewmat(View3D *v3d, RegionView3D *rv3d, Object *ob, short
rv3d->persp=RV3D_CAMOB; /* just to be polite, not needed */
} else {
- Mat3ToQuat(tmat, new_quat);
+ mat3_to_quat( new_quat,tmat);
smooth_view(NULL, NULL, NULL, NULL, new_quat, NULL, NULL); // XXX
}
} else {
- Mat3ToQuat(tmat, rv3d->viewquat);
+ mat3_to_quat( rv3d->viewquat,tmat);
}
}
@@ -1077,7 +1077,7 @@ void setviewmatrixview3d(Scene *scene, View3D *v3d, RegionView3D *rv3d)
obmat_to_viewmat(v3d, rv3d, v3d->camera, 0);
}
else {
- QuatToMat4(rv3d->viewquat, rv3d->viewmat);
+ quat_to_mat4( rv3d->viewmat,rv3d->viewquat);
rv3d->viewmat[3][2]-= rv3d->dist;
}
}
@@ -1086,7 +1086,7 @@ void setviewmatrixview3d(Scene *scene, View3D *v3d, RegionView3D *rv3d)
if(rv3d->viewlock)
view3d_viewlock(rv3d);
- QuatToMat4(rv3d->viewquat, rv3d->viewmat);
+ quat_to_mat4( rv3d->viewmat,rv3d->viewquat);
if(rv3d->persp==RV3D_PERSP) rv3d->viewmat[3][2]-= rv3d->dist;
if(v3d->ob_centre) {
Object *ob= v3d->ob_centre;
@@ -1097,12 +1097,12 @@ void setviewmatrixview3d(Scene *scene, View3D *v3d, RegionView3D *rv3d)
bPoseChannel *pchan= get_pose_channel(ob->pose, v3d->ob_centre_bone);
if(pchan) {
VECCOPY(vec, pchan->pose_mat[3]);
- Mat4MulVecfl(ob->obmat, vec);
+ mul_m4_v3(ob->obmat, vec);
}
}
- i_translate(-vec[0], -vec[1], -vec[2], rv3d->viewmat);
+ translate_m4( rv3d->viewmat,-vec[0], -vec[1], -vec[2]);
}
- else i_translate(rv3d->ofs[0], rv3d->ofs[1], rv3d->ofs[2], rv3d->viewmat);
+ else translate_m4( rv3d->viewmat,rv3d->ofs[0], rv3d->ofs[1], rv3d->ofs[2]);
}
}
@@ -1136,7 +1136,7 @@ short view3d_opengl_select(ViewContext *vc, unsigned int *buffer, unsigned int b
}
setwinmatrixview3d(ar, v3d, &rect);
- Mat4MulMat4(vc->rv3d->persmat, vc->rv3d->viewmat, vc->rv3d->winmat);
+ mul_m4_m4m4(vc->rv3d->persmat, vc->rv3d->viewmat, vc->rv3d->winmat);
if(v3d->drawtype > OB_WIRE) {
v3d->zbuf= TRUE;
@@ -1186,11 +1186,11 @@ short view3d_opengl_select(ViewContext *vc, unsigned int *buffer, unsigned int b
for(dob= lb->first; dob; dob= dob->next) {
tbase.object= dob->ob;
- Mat4CpyMat4(dob->ob->obmat, dob->mat);
+ copy_m4_m4(dob->ob->obmat, dob->mat);
draw_object(scene, ar, v3d, &tbase, DRAW_PICKING|DRAW_CONSTCOLOR);
- Mat4CpyMat4(dob->ob->obmat, dob->omat);
+ copy_m4_m4(dob->ob->obmat, dob->omat);
}
free_object_duplilist(lb);
}
@@ -1206,7 +1206,7 @@ short view3d_opengl_select(ViewContext *vc, unsigned int *buffer, unsigned int b
G.f &= ~G_PICKSEL;
setwinmatrixview3d(ar, v3d, NULL);
- Mat4MulMat4(vc->rv3d->persmat, vc->rv3d->viewmat, vc->rv3d->winmat);
+ mul_m4_m4m4(vc->rv3d->persmat, vc->rv3d->viewmat, vc->rv3d->winmat);
if(v3d->drawtype > OB_WIRE) {
v3d->zbuf= 0;
@@ -1851,8 +1851,8 @@ int initFlyInfo (bContext *C, FlyInfo *fly, wmOperator *op, wmEvent *event)
/* detect weather to start with Z locking */
upvec[0]=1.0f; upvec[1]=0.0f; upvec[2]=0.0f;
- Mat3CpyMat4(mat, fly->rv3d->viewinv);
- Mat3MulVecfl(mat, upvec);
+ copy_m3_m4(mat, fly->rv3d->viewinv);
+ mul_m3_v3(mat, upvec);
if (fabs(upvec[2]) < 0.1)
fly->zlock = 1;
upvec[0]=0; upvec[1]=0; upvec[2]=0;
@@ -1866,7 +1866,7 @@ int initFlyInfo (bContext *C, FlyInfo *fly, wmOperator *op, wmEvent *event)
where_is_object(fly->scene, fly->v3d->camera);
VECCOPY(fly->rv3d->ofs, fly->v3d->camera->obmat[3]);
