From a91964e0e2f6758e076b522724bb1bc63933cb91 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Sun, 9 Jun 2013 21:25:27 +0000 Subject: code cleanup: use boolean for intersection functions. --- source/blender/blenkernel/BKE_object.h | 8 ++-- source/blender/blenkernel/intern/object.c | 30 +++++++------ source/blender/blenlib/BLI_math_geom.h | 44 +++++++++--------- source/blender/blenlib/intern/math_geom.c | 64 ++++++++++++++------------- source/blender/editors/gpencil/gpencil_edit.c | 2 +- 5 files changed, 76 insertions(+), 72 deletions(-) diff --git a/source/blender/blenkernel/BKE_object.h b/source/blender/blenkernel/BKE_object.h index db93e4f419e..c9668295173 100644 --- a/source/blender/blenkernel/BKE_object.h +++ b/source/blender/blenkernel/BKE_object.h @@ -97,7 +97,7 @@ void BKE_object_to_mat3(struct Object *ob, float mat[3][3]); void BKE_object_to_mat4(struct Object *ob, float mat[4][4]); void BKE_object_apply_mat4(struct Object *ob, float mat[4][4], const bool use_compat, const bool use_parent); -int BKE_object_pose_context_check(struct Object *ob); +bool BKE_object_pose_context_check(struct Object *ob); struct Object *BKE_object_pose_armature_get(struct Object *ob); void BKE_object_where_is_calc(struct Scene *scene, struct Object *ob); @@ -110,15 +110,15 @@ void BKE_object_where_is_calc_mat4(struct Scene *scene, struct Object *ob, float /* possibly belong in own moduke? */ struct BoundBox *BKE_boundbox_alloc_unit(void); -void BKE_boundbox_init_from_minmax(struct BoundBox *bb, float min[3], float max[3]); -int BKE_boundbox_ray_hit_check(struct BoundBox *bb, float ray_start[3], float ray_normal[3]); +void BKE_boundbox_init_from_minmax(struct BoundBox *bb, const float min[3], const float max[3]); +bool BKE_boundbox_ray_hit_check(struct BoundBox *bb, const float ray_start[3], const float ray_normal[3]); struct BoundBox *BKE_object_boundbox_get(struct Object *ob); void BKE_object_dimensions_get(struct Object *ob, float vec[3]); void BKE_object_dimensions_set(struct Object *ob, const float *value); void BKE_object_boundbox_flag(struct Object *ob, int flag, int set); void BKE_object_minmax(struct Object *ob, float r_min[3], float r_max[3], const bool use_hidden); -int BKE_object_minmax_dupli(struct Scene *scene, struct Object *ob, float r_min[3], float r_max[3], const bool use_hidden); +bool BKE_object_minmax_dupli(struct Scene *scene, struct Object *ob, float r_min[3], float r_max[3], const bool use_hidden); /* sometimes min-max isn't enough, we need to loop over each point */ void BKE_object_foreach_display_point(struct Object *ob, float obmat[4][4], diff --git a/source/blender/blenkernel/intern/object.c b/source/blender/blenkernel/intern/object.c index 9a08254157e..e556e6f23c3 100644 --- a/source/blender/blenkernel/intern/object.c +++ b/source/blender/blenkernel/intern/object.c @@ -1139,7 +1139,7 @@ static void copy_object_pose(Object *obn, Object *ob) } } -int BKE_object_pose_context_check(Object *ob) +bool BKE_object_pose_context_check(Object *ob) { if ((ob) && (ob->type == OB_ARMATURE) && @@ -2223,7 +2223,7 @@ void BKE_object_workob_calc_parent(Scene *scene, Object *ob, Object *workob) BoundBox *BKE_boundbox_alloc_unit(void) { BoundBox *bb; - float min[3] = {-1.0f, -1.0f, -1.0f}, max[3] = {-1.0f, -1.0f, -1.0f}; + const float min[3] = {-1.0f, -1.0f, -1.0f}, max[3] = {-1.0f, -1.0f, -1.0f}; bb = MEM_callocN(sizeof(BoundBox), "OB-BoundBox"); BKE_boundbox_init_from_minmax(bb, min, max); @@ -2231,7 +2231,7 @@ BoundBox *BKE_boundbox_alloc_unit(void) return bb; } -void BKE_boundbox_init_from_minmax(BoundBox *bb, float min[3], float max[3]) +void BKE_boundbox_init_from_minmax(BoundBox *bb, const float min[3], const float