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Diffstat (limited to 'source/gameengine/Converter')
-rw-r--r--source/gameengine/Converter/BL_ActionActuator.cpp6
-rw-r--r--source/gameengine/Converter/BL_ArmatureActuator.cpp2
-rw-r--r--source/gameengine/Converter/BL_ArmatureChannel.cpp58
-rw-r--r--source/gameengine/Converter/BL_ArmatureConstraint.cpp10
-rw-r--r--source/gameengine/Converter/BL_ArmatureObject.cpp10
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp14
-rw-r--r--source/gameengine/Converter/BL_MeshDeformer.cpp4
-rw-r--r--source/gameengine/Converter/BL_ModifierDeformer.cpp2
-rw-r--r--source/gameengine/Converter/BL_ShapeActionActuator.cpp2
-rw-r--r--source/gameengine/Converter/BL_ShapeDeformer.cpp2
-rw-r--r--source/gameengine/Converter/BL_SkinDeformer.cpp12
-rw-r--r--source/gameengine/Converter/KX_BlenderSceneConverter.cpp12
12 files changed, 67 insertions, 67 deletions
diff --git a/source/gameengine/Converter/BL_ActionActuator.cpp b/source/gameengine/Converter/BL_ActionActuator.cpp
index 6f3036d8e09..1325c80a6d4 100644
--- a/source/gameengine/Converter/BL_ActionActuator.cpp
+++ b/source/gameengine/Converter/BL_ActionActuator.cpp
@@ -46,7 +46,7 @@
#include "DNA_scene_types.h"
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
-#include "BLI_arithb.h"
+#include "BLI_math.h"
#include "MT_Matrix4x4.h"
#include "BKE_utildefines.h"
#include "FloatValue.h"
@@ -539,8 +539,8 @@ KX_PYMETHODDEF_DOC(BL_ActionActuator, setChannel,
if(pchan) {
VECCOPY (pchan->loc, matrix[3]);
- Mat4ToSize(matrix, pchan->size);
- Mat4ToQuat(matrix, pchan->quat);
+ mat4_to_size( pchan->size,matrix);
+ mat4_to_quat( pchan->quat,matrix);
}
}
else {
diff --git a/source/gameengine/Converter/BL_ArmatureActuator.cpp b/source/gameengine/Converter/BL_ArmatureActuator.cpp
index b70a0aa79e7..603dfc370b4 100644
--- a/source/gameengine/Converter/BL_ArmatureActuator.cpp
+++ b/source/gameengine/Converter/BL_ArmatureActuator.cpp
@@ -33,7 +33,7 @@
#include "BKE_constraint.h"
#include "BL_ArmatureActuator.h"
#include "BL_ArmatureObject.h"
-#include "BLI_arithb.h"
+#include "BLI_math.h"
/**
* This class is the conversion of the Pose channel constraint.