- VecMulf(fly->rv3d->ofs, -1.0f); /*flip the vector*/
+ mul_v3_fl(fly->rv3d->ofs, -1.0f); /*flip the vector*/
fly->rv3d->dist=0.0;
fly->rv3d->viewbut=0;
@@ -1884,8 +1884,8 @@ int initFlyInfo (bContext *C, FlyInfo *fly, wmOperator *op, wmEvent *event)
fly->rv3d->dist= 0.0;
upvec[2]= fly->dist_backup; /*x and y are 0*/
- Mat3MulVecfl(mat, upvec);
- VecSubf(fly->rv3d->ofs, fly->rv3d->ofs, upvec);
+ mul_m3_v3(mat, upvec);
+ sub_v3_v3v3(fly->rv3d->ofs, fly->rv3d->ofs, upvec);
/*Done with correcting for the dist*/
}
@@ -1922,8 +1922,8 @@ static int flyEnd(bContext *C, FlyInfo *fly)
}
else if (fly->persp_backup==RV3D_CAMOB) { /* camera */
float mat3[3][3];
- Mat3CpyMat4(mat3, v3d->camera->obmat);
- Mat3ToCompatibleEul(mat3, v3d->camera->rot, fly->rot_backup);
+ copy_m3_m4(mat3, v3d->camera->obmat);
+ mat3_to_compatible_eul( v3d->camera->rot, fly->rot_backup,mat3);
DAG_id_flush_update(&v3d->camera->id, OB_RECALC_OB);
#if 0 //XXX2.5
@@ -1941,9 +1941,9 @@ static int flyEnd(bContext *C, FlyInfo *fly)
float mat[3][3];
upvec[0]= upvec[1]= 0;
upvec[2]= fly->dist_backup; /*x and y are 0*/
- Mat3CpyMat4(mat, rv3d->viewinv);
- Mat3MulVecfl(mat, upvec);
- VecAddf(rv3d->ofs, rv3d->ofs, upvec);
+ copy_m3_m4(mat, rv3d->viewinv);
+ mul_m3_v3(mat, upvec);
+ add_v3_v3v3(rv3d->ofs, rv3d->ofs, upvec);
/*Done with correcting for the dist */
}
@@ -2176,7 +2176,7 @@ int flyApply(FlyInfo *fly)
if (fly->use_precision)
fly->speed= fly->speed * (1.0f-time_redraw_clamped);
- Mat3CpyMat4(mat, rv3d->viewinv);
+ copy_m3_m4(mat, rv3d->viewinv);
if (fly->pan_view==TRUE) {
/* pan only */
@@ -2189,8 +2189,8 @@ int flyApply(FlyInfo *fly)
dvec_tmp[1] *= 0.1;
}
- Mat3MulVecfl(mat, dvec_tmp);
- VecMulf(dvec_tmp, time_redraw*200.0 * fly->grid);
+ mul_m3_v3(mat, dvec_tmp);
+ mul_v3_fl(dvec_tmp, time_redraw*200.0 * fly->grid);
} else {
float roll; /* similar to the angle between the camera's up and the Z-up, but its very rough so just roll*/
@@ -2200,9 +2200,9 @@ int flyApply(FlyInfo *fly)
upvec[0]=1;
upvec[1]=0;
upvec[2]=0;
- Mat3MulVecfl(mat, upvec);
- VecRotToQuat( upvec, (float)moffset[1]*-time_redraw*20, tmp_quat); /* Rotate about the relative up vec */
- QuatMul(rv3d->viewquat, rv3d->viewquat, tmp_quat);
+ mul_m3_v3(mat, upvec);
+ axis_angle_to_quat( tmp_quat, upvec, (float)moffset[1]*-time_redraw*20); /* Rotate about the relative up vec */
+ mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, tmp_quat);
if (fly->xlock) fly->xlock = 2; /*check for rotation*/
if (fly->zlock) fly->zlock = 2;
@@ -2216,7 +2216,7 @@ int flyApply(FlyInfo *fly)
upvec[0]=0;
upvec[1]=1;
upvec[2]=0;
- Mat3MulVecfl(mat, upvec);
+ mul_m3_v3(mat, upvec);
if(upvec[2] < 0.0f)
moffset[0]= -moffset[0];
@@ -2230,11 +2230,11 @@ int flyApply(FlyInfo *fly)
upvec[0]=0;
upvec[1]=1;
upvec[2]=0;
- Mat3MulVecfl(mat, upvec);
+ mul_m3_v3(mat, upvec);
}
- VecRotToQuat( upvec, (float)moffset[0]*time_redraw*20, tmp_quat); /* Rotate about the relative up vec */
- QuatMul(rv3d->viewquat, rv3d->viewquat, tmp_quat);
+ axis_angle_to_quat( tmp_quat, upvec, (float)moffset[0]*time_redraw*20); /* Rotate about the relative up vec */
+ mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, tmp_quat);