max[3]) { bb->vec[0][0] = bb->vec[1][0] = bb->vec[2][0] = bb->vec[3][0] = min[0]; bb->vec[4][0] = bb->vec[5][0] = bb->vec[6][0] = bb->vec[7][0] = max[0]; @@ -2412,9 +2412,9 @@ void BKE_object_minmax(Object *ob, float min_r[3], float max_r[3], const bool us } } -int BKE_object_minmax_dupli(Scene *scene, Object *ob, float r_min[3], float r_max[3], const bool use_hidden) +bool BKE_object_minmax_dupli(Scene *scene, Object *ob, float r_min[3], float r_max[3], const bool use_hidden) { - int ok = FALSE; + bool ok = false; if ((ob->transflag & OB_DUPLI) == 0) { return ok; } @@ -2874,15 +2874,17 @@ int BKE_object_obdata_texspace_get(Object *ob, short **r_texflag, float **r_loc, * Test a bounding box for ray intersection * assumes the ray is already local to the boundbox space */ -int BKE_boundbox_ray_hit_check(struct BoundBox *bb, float ray_start[3], float ray_normal[3]) -{ - static int triangle_indexes[12][3] = {{0, 1, 2}, {0, 2, 3}, - {3, 2, 6}, {3, 6, 7}, - {1, 2, 6}, {1, 6, 5}, - {5, 6, 7}, {4, 5, 7}, - {0, 3, 7}, {0, 4, 7}, - {0, 1, 5}, {0, 4, 5}}; - int result = 0; +bool BKE_boundbox_ray_hit_check(struct BoundBox *bb, const float ray_start[3], const float ray_normal[3]) +{ + const int triangle_indexes[12][3] = { + {0, 1, 2}, {0, 2, 3}, + {3, 2, 6}, {3, 6, 7}, + {1, 2, 6}, {1, 6, 5}, + {5, 6, 7}, {4, 5, 7}, + {0, 3, 7}, {0, 4, 7}, + {0, 1, 5}, {0, 4, 5}}; + + bool result = false; int i; for (i = 0; i < 12 && result == 0; i++) { diff --git a/source/blender/blenlib/BLI_math_geom.h b/source/blender/blenlib/BLI_math_geom.h index 4ebb1a1a1d9..96652c0e78d 100644 --- a/source/blender/blenlib/BLI_math_geom.h +++ b/source/blender/blenlib/BLI_math_geom.h @@ -111,30 +111,30 @@ int isect_seg_seg_v2(const float v1[2], const float v2[2], const float v3[2], co int isect_line_line_v3(const float v1[3], const float v2[3], const float v3[3], const float v4[3], float i1[3], float i2[3]); -int isect_line_line_strict_v3(const float v1[3], const float v2[3], - const float v3[3], const float v4[3], - float vi[3], float *r_lambda); +bool isect_line_line_strict_v3(const float v1[3], const float v2[3], + const float v3[3], const float v4[3], + float vi[3], float *r_lambda); -int isect_ray_plane_v3(const float p1[3], const float d[3], - const float v0[3], const float v1[3], const float v2[3], - float *r_lambda, const int clip); +bool isect_ray_plane_v3(const float p1[3], const float d[3], + const float v0[3], const float v1[3], const float v2[3], + float *r_lambda, const int clip); -int isect_line_plane_v3(float out[3], const float l1[3], const float l2[3], - const float plane_co[3], const float plane_no[3], const bool no_flip); +bool isect_line_plane_v3(float out[3], const float l1[3], const float l2[3], + const float plane_co[3], const float plane_no[3], const bool no_flip); void isect_plane_plane_v3(float r_isect_co[3], float r_isect_no[3], const float plane_a_co[3], const float plane_a_no[3], const float plane_b_co[3], const float plane_b_no[3]); /* line/ray triangle */ -int isect_line_tri_v3(const float p1[3], const float p2[3], +bool isect_line_tri_v3(const float p1[3], const float p2[3], + const float v0[3], const float v1[3], const float v2[3], float *r_lambda, float r_uv[2]); +bool isect_ray_tri_v3(const float p1[3], const float d[3], const float v0[3], const float v1[3], const float v2[3], float *r_lambda, float r_uv[2]); -int isect_ray_tri_v3(const float p1[3], const float d[3], - const float v0[3], const float v1[3], const float v2[3], float *r_lambda, float r_uv[2]); -int isect_ray_tri_threshold_v3(const float p1[3], const float d[3], - const float v0[3], const float v1[3], const float v2[3], float *r_lambda, float r_uv[2], const float threshold); -int isect_ray_tri_epsilon_v3(const float p1[3], const float d[3], - const float v0[3], const float v1[3], const float v2[3], float *r_lambda, float r_uv[2], const float epsilon); +bool isect_ray_tri_threshold_v3(const float p1[3], const float d[3], + const float v0[3], const float v1[3], const float v2[3], float *r_lambda, float r_uv[2], const float threshold); +bool isect_ray_tri_epsilon_v3(const float p1[3], const float d[3], + const float v0[3], const float v1[3], const float v2[3], float *r_lambda, float r_uv[2], const float epsilon); /* point in polygon */ bool isect_point_poly_v2(const float pt[2], const float verts[][2], const int nr); @@ -145,14 +145,14 @@ int isect_point_quad_v2(const float p[2], const float a[2], const float b[2], co int isect_point_tri_v2(const float pt[2], const float v1[2], const float v2[2], const float v3[2]); int isect_point_tri_v2_cw(const float pt[2], const float v1[2], const float v2[2], const float v3[2]); int isect_point_tri_v2_int(const int x1, const int y1, const int x2, const int y2, const int a, const int b); -int isect_point_tri_prism_v3(const float p[3], const float v1[3], const float v2[3], const float v3[3]); +bool isect_point_tri_prism_v3(const float p[3], const float v1[3], const float v2[3], const float v3[3]); void isect_point_quad_uv_v2(const float v0[2], const float v1[2], const float v2[2], const float v3[2], const float pt[2], float r_uv[2]); void isect_point_face_uv_v2(const int isquad, const float v0[2], const float v1[2], const float v2[2], const float v3[2], const float pt[2], float r_uv[2]); /* axis-aligned bounding box */ -int isect_aabb_aabb_v3(const float min1[3], const float max1[3], const float min2[3], const float max2[3]); +bool isect_aabb_aabb_v3(const float min1[3], const float max1[3], const float min2[3], const float max2[3]); typedef struct { float ray_start[3]; @@ -161,14 +161,14 @@ typedef struct { } IsectRayAABBData; void isect_ray_aabb_initialize(IsectRayAABBData *data, const float ray_start[3], const float ray_direction[3]); -int isect_ray_aabb(const IsectRayAABBData *data, const float bb_min[3], const float bb_max[3], float *tmin); +bool isect_ray_aabb(const IsectRayAABBData *data, const float bb_min[3], const float bb_max[3], float *tmin); /* other */ -int isect_sweeping_sphere_tri_v3(const float p1[3], const float p2[3], const float radius, - const float v0[3], const float v1[3], const float v2[3], float *r_lambda, float ipoint[3]); +bool isect_sweeping_sphere_tri_v3(const float p1[3], const float p2[3], const float radius, + const float v0[3], const float v1[3], const float v2[3], float *r_lambda, float ipoint[3]); -int isect_axial_line_tri_v3(const int axis, const float co1[3], const float co2[3], - const float v0[3], const float v1[3], const float v2[3], float *r_lambda); +bool isect_axial_line_tri_v3(const int axis, const float co1[3], const float co2[3], + const float v0[3], const float v1[3], const float v2[3], float *r_lambda); bool clip_segment_v3_plane(float p1[3], float p2[3], const float plane[4]); bool clip_segment_v3_plane_n(float p1[3], float p2[3], float plane_array[][4], const int plane_tot); diff --git a/source/blender/blenlib/intern/math_geom.c b/source/blender/blenlib/intern/math_geom.c index 5811bb51012..fff5bc52003 100644 --- a/source/blender/blenlib/intern/math_geom.c +++ b/source/blender/blenlib/intern/math_geom.c @@ -888,9 +888,9 @@ int isect_point_quad_v2(const float pt[2], const float v1[2], const float v2[2], * test if the line starting at p1 ending at p2 intersects the triangle v0..v2 * return non zero if it does */ -int isect_line_tri_v3(const float p1[3], const float p2[3], - const float v0[3], const float v1[3], const float v2[3], - float *r_lambda, float r_uv[2]) +bool isect_line_tri_v3(const float p1[3], const float p2[3], + const float v0[3], const float v1[3], const float v2[3], + float *r_lambda, float r_uv[2]) { float