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Diffstat (limited to 'source/blender/editors/uvedit/uvedit_draw.c')
-rw-r--r--source/blender/editors/uvedit/uvedit_draw.c90
1 files changed, 45 insertions, 45 deletions
diff --git a/source/blender/editors/uvedit/uvedit_draw.c b/source/blender/editors/uvedit/uvedit_draw.c
index fbd12007c16..c5dccc14b03 100644
--- a/source/blender/editors/uvedit/uvedit_draw.c
+++ b/source/blender/editors/uvedit/uvedit_draw.c
@@ -42,7 +42,7 @@
#include "BKE_object.h"
#include "BKE_utildefines.h"
-#include "BLI_arithb.h"
+#include "BLI_math.h"
#include "BLI_editVert.h"
#include "BIF_gl.h"
@@ -251,44 +251,44 @@ static void draw_uvs_stretch(SpaceImage *sima, Scene *scene, EditMesh *em, MTFac
if(efa->v4) {
#if 0 /* Simple but slow, better reuse normalized vectors */
- uvang1 = RAD2DEG(Vec2Angle3(tf_uv[3], tf_uv[0], tf_uv[1]));
- ang1 = RAD2DEG(VecAngle3(efa->v4->co, efa->v1->co, efa->v2->co));
+ uvang1 = RAD2DEG(angle_v2v2v2(tf_uv[3], tf_uv[0], tf_uv[1]));
+ ang1 = RAD2DEG(angle_v3v3v3(efa->v4->co, efa->v1->co, efa->v2->co));
- uvang2 = RAD2DEG(Vec2Angle3(tf_uv[0], tf_uv[1], tf_uv[2]));
- ang2 = RAD2DEG(VecAngle3(efa->v1->co, efa->v2->co, efa->v3->co));
+ uvang2 = RAD2DEG(angle_v2v2v2(tf_uv[0], tf_uv[1], tf_uv[2]));
+ ang2 = RAD2DEG(angle_v3v3v3(efa->v1->co, efa->v2->co, efa->v3->co));
- uvang3 = RAD2DEG(Vec2Angle3(tf_uv[1], tf_uv[2], tf_uv[3]));
- ang3 = RAD2DEG(VecAngle3(efa->v2->co, efa->v3->co, efa->v4->co));
+ uvang3 = RAD2DEG(angle_v2v2v2(tf_uv[1], tf_uv[2], tf_uv[3]));
+ ang3 = RAD2DEG(angle_v3v3v3(efa->v2->co, efa->v3->co, efa->v4->co));
- uvang4 = RAD2DEG(Vec2Angle3(tf_uv[2], tf_uv[3], tf_uv[0]));
- ang4 = RAD2DEG(VecAngle3(efa->v3->co, efa->v4->co, efa->v1->co));
+ uvang4 = RAD2DEG(angle_v2v2v2(tf_uv[2], tf_uv[3], tf_uv[0]));
+ ang4 = RAD2DEG(angle_v3v3v3(efa->v3->co, efa->v4->co, efa->v1->co));
#endif
/* uv angles */
- VECSUB2D(av1, tf_uv[3], tf_uv[0]); Normalize2(av1);
- VECSUB2D(av2, tf_uv[0], tf_uv[1]); Normalize2(av2);
- VECSUB2D(av3, tf_uv[1], tf_uv[2]); Normalize2(av3);
- VECSUB2D(av4, tf_uv[2], tf_uv[3]); Normalize2(av4);
+ VECSUB2D(av1, tf_uv[3], tf_uv[0]); normalize_v2(av1);
+ VECSUB2D(av2, tf_uv[0], tf_uv[1]); normalize_v2(av2);
+ VECSUB2D(av3, tf_uv[1], tf_uv[2]); normalize_v2(av3);
+ VECSUB2D(av4, tf_uv[2], tf_uv[3]); normalize_v2(av4);
/* This is the correct angle however we are only comparing angles
- * uvang1 = 90-((NormalizedVecAngle2_2D(av1, av2) * 180.0/M_PI)-90);*/
- uvang1 = NormalizedVecAngle2_2D(av1, av2)*180.0/M_PI;
- uvang2 = NormalizedVecAngle2_2D(av2, av3)*180.0/M_PI;
- uvang3 = NormalizedVecAngle2_2D(av3, av4)*180.0/M_PI;
- uvang4 = NormalizedVecAngle2_2D(av4, av1)*180.0/M_PI;
+ * uvang1 = 90-((angle_normalized_v2v2(av1, av2) * 180.0/M_PI)-90);*/
+ uvang1 = angle_normalized_v2v2(av1, av2)*180.0/M_PI;
+ uvang2 = angle_normalized_v2v2(av2, av3)*180.0/M_PI;
+ uvang3 = angle_normalized_v2v2(av3, av4)*180.0/M_PI;
+ uvang4 = angle_normalized_v2v2(av4, av1)*180.0/M_PI;
/* 3d angles */
- VECSUB(av1, efa->v4->co, efa->v1->co); Normalize(av1);
- VECSUB(av2, efa->v1->co, efa->v2->co); Normalize(av2);
- VECSUB(av3, efa->v2->co, efa->v3->co); Normalize(av3);
- VECSUB(av4, efa->v3->co, efa->v4->co); Normalize(av4);
+ VECSUB(av1, efa->v4->co, efa->v1->co); normalize_v3(av1);
+ VECSUB(av2, efa->v1->co, efa->v2->co); normalize_v3(av2);