if (fly->xlock) fly->xlock = 2;/*check for rotation*/
if (fly->zlock) fly->zlock = 2;
@@ -2244,7 +2244,7 @@ int flyApply(FlyInfo *fly)
upvec[0]=1;
upvec[1]=0;
upvec[2]=0;
- Mat3MulVecfl(mat, upvec);
+ mul_m3_v3(mat, upvec);
/*make sure we have some z rolling*/
if (fabs(upvec[2]) > 0.00001f) {
@@ -2253,9 +2253,9 @@ int flyApply(FlyInfo *fly)
upvec[1]=0;
upvec[2]=1;
- Mat3MulVecfl(mat, upvec);
- VecRotToQuat( upvec, roll*time_redraw_clamped*fly->zlock_momentum*0.1, tmp_quat); /* Rotate about the relative up vec */
- QuatMul(rv3d->viewquat, rv3d->viewquat, tmp_quat);
+ mul_m3_v3(mat, upvec);
+ axis_angle_to_quat( tmp_quat, upvec, roll*time_redraw_clamped*fly->zlock_momentum*0.1); /* Rotate about the relative up vec */
+ mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, tmp_quat);
fly->zlock_momentum += 0.05f;
} else {
@@ -2268,7 +2268,7 @@ int flyApply(FlyInfo *fly)
upvec[0]=0;
upvec[1]=0;
upvec[2]=1;
- Mat3MulVecfl(mat, upvec);
+ mul_m3_v3(mat, upvec);
/*make sure we have some z rolling*/
if (fabs(upvec[2]) > 0.00001) {
roll= upvec[2] * -5;
@@ -2277,10 +2277,10 @@ int flyApply(FlyInfo *fly)
upvec[1]= 0.0f;
upvec[2]= 0.0f;
- Mat3MulVecfl(mat, upvec);
+ mul_m3_v3(mat, upvec);
- VecRotToQuat( upvec, roll*time_redraw_clamped*fly->xlock_momentum*0.1f, tmp_quat); /* Rotate about the relative up vec */
- QuatMul(rv3d->viewquat, rv3d->viewquat, tmp_quat);
+ axis_angle_to_quat( tmp_quat, upvec, roll*time_redraw_clamped*fly->xlock_momentum*0.1f); /* Rotate about the relative up vec */
+ mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, tmp_quat);
fly->xlock_momentum += 0.05f;
} else {
@@ -2297,14 +2297,14 @@ int flyApply(FlyInfo *fly)
/* move along the current axis */
dvec_tmp[fly->axis]= 1.0f;
- Mat3MulVecfl(mat, dvec_tmp);
+ mul_m3_v3(mat, dvec_tmp);
- VecMulf(dvec_tmp, fly->speed * time_redraw * 0.25f);
+ mul_v3_fl(dvec_tmp, fly->speed * time_redraw * 0.25f);
}
}
/* impose a directional lag */
- VecLerpf(dvec, dvec_tmp, fly->dvec_prev, (1.0f/(1.0f+(time_redraw*5.0f))));
+ interp_v3_v3v3(dvec, dvec_tmp, fly->dvec_prev, (1.0f/(1.0f+(time_redraw*5.0f))));
if (rv3d->persp==RV3D_CAMOB) {
if (v3d->camera->protectflag & OB_LOCK_LOCX)
@@ -2315,7 +2315,7 @@ int flyApply(FlyInfo *fly)
dvec[2] = 0.0;
}
- VecAddf(rv3d->ofs, rv3d->ofs, dvec);
+ add_v3_v3v3(rv3d->ofs, rv3d->ofs, dvec);
#if 0 //XXX2.5
if (fly->zlock && fly->xlock)
headerprint("FlyKeys Speed:(+/- | Wheel), Upright Axis:X on/Z on, Slow:Shift, Direction:WASDRF, Ok:LMB, Pan:MMB, Cancel:RMB");
@@ -2338,7 +2338,7 @@ int flyApply(FlyInfo *fly)
{ //XXX - some reason setcameratoview3d doesnt copy, shouldnt not be needed!
VECCOPY(v3d->camera->loc, rv3d->ofs);
- VecNegf(v3d->camera->loc);
+ negate_v3(v3d->camera->loc);
}
rv3d->persp= RV3D_CAMOB;
@@ -2466,11 +2466,11 @@ void view3d_align_axis_to_vector(View3D *v3d, RegionView3D *rv3d, int axisidx, f
else alignaxis[-axisidx-1]= -1.0;
VECCOPY(norm, vec);
- Normalize(norm);
+ normalize_v3(norm);
- angle= (float)acos(Inpf(alignaxis, norm));
- Crossf(axis, alignaxis, norm);
- VecRotToQuat(axis, -angle, new_quat);
+ angle= (float)acos(dot_v3v3(alignaxis, norm));
+ cross_v3_v3v3(axis, alignaxis, norm);
+ axis_angle_to_quat( new_quat,axis, -angle);
rv3d->view= 0;