p[3], s[3], d[3], e1[3], e2[3], q[3]; @@ -930,9 +930,9 @@ int isect_line_tri_v3(const float p1[3], const float p2[3], * test if the ray starting at p1 going in d direction intersects the triangle v0..v2 * return non zero if it does */ -int isect_ray_tri_v3(const float p1[3], const float d[3], - const float v0[3], const float v1[3], const float v2[3], - float *r_lambda, float r_uv[2]) +bool isect_ray_tri_v3(const float p1[3], const float d[3], + const float v0[3], const float v1[3], const float v2[3], + float *r_lambda, float r_uv[2]) { float p[3], s[3], e1[3], e2[3], q[3]; float a, f, u, v; @@ -972,9 +972,9 @@ int isect_ray_tri_v3(const float p1[3], const float d[3], * if clip is nonzero, will only return true if lambda is >= 0.0 * (i.e. intersection point is along positive d) */ -int isect_ray_plane_v3(const float p1[3], const float d[3], - const float v0[3], const float v1[3], const float v2[3], - float *r_lambda, const int clip) +bool isect_ray_plane_v3(const float p1[3], const float d[3], + const float v0[3], const float v1[3], const float v2[3], + float *r_lambda, const int clip) { float p[3], s[3], e1[3], e2[3], q[3]; float a, f; @@ -1004,9 +1004,9 @@ int isect_ray_plane_v3(const float p1[3], const float d[3], return 1; } -int isect_ray_tri_epsilon_v3(const float p1[3], const float d[3], - const float v0[3], const float v1[3], const float v2[3], - float *r_lambda, float uv[2], const float epsilon) +bool isect_ray_tri_epsilon_v3(const float p1[3], const float d[3], + const float v0[3], const float v1[3], const float v2[3], + float *r_lambda, float uv[2], const float epsilon) { float p[3], s[3], e1[3], e2[3], q[3]; float a, f, u, v; @@ -1040,9 +1040,9 @@ int isect_ray_tri_epsilon_v3(const float p1[3], const float d[3], return 1; } -int isect_ray_tri_threshold_v3(const float p1[3], const float d[3], - const float v0[3], const float v1[3], const float v2[3], - float *r_lambda, float r_uv[2], const float threshold) +bool isect_ray_tri_threshold_v3(const float p1[3], const float d[3], + const float v0[3], const float v1[3], const float v2[3], + float *r_lambda, float r_uv[2], const float threshold) { float p[3], s[3], e1[3], e2[3], q[3]; float a, f, u, v; @@ -1100,9 +1100,9 @@ int isect_ray_tri_threshold_v3(const float p1[3], const float d[3], * \param plane_no The direction of the plane (does not need to be normalized). * \param no_flip When true, the intersection point will always be from l1 to l2, even if this is not on the plane. */ -int isect_line_plane_v3(float out[3], - const float l1[3], const float l2[3], - const float plane_co[3], const float plane_no[3], const bool no_flip) +bool isect_line_plane_v3(float out[3], + const float l1[3], const float l2[3], + const float plane_co[3], const float plane_no[3], const bool no_flip) { float l_vec[3]; /* l1 -> l2 normalized vector */ float p_no[3]; /* 'plane_no' normalized */ @@ -1174,7 +1174,7 @@ void isect_plane_plane_v3(float r_isect_co[3], float r_isect_no[3], /* Adapted from the paper by Kasper Fauerby */ /* "Improved Collision detection and Response" */ -static int getLowestRoot(const float a, const float b, const float c, const float maxR, float *root) +static bool getLowestRoot(const float a, const float b, const float c, const float maxR, float *root) { /* Check if a solution exists */ float determinant = b * b - 4.0f * a * c; @@ -1208,15 +1208,15 @@ static int getLowestRoot(const float a, const float b, const float c, const floa return 0; } -int isect_sweeping_sphere_tri_v3(const float p1[3], const float p2[3], const float radius, - const float v0[3], const float v1[3], const float v2[3], - float *r_lambda, float ipoint[3]) +bool isect_sweeping_sphere_tri_v3(const float p1[3], const float p2[3], const float radius, + const