diff --git a/source/gameengine/Converter/BL_ArmatureChannel.cpp b/source/gameengine/Converter/BL_ArmatureChannel.cpp
index 71e91735b24..2444390c9f3 100644
--- a/source/gameengine/Converter/BL_ArmatureChannel.cpp
+++ b/source/gameengine/Converter/BL_ArmatureChannel.cpp
@@ -34,7 +34,7 @@
#include "BL_ArmatureChannel.h"
#include "BL_ArmatureObject.h"
#include "BL_ArmatureConstraint.h"
-#include "BLI_arithb.h"
+#include "BLI_math.h"
#include "BLI_string.h"
#ifndef DISABLE_PYTHON
@@ -211,19 +211,19 @@ PyObject* BL_ArmatureChannel::py_attr_get_joint_rotation(void *self_v, const str
float norm;
double sa, ca;
// get rotation in armature space
- Mat3CpyMat4(pose_mat, pchan->pose_mat);
- Mat3Ortho(pose_mat);
+ copy_m3_m4(pose_mat, pchan->pose_mat);
+ normalize_m3(pose_mat);
if (pchan->parent) {
// bone has a parent, compute the rest pose of the bone taking actual pose of parent
- Mat3IsMat3MulMat4(rest_mat, pchan->bone->bone_mat, pchan->parent->pose_mat);
- Mat3Ortho(rest_mat);
+ mul_m3_m3m4(rest_mat, pchan->bone->bone_mat, pchan->parent->pose_mat);
+ normalize_m3(rest_mat);
} else {
// otherwise, the bone matrix in armature space is the rest pose
- Mat3CpyMat4(rest_mat, pchan->bone->arm_mat);
+ copy_m3_m4(rest_mat, pchan->bone->arm_mat);
}
// remove the rest pose to get the joint movement
- Mat3Transp(rest_mat);
- Mat3MulMat3(joint_mat, rest_mat, pose_mat);
+ transpose_m3(rest_mat);
+ mul_m3_m3m3(joint_mat, rest_mat, pose_mat);
joints[0] = joints[1] = joints[2] = 0.f;
// returns a 3 element list that gives corresponding joint
int flag = 0;
@@ -237,35 +237,35 @@ PyObject* BL_ArmatureChannel::py_attr_get_joint_rotation(void *self_v, const str
case 0: // fixed joint
break;
case 1: // X only
- Mat3ToEulO(joint_mat, joints, EULER_ORDER_XYZ);
+ mat3_to_eulO( joints, EULER_ORDER_XYZ,joint_mat);
joints[1] = joints[2] = 0.f;
break;
case 2: // Y only
- Mat3ToEulO(joint_mat, joints, EULER_ORDER_XYZ);
+ mat3_to_eulO( joints, EULER_ORDER_XYZ,joint_mat);
joints[0] = joints[2] = 0.f;
break;
case 3: // X+Y
- Mat3ToEulO(joint_mat, joints, EULER_ORDER_ZYX);
+ mat3_to_eulO( joints, EULER_ORDER_ZYX,joint_mat);
joints[2] = 0.f;
break;
case 4: // Z only
- Mat3ToEulO(joint_mat, joints, EULER_ORDER_XYZ);
+ mat3_to_eulO( joints, EULER_ORDER_XYZ,joint_mat);
joints[0] = joints[1] = 0.f;
break;
case 5: // X+Z
// decompose this as an equivalent rotation vector in X/Z plane
joints[0] = joint_mat[1][2];
joints[2] = -joint_mat[1][0];
- norm = Normalize(joints);
+ norm = normalize_v3(joints);
if (norm < FLT_EPSILON) {
norm = (joint_mat[1][1] < 0.f) ? M_PI : 0.f;
} else {
norm = acos(joint_mat[1][1]);
}
- VecMulf(joints, norm);
+ mul_v3_fl(joints, norm);
break;
case 6: // Y+Z
- Mat3ToEulO(joint_mat, joints, EULER_ORDER_XYZ);
+ mat3_to_eulO( joints, EULER_ORDER_XYZ,joint_mat);
joints[0] = 0.f;
break;
case 7: // X+Y+Z
@@ -273,14 +273,14 @@ PyObject* BL_ArmatureChannel::py_attr_get_joint_rotation(void *self_v, const str
joints[0] = (joint_mat[1][2]-joint_mat[2][1])*0.5f;
joints[1] = (joint_mat[2][0]-joint_mat[0][2])*0.5f;
joints[2] = (joint_mat[0][1]-joint_mat[1][0])*0.5f;
