From 37e4a311b0ad9da7177e50620efc3561e2dd7045 Mon Sep 17 00:00:00 2001 From: Brecht Van Lommel Date: Tue, 10 Nov 2009 20:43:45 +0000 Subject: Math Lib * Convert all code to use new functions. * Branch maintainers may want to skip this commit, and run this conversion script instead, if they use a lot of math functions in new code: http://www.pasteall.org/9052/python --- source/blender/editors/uvedit/uvedit_draw.c | 90 +++++++++--------- source/blender/editors/uvedit/uvedit_ops.c | 12 +-- .../blender/editors/uvedit/uvedit_parametrizer.c | 102 ++++++++++----------- source/blender/editors/uvedit/uvedit_unwrap_ops.c | 44 ++++----- 4 files changed, 124 insertions(+), 124 deletions(-) (limited to 'source/blender/editors/uvedit') 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) */ diff --git a/source/blender/editors/uvedit/uvedit_ops.c b/source/blender/editors/uvedit/uvedit_ops.c index f9a849798be..0e5e283d109 100644 --- a/source/blender/editors/uvedit/uvedit_ops.c +++ b/source/blender/editors/uvedit/uvedit_ops.c @@ -41,7 +41,7 @@ #include "DNA_screen_types.h" #include "DNA_windowmanager_types.h" -#include "BLI_arithb.h" +#include "BLI_math.h" #include "BLI_blenlib.h" #include "BLI_editVert.h" @@ -359,9 +359,9 @@ void uv_center(float uv[][2], float cent[2], int quad) float uv_area(float uv[][2], int quad) { if(quad) - return AreaF2Dfl(uv[0], uv[1], uv[2]) + AreaF2Dfl(uv[0], uv[2], uv[3]); + return area_tri_v2(uv[0], uv[1], uv[2]) + area_tri_v2(uv[0], uv[2], uv[3]); else - return AreaF2Dfl(uv[0], uv[1], uv[2]); + return area_tri_v2(uv[0], uv[1], uv[2]); } void uv_copy_aspect(float uv_orig[][2], float uv[][2], float aspx, float aspy) @@ -473,7 +473,7 @@ static void find_nearest_uv_edge(Scene *scene, Image *ima, EditMesh *em, float c nverts= efa->v4? 4: 3; for(i=0; iuv[i], tf->uv[(i+1)%nverts]); + dist= dist_to_line_segment_v2(co, tf->uv[i], tf->uv[(i+1)%nverts]); if(dist < mindist) { hit->tf= tf; @@ -534,8 +534,8 @@ static int nearest_uv_between(MTFace *tf, int nverts, int id, float co[2], float m[0]= co[0]-uv[0]; m[1]= co[1]-uv[1]; - Vec2Subf(v1, tf->uv[id1], tf->uv[id]); - Vec2Subf(v2, tf->uv[id2], tf->uv[id]); + sub_v2_v2v2(v1, tf->uv[id1], tf->uv[id]); + sub_v2_v2v2(v2, tf->uv[id2], tf->uv[id]); /* m and v2 on same side of v-v1? */ c1= v1[0]*m[1] - v1[1]*m[0]; diff --git a/source/blender/editors/uvedit/uvedit_parametrizer.c b/source/blender/editors/uvedit/uvedit_parametrizer.c index 20f74085e52..85ccef5cd7d 100644 --- a/source/blender/editors/uvedit/uvedit_parametrizer.c +++ b/source/blender/editors/uvedit/uvedit_parametrizer.c @@ -2,7 +2,7 @@ #include "MEM_guardedalloc.h" #include "BLI_memarena.h" -#include "BLI_arithb.h" +#include "BLI_math.h" #include "BLI_rand.h" #include "BLI_heap.h" #include "BLI_boxpack2d.h" @@ -333,8 +333,8 @@ static float p_vec_angle_cos(float *v1, float *v2, float *v3) d2[1] = v3[1] - v2[1]; d2[2] = v3[2] - v2[2]; - Normalize(d1); - Normalize(d2); + normalize_v3(d1); + normalize_v3(d2); return d1[0]*d2[0] + d1[1]*d2[1] + d1[2]*d2[2]; } @@ -382,7 +382,7 @@ static float p_face_area(PFace *f) PEdge *e1 = f->edge, *e2 = e1->next, *e3 = e2->next; PVert *v1 = e1->vert, *v2 = e2->vert, *v3 = e3->vert; - return AreaT3Dfl(v1->co, v2->co, v3->co); + return area_tri_v3(v1->co, v2->co, v3->co); } static float p_area_signed(float *v1, float *v2, float *v3) @@ -1099,7 +1099,7 @@ static PFace *p_face_add_fill(PChart *chart, PVert *v1, PVert *v2, PVert *v3) static PBool p_quad_split_direction(PHandle *handle, float **co, PHashKey *vkeys) { - float