float v0[3], const float v1[3], const float v2[3], + float *r_lambda, float ipoint[3]) { float e1[3], e2[3], e3[3], point[3], vel[3], /*dist[3],*/ nor[3], temp[3], bv[3]; float a, b, c, d, e, x, y, z, radius2 = radius * radius; float elen2, edotv, edotbv, nordotv; float newLambda; - int found_by_sweep = 0; + bool found_by_sweep = false; sub_v3_v3v3(e1, v1, v0); sub_v3_v3v3(e2, v2, v0); @@ -1396,8 +1396,8 @@ int isect_sweeping_sphere_tri_v3(const float p1[3], const float p2[3], const flo return found_by_sweep; } -int isect_axial_line_tri_v3(const int axis, const float p1[3], const float p2[3], - const float v0[3], const float v1[3], const float v2[3], float *r_lambda) +bool isect_axial_line_tri_v3(const int axis, const float p1[3], const float p2[3], + const float v0[3], const float v1[3], const float v2[3], float *r_lambda) { float p[3], e1[3], e2[3]; float u, v, f; @@ -1513,7 +1513,9 @@ int isect_line_line_v3(const float v1[3], const float v2[3], const float v3[3], /* Intersection point strictly between the two lines * 0 when no intersection is found * */ -int isect_line_line_strict_v3(const float v1[3], const float v2[3], const float v3[3], const float v4[3], float vi[3], float *r_lambda) +bool isect_line_line_strict_v3(const float v1[3], const float v2[3], + const float v3[3], const float v4[3], + float vi[3], float *r_lambda) { float a[3], b[3], c[3], ab[3], cb[3], ca[3], dir1[3], dir2[3]; float d; @@ -1561,7 +1563,7 @@ int isect_line_line_strict_v3(const float v1[3], const float v2[3], const float } } -int isect_aabb_aabb_v3(const float min1[3], const float max1[3], const float min2[3], const float max2[3]) +bool isect_aabb_aabb_v3(const float min1[3], const float max1[3], const float min2[3], const float max2[3]) { return (min1[0] < max2[0] && min1[1] < max2[1] && min1[2] < max2[2] && min2[0] < max1[0] && min2[1] < max1[1] && min2[2] < max1[2]); @@ -1581,8 +1583,8 @@ void isect_ray_aabb_initialize(IsectRayAABBData *data, const float ray_start[3], } /* Adapted from http://www.gamedev.net/community/forums/topic.asp?topic_id=459973 */ -int isect_ray_aabb(const IsectRayAABBData *data, const float bb_min[3], - const float bb_max[3], float *tmin_out) +bool isect_ray_aabb(const IsectRayAABBData *data, const float bb_min[3], + const float bb_max[3], float *tmin_out) { float bbox[2][3]; float tmin, tmax, tymin, tymax, tzmin, tzmax; @@ -1913,7 +1915,7 @@ int isect_point_tri_v2_int(const int x1, const int y1, const int x2, const int y return isect_point_tri_v2(p, v1, v2, v3); } -static int point_in_slice(const float p[3], const float v1[3], const float l1[3], const float l2[3]) +static bool point_in_slice(const float p[3], const float v1[3], const float l1[3], const float l2[3]) { /* * what is a slice ? @@ -1962,7 +1964,7 @@ static int point_in_slice_m(float p[3], float origin[3], float normal[3], float } #endif -int isect_point_tri_prism_v3(const float p[3], const float v1[3], const float v2[3], const float v3[3]) +bool isect_point_tri_prism_v3(const float p[3], const float v1[3], const float v2[3], const float v3[3]) { if (!point_in_slice(p, v1, v2, v3)) return 0; if (!point_in_slice(p, v2, v3, v1)) return 0; diff --git a/source/blender/editors/gpencil/gpencil_edit.c b/source/blender/editors/gpencil/gpencil_edit.c index 9ee1f59fe21..2d24b34e60b 100644 --- a/source/blender/editors/gpencil/gpencil_edit.c +++ b/source/blender/editors/gpencil/gpencil_edit.c @@ -1268,7 +1268,7 @@ static void gp_stroke_norm_curve_weights(Curve *cu, const float minmax_weights[2 int i; /* when delta == minmax_weights[0] == minmax_weights[1], we get div by zero [#35686] */ - if (IS_EQ(delta, minmax_weights[1])) + if (IS_EQF(delta, minmax_weights[1])) fac = 1.0f; else fac = 1.0f / (minmax_weights[1] - delta); -- cgit v1.2.3