+ VECSUB(av3, efa->v2->co, efa->v3->co); normalize_v3(av3);
+ VECSUB(av4, efa->v3->co, efa->v4->co); normalize_v3(av4);
/* This is the correct angle however we are only comparing angles
- * ang1 = 90-((NormalizedVecAngle2(av1, av2) * 180.0/M_PI)-90);*/
- ang1 = NormalizedVecAngle2(av1, av2)*180.0/M_PI;
- ang2 = NormalizedVecAngle2(av2, av3)*180.0/M_PI;
- ang3 = NormalizedVecAngle2(av3, av4)*180.0/M_PI;
- ang4 = NormalizedVecAngle2(av4, av1)*180.0/M_PI;
+ * ang1 = 90-((angle_normalized_v3v3(av1, av2) * 180.0/M_PI)-90);*/
+ ang1 = angle_normalized_v3v3(av1, av2)*180.0/M_PI;
+ ang2 = angle_normalized_v3v3(av2, av3)*180.0/M_PI;
+ ang3 = angle_normalized_v3v3(av3, av4)*180.0/M_PI;
+ ang4 = angle_normalized_v3v3(av4, av1)*180.0/M_PI;
glBegin(GL_QUADS);
@@ -315,36 +315,36 @@ static void draw_uvs_stretch(SpaceImage *sima, Scene *scene, EditMesh *em, MTFac
}
else {
#if 0 /* Simple but slow, better reuse normalized vectors */
- uvang1 = RAD2DEG(Vec2Angle3(tf_uv[2], tf_uv[0], tf_uv[1]));
- ang1 = RAD2DEG(VecAngle3(efa->v3->co, efa->v1->co, efa->v2->co));
+ uvang1 = RAD2DEG(angle_v2v2v2(tf_uv[2], tf_uv[0], tf_uv[1]));
+ ang1 = RAD2DEG(angle_v3v3v3(efa->v3->co, efa->v1->co, efa->v2->co));
- uvang2 = RAD2DEG(Vec2Angle3(tf_uv[0], tf_uv[1], tf_uv[2]));
- ang2 = RAD2DEG(VecAngle3(efa->v1->co, efa->v2->co, efa->v3->co));
+ uvang2 = RAD2DEG(angle_v2v2v2(tf_uv[0], tf_uv[1], tf_uv[2]));
+ ang2 = RAD2DEG(angle_v3v3v3(efa->v1->co, efa->v2->co, efa->v3->co));
uvang3 = M_PI-(uvang1+uvang2);
ang3 = M_PI-(ang1+ang2);
#endif
/* uv angles */
- VECSUB2D(av1, tf_uv[2], tf_uv[0]); Normalize2(av1);
- VECSUB2D(av2, tf_uv[0], tf_uv[1]); Normalize2(av2);
- VECSUB2D(av3, tf_uv[1], tf_uv[2]); Normalize2(av3);
+ VECSUB2D(av1, tf_uv[2], tf_uv[0]); normalize_v2(av1);
+ VECSUB2D(av2, tf_uv[0], tf_uv[1]); normalize_v2(av2);
+ VECSUB2D(av3, tf_uv[1], tf_uv[2]); normalize_v2(av3);
/* This is the correct angle however we are only comparing angles
- * uvang1 = 90-((NormalizedVecAngle2_2D(av1, av2) * 180.0/M_PI)-90); */
- uvang1 = NormalizedVecAngle2_2D(av1, av2)*180.0/M_PI;
- uvang2 = NormalizedVecAngle2_2D(av2, av3)*180.0/M_PI;
- uvang3 = NormalizedVecAngle2_2D(av3, av1)*180.0/M_PI;
+ * uvang1 = 90-((angle_normalized_v2v2(av1, av2) * 180.0/M_PI)-90); */
+ uvang1 = angle_normalized_v2v2(av1, av2)*180.0/M_PI;
+ uvang2 = angle_normalized_v2v2(av2, av3)*180.0/M_PI;
+ uvang3 = angle_normalized_v2v2(av3, av1)*180.0/M_PI;
/* 3d angles */
- VECSUB(av1, efa->v3->co, efa->v1->co); Normalize(av1);
- VECSUB(av2, efa->v1->co, efa->v2->co); Normalize(av2);
- VECSUB(av3, efa->v2->co, efa->v3->co); Normalize(av3);
+ VECSUB(av1, efa->v3->co, efa->v1->co); normalize_v3(av1);
+ VECSUB(av2, efa->v1->co, efa->v2->co); normalize_v3(av2);
+ VECSUB(av3, efa->v2->co, efa->v3->co); normalize_v3(av3);
/* This is the correct angle however we are only comparing angles
- * ang1 = 90-((NormalizedVecAngle2(av1, av2) * 180.0/M_PI)-90); */
- ang1 = NormalizedVecAngle2(av1, av2)*180.0/M_PI;
- ang2 = NormalizedVecAngle2(av2, av3)*180.0/M_PI;
- ang3 = NormalizedVecAngle2(av3, av1)*180.0/M_PI;
+ * ang1 = 90-((angle_normalized_v3v3(av1, av2) * 180.0/M_PI)-90); */
+ ang1 = angle_normalized_v3v3(av1, av2)*180.0/M_PI;
+ ang2 = angle_normalized_v3v3(av2, av3)*180.0/M_PI;
+ ang3 = angle_normalized_v3v3(av3, av1)*180.0/M_PI;
/* This simple makes the angles display worse then they really are ;)
* 1.0-pow((1.0-a), 2) */