- sa = VecLength(joints);
+ sa = len_v3(joints);
ca = (joint_mat[0][0]+joint_mat[1][1]+joint_mat[1][1]-1.0f)*0.5f;
if (sa > FLT_EPSILON) {
norm = atan2(sa,ca)/sa;
} else {
if (ca < 0.0) {
norm = M_PI;
- VecMulf(joints,0.f);
+ mul_v3_fl(joints,0.f);
if (joint_mat[0][0] > 0.f) {
joints[0] = 1.0f;
} else if (joint_mat[1][1] > 0.f) {
@@ -292,7 +292,7 @@ PyObject* BL_ArmatureChannel::py_attr_get_joint_rotation(void *self_v, const str
norm = 0.0;
}
}
- VecMulf(joints,norm);
+ mul_v3_fl(joints,norm);
break;
}
return newVectorObject(joints, 3, Py_NEW, NULL);
@@ -327,45 +327,45 @@ int BL_ArmatureChannel::py_attr_set_joint_rotation(void *self_v, const struct KX
flag |= 2;
if (!(pchan->ikflag & BONE_IK_NO_ZDOF))
flag |= 4;
- QuatOne(quat);
+ unit_qt(quat);
switch (flag) {
case 0: // fixed joint
break;
case 1: // X only
joints[1] = joints[2] = 0.f;
- EulOToQuat(joints, EULER_ORDER_XYZ, quat);
+ eulO_to_quat( quat,joints, EULER_ORDER_XYZ);
break;
case 2: // Y only
joints[0] = joints[2] = 0.f;
- EulOToQuat(joints, EULER_ORDER_XYZ, quat);
+ eulO_to_quat( quat,joints, EULER_ORDER_XYZ);
break;
case 3: // X+Y
joints[2] = 0.f;
- EulOToQuat(joints, EULER_ORDER_ZYX, quat);
+ eulO_to_quat( quat,joints, EULER_ORDER_ZYX);
break;
case 4: // Z only
joints[0] = joints[1] = 0.f;
- EulOToQuat(joints, EULER_ORDER_XYZ, quat);
+ eulO_to_quat( quat,joints, EULER_ORDER_XYZ);
break;
case 5: // X+Z
// X and Z are components of an equivalent rotation axis
joints[1] = 0;
- VecRotToQuat(joints, VecLength(joints), quat);
+ axis_angle_to_quat( quat,joints, len_v3(joints));
break;
case 6: // Y+Z
joints[0] = 0.f;
- EulOToQuat(joints, EULER_ORDER_XYZ, quat);
+ eulO_to_quat( quat,joints, EULER_ORDER_XYZ);
break;
case 7: // X+Y+Z
// equivalent axis
- VecRotToQuat(joints, VecLength(joints), quat);
+ axis_angle_to_quat( quat,joints, len_v3(joints));
break;
}
if (pchan->rotmode > 0) {
- QuatToEulO(quat, joints, pchan->rotmode);
- VecCopyf(pchan->eul, joints);
+ quat_to_eulO( joints, pchan->rotmode,quat);
+ copy_v3_v3(pchan->eul, joints);
} else
- QuatCopy(pchan->quat, quat);
+ copy_qt_qt(pchan->quat, quat);
return PY_SET_ATTR_SUCCESS;
}
diff --git a/source/gameengine/Converter/BL_ArmatureConstraint.cpp b/source/gameengine/Converter/BL_ArmatureConstraint.cpp
index 42581b63ec4..c37f963b82f 100644
--- a/source/gameengine/Converter/BL_ArmatureConstraint.cpp
+++ b/source/gameengine/Converter/BL_ArmatureConstraint.cpp
@@ -34,7 +34,7 @@
#include "DNA_action_types.h"
#include "BL_ArmatureConstraint.h"
#include "BL_ArmatureObject.h"
-#include "BLI_arithb.h"
+#include "BLI_math.h"
#include "BLI_string.h"
#ifndef DISABLE_PYTHON
@@ -82,12 +82,12 @@ BL_ArmatureConstraint::BL_ArmatureConstraint(
m_blendsubtarget = (subtarget) ? subtarget->GetBlenderObject() : NULL;
m_pose = m_subpose = NULL;
if (m_blendtarget) {
- Mat4CpyMat4(m_blendmat, m_blendtarget->obmat);
+ copy_m4_m4(m_blendmat, m_blendtarget->obmat);
if (m_blendtarget->type == OB_ARMATURE)
m_pose = m_blendtarget->pose;
}
if (m_blendsubtarget) {
- Mat4CpyMat4(m_blendsubmat, m_blendsubtarget->obmat);
