diff options
Diffstat (limited to 'source/blender/editors/uvedit/uvedit_draw.c')
-rw-r--r-- | source/blender/editors/uvedit/uvedit_draw.c | 90 |
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) */ |