+ copy_m4_m4(m_blendsubmat, m_blendsubtarget->obmat);
if (m_blendsubtarget->type == OB_ARMATURE)
m_subpose = m_blendsubtarget->pose;
}
@@ -198,12 +198,12 @@ void BL_ArmatureConstraint::RestoreTarget()
{
if (m_constraint && !(m_constraint->flag&CONSTRAINT_OFF) && (!m_blendtarget || m_target)) {
if (m_blendtarget) {
- Mat4CpyMat4(m_blendtarget->obmat, m_blendmat);
+ copy_m4_m4(m_blendtarget->obmat, m_blendmat);
if (m_pose)
m_blendtarget->pose = m_pose;
}
if (m_blendsubtarget && m_subtarget) {
- Mat4CpyMat4(m_blendsubtarget->obmat, m_blendsubmat);
+ copy_m4_m4(m_blendsubtarget->obmat, m_blendsubmat);
if (m_subpose)
m_blendsubtarget->pose = m_subpose;
}
diff --git a/source/gameengine/Converter/BL_ArmatureObject.cpp b/source/gameengine/Converter/BL_ArmatureObject.cpp
index a6066adc03e..f62a6b84fca 100644
--- a/source/gameengine/Converter/BL_ArmatureObject.cpp
+++ b/source/gameengine/Converter/BL_ArmatureObject.cpp
@@ -32,7 +32,7 @@
#include "KX_BlenderSceneConverter.h"
#include "BLI_blenlib.h"
#include "BLI_ghash.h"
-#include "BLI_arithb.h"
+#include "BLI_math.h"
#include "BIK_api.h"
#include "BKE_action.h"
#include "BKE_armature.h"
@@ -158,13 +158,13 @@ void game_blend_poses(bPose *dst, bPose *src, float srcweight/*, short mode*/)
QUATCOPY(dquat, dchan->quat);
QUATCOPY(squat, schan->quat);
if (mode==ACTSTRIPMODE_BLEND)
- QuatInterpol(dchan->quat, dquat, squat, srcweight);
+ interp_qt_qtqt(dchan->quat, dquat, squat, srcweight);
else {
- QuatMulFac(squat, srcweight);
- QuatMul(dchan->quat, dquat, squat);
+ mul_fac_qt_fl(squat, srcweight);
+ mul_qt_qtqt(dchan->quat, dquat, squat);
}
- NormalQuat(dchan->quat);
+ normalize_qt(dchan->quat);
}
for (i=0; i<3; i++) {
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 881f4cc2517..6e26182a23f 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -135,7 +135,7 @@
#include "BKE_mesh.h"
#include "MT_Point3.h"
-#include "BLI_arithb.h"
+#include "BLI_math.h"
extern "C" {
#include "BKE_customdata.h"
@@ -805,15 +805,15 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
if(mface->flag & ME_SMOOTH) {
float n0[3], n1[3], n2[3], n3[3];
- NormalShortToFloat(n0, mvert[mface->v1].no);
- NormalShortToFloat(n1, mvert[mface->v2].no);
- NormalShortToFloat(n2, mvert[mface->v3].no);
+ normal_short_to_float_v3(n0, mvert[mface->v1].no);
+ normal_short_to_float_v3(n1, mvert[mface->v2].no);
+ normal_short_to_float_v3(n2, mvert[mface->v3].no);
no0 = n0;
no1 = n1;
no2 = n2;
if(mface->v4) {
- NormalShortToFloat(n3, mvert[mface->v4].no);
+ normal_short_to_float_v3(n3, mvert[mface->v4].no);
no3 = n3;
}
}
@@ -821,9 +821,9 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
float fno[3];
if(mface->v4)
- CalcNormFloat4(mvert[mface->v1].co, mvert[mface->v2].co, mvert[mface->v3].co, mvert[mface->v4].co, fno);
+ normal_quad_v3( fno,mvert[mface->v1].co, mvert[mface->v2].co, mvert[mface->v3].co, mvert[mface->v4].co);
else
- CalcNormFloat(mvert[mface->v1].co, mvert[mface->v2].co, mvert[mface->v3].co, fno);
+ normal_tri_v3( fno,mvert[mface->v1].co, mvert[mface->v2].co, mvert[mface->v3].co);
no0 = no1 = no2 = no3 = MT_Vector3(fno);
}
diff --git a/source/gameengine/Converter/BL_MeshDeformer.cpp b/source/gameengine/Converter/BL_MeshDeformer.cpp
index d7012abe316..0abc344a844 100644
--- a/source/gameengine/Converter/BL_MeshDeformer.cpp
+++ b/source/gameengine/Converter/BL_MeshDeformer.cpp
@@ -47,7 +47,7 @@
#include "GEN_Map.h"
#include "STR_HashedString.h"
-#include "BLI_arithb.h"
+#include "BLI_math.h"
bool BL_MeshDeformer::Apply(RAS_IPolyMaterial*)
{
@@ -176,7 +176,7 @@ void BL_MeshDeformer::RecalcNormals()
fnor[0]= n1[1]*n2[2] - n1[2]*n2[1];
fnor[1]= n1[2]*n2[0] - n1[0]*n2[2];
fnor[2]= n1[0]*n2[1] - n1[1]*n2[0];
- Normalize(fnor);
+ normalize_v3(fnor);
/* add to vertices for smooth normals */
float *vn1 = m_transnors[v1.getOrigIndex()];
diff --git a/source/gameengine/Converter/BL_ModifierDeformer.cpp b/source/gameengine/Converter/BL_ModifierDeformer.cpp
index 80165548ff2..0cdca74fea5 100644
--- a/source/gameengine/Converter/BL_ModifierDeformer.cpp
+++ b/source/gameengine/Converter/BL_ModifierDeformer.cpp
@@ -64,7 +64,7 @@ extern "C"{
#include "BKE_utildefines.h"
#include "BLI_blenlib.h"
-#include "BLI_arithb.h"
+#include "BLI_math.h"
#define __NLA_DEFNORMALS
//#undef __NLA_DEFNORMALS
diff --git a/source/gameengine/Converter/BL_ShapeActionActuator.cpp b/source/gameengine/Converter/BL_ShapeActionActuator.cpp
index 0af6556f285..4171bfcc58e 100644
--- a/source/gameengine/Converter/BL_ShapeActionActuator.cpp
+++ b/source/gameengine/Converter/BL_ShapeActionActuator.cpp
@@ -46,7 +46,7 @@
#include "DNA_armature_types.h"
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
-#include "BLI_arithb.h"
+#include "BLI_math.h"
#include "MT_Matrix4x4.h"
#include "BKE_utildefines.h"
#include "FloatValue.h"
diff --git a/source/gameengine/Converter/BL_ShapeDeformer.cpp b/source/gameengine/Converter/BL_ShapeDeformer.cpp
index 125e91e0e0a..9b6d3f61705 100644
--- a/source/gameengine/Converter/BL_ShapeDeformer.cpp
+++ b/source/gameengine/Converter/BL_ShapeDeformer.cpp
@@ -58,7 +58,7 @@ extern "C"{
#include "BKE_utildefines.h"
#include "BLI_blenlib.h"
-#include "BLI_arithb.h"
+#include "BLI_math.h"
#define __NLA_DEFNORMALS
//#undef __NLA_DEFNORMALS
diff --git a/source/gameengine/Converter/BL_SkinDeformer.cpp b/source/gameengine/Converter/BL_SkinDeformer.cpp
index f166a7252ad..ecc45b2da1a 100644
--- a/source/gameengine/Converter/BL_SkinDeformer.cpp
+++ b/source/gameengine/Converter/BL_SkinDeformer.cpp
@@ -52,7 +52,7 @@ extern "C"{
#include "BKE_utildefines.h"
#include "BLI_blenlib.h"
-#include "BLI_arithb.h"
+#include "BLI_math.h"
#define __NLA_DEFNORMALS
//#undef __NLA_DEFNORMALS
@@ -70,7 +70,7 @@ BL_SkinDeformer::BL_SkinDeformer(BL_DeformableGameObject *gameobj,
m_poseApplied(false),
m_recalcNormal(true)
{
- Mat4CpyMat4(m_obmat, bmeshobj->obmat);
+ copy_m4_m4(m_obmat, bmeshobj->obmat);
};
BL_SkinDeformer::BL_SkinDeformer(
@@ -93,7 +93,7 @@ BL_SkinDeformer::BL_SkinDeformer(
// that takes an object as parameter and not a mesh. The object matrice is used
// in the calculation, so we must use the matrix of the original object to
// simulate a pure replacement of the mesh.
- Mat4CpyMat4(m_obmat, bmeshobj_new->obmat);
+ copy_m4_m4(m_obmat, bmeshobj_new->obmat);
}
BL_SkinDeformer::~BL_SkinDeformer()
@@ -194,14 +194,14 @@ bool BL_SkinDeformer::UpdateInternal(bool shape_applied)
m_armobj->ApplyPose();
// save matrix first
- Mat4CpyMat4(obmat, m_objMesh->obmat);
+ copy_m4_m4(obmat, m_objMesh->obmat);
// set reference matrix
- Mat4CpyMat4(m_objMesh->obmat, m_obmat);
+ copy_m4_m4(m_objMesh->obmat, m_obmat);
armature_deform_verts( par_arma, m_objMesh, NULL, m_transverts, NULL, m_bmesh->totvert, ARM_DEF_VGROUP, NULL, NULL );
// restore matrix
- Mat4CpyMat4(m_objMesh->obmat, obmat);
+ copy_m4_m4(m_objMesh->obmat, obmat);
#ifdef __NLA_DEFNORMALS
if (m_recalcNormal)
diff --git a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
index 26b4514061c..8e7560cdcbd 100644
--- a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
+++ b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
@@ -66,7 +66,7 @@
#include "DNA_world_types.h"
#include "BKE_main.h"
-#include "BLI_arithb.h"
+#include "BLI_math.h"
extern "C"
{
@@ -617,8 +617,8 @@ extern "C"
//XXX void testhandles_ipocurve(struct IpoCurve *icu);
void insert_vert_icu(struct IpoCurve *, float, float, short);
float eval_icu(struct IpoCurve *icu, float ipotime);
- //void Mat3ToEul(float tmat[][3], float *eul);
- void Mat3ToCompatibleEul(float mat[][3], float *eul, float *oldrot);
+ //void mat3_to_eul( float *eul,float tmat[][3]);
+ void mat3_to_compatible_eul( float *eul, float *oldrot,float mat[][3]);
}
IpoCurve* findIpoCurve(IpoCurve* first, const char* searchName)
@@ -742,7 +742,7 @@ void KX_BlenderSceneConverter::resetNoneDynamicObjectToIpo(){
if (blenderobject->type==OB_ARMATURE)
continue;
float eu[3];
- Mat4ToEul(blenderobject->obmat,eu);
+ mat4_to_eul(eu,blenderobject->obmat);
MT_Point3 pos = MT_Point3(
blenderobject->obmat[3][0],
blenderobject->obmat[3][1],
@@ -847,8 +847,8 @@ void KX_BlenderSceneConverter::WritePhysicsObjectToAnimationIpo(int frameNumber)
for (int c=0;c<3;c++)
tmat[r][c] = orn[c][r];
- // Mat3ToEul(tmat, eulerAngles); // better to use Mat3ToCompatibleEul
- Mat3ToCompatibleEul(tmat, eulerAngles, eulerAnglesOld);
+ // mat3_to_eul( eulerAngles,tmat); // better to use Mat3ToCompatibleEul
+ mat3_to_compatible_eul( eulerAngles, eulerAnglesOld,tmat);
//eval_icu
for(int x = 0; x < 3; x++)