fac= VecLenf(co[0], co[2]) - VecLenf(co[1], co[3]); + float fac= len_v3v3(co[0], co[2]) - len_v3v3(co[1], co[3]); PBool dir = (fac <= 0.0f); /* the face exists check is there because of a special case: when @@ -1414,16 +1414,16 @@ static float p_vert_cotan(float *v1, float *v2, float *v3) { float a[3], b[3], c[3], clen; - VecSubf(a, v2, v1); - VecSubf(b, v3, v1); - Crossf(c, a, b); + sub_v3_v3v3(a, v2, v1); + sub_v3_v3v3(b, v3, v1); + cross_v3_v3v3(c, a, b); - clen = VecLength(c); + clen = len_v3(c); if (clen == 0.0f) return 0.0f; - return Inpf(a, b)/clen; + return dot_v3v3(a, b)/clen; } static PBool p_vert_flipped_wheel_triangle(PVert *v) @@ -1752,15 +1752,15 @@ static PBool p_collapse_normal_flipped(float *v1, float *v2, float *vold, float { float nold[3], nnew[3], sub1[3], sub2[3]; - VecSubf(sub1, vold, v1); - VecSubf(sub2, vold, v2); - Crossf(nold, sub1, sub2); + sub_v3_v3v3(sub1, vold, v1); + sub_v3_v3v3(sub2, vold, v2); + cross_v3_v3v3(nold, sub1, sub2); - VecSubf(sub1, vnew, v1); - VecSubf(sub2, vnew, v2); - Crossf(nnew, sub1, sub2); + sub_v3_v3v3(sub1, vnew, v1); + sub_v3_v3v3(sub2, vnew, v2); + cross_v3_v3v3(nnew, sub1, sub2); - return (Inpf(nold, nnew) <= 0.0f); + return (dot_v3v3(nold, nnew) <= 0.0f); } static PBool p_collapse_allowed_geometric(PEdge *edge, PEdge *pair) @@ -1866,7 +1866,7 @@ static float p_collapse_cost(PEdge *edge, PEdge *pair) oldf1 = (edge)? edge->face: NULL; oldf2 = (pair)? pair->face: NULL; - VecSubf(edgevec, keepv->co, oldv->co); + sub_v3_v3v3(edgevec, keepv->co, oldv->co); e = oldv->edge; do { @@ -1878,16 +1878,16 @@ static float p_collapse_cost(PEdge *edge, PEdge *pair) float tetrav2[3], tetrav3[3], c[3]; /* tetrahedron volume = (1/3!)*|a.(b x c)| */ - VecSubf(tetrav2, co1, oldv->co); - VecSubf(tetrav3, co2, oldv->co); - Crossf(c, tetrav2, tetrav3); + sub_v3_v3v3(tetrav2, co1, oldv->co); + sub_v3_v3v3(tetrav3, co2, oldv->co); + cross_v3_v3v3(c, tetrav2, tetrav3); - volumecost += fabs(Inpf(edgevec, c)/6.0f); + volumecost += fabs(dot_v3v3(edgevec, c)/6.0f); #if 0 - shapecost += Inpf(co1, keepv->co); + shapecost += dot_v3v3(co1, keepv->co); if (p_wheel_edge_next(e) == NULL) - shapecost += Inpf(co2, keepv->co); + shapecost += dot_v3v3(co2, keepv->co); #endif p_triangle_angles(oldv->co, co1, co2, &a1, &a2, &a3); @@ -1915,10 +1915,10 @@ static float p_collapse_cost(PEdge *edge, PEdge *pair) PVert *v1 = p_boundary_edge_prev(oldv->edge)->vert; PVert *v2 = p_boundary_edge_next(oldv->edge)->vert; - areacost = AreaT3Dfl(oldv->co, v1->co, v2->co); + areacost = area_tri_v3(oldv->co, v1->co, v2->co); } - elen = VecLength(edgevec); + elen = len_v3(edgevec); weight = 1.0f; /* 0.2f */ cost = weight*volumecost*volumecost + elen*elen*areacost*areacost; #if 0 @@ -2750,7 +2750,7 @@ static void p_chart_pin_positions(PChart *chart, PVert **pin1, PVert **pin2) int diru, dirv, dirx, diry; float sub[3]; - VecSubf(sub, (*pin1)->co, (*pin2)->co); + sub_v3_v3v3(sub, (*pin1)->co, (*pin2)->co); sub[0] = fabs(sub[0]); sub[1] = fabs(sub[1]); sub[2] = fabs(sub[2]); @@ -3185,35 +3185,35 @@ static float p_face_stretch(PFace *f) w= 1.0f/(2.0f*area); /* compute derivatives */ - VecCopyf(Ps, v1->co); - VecMulf(Ps, (v2->uv[1] - v3->uv[1])); + copy_v3_v3(Ps, v1->co); + mul_v3_fl(Ps, (v2->uv[1] - v3->uv[1])); - VecCopyf(tmp, v2->co); - VecMulf(tmp, (v3->uv[1] - v1->uv[1])); - VecAddf(Ps, Ps, tmp); + copy_v3_v3(tmp, v2->co); + mul_v3_fl(tmp, (v3->uv[1] - v1->uv[1])); + add_v3_v3v3(Ps, Ps, tmp); - VecCopyf(tmp, v3->co); - VecMulf(tmp, (v1->uv[1] - v2->uv[1])); - VecAddf(Ps, Ps, tmp); + copy_v3_v3(tmp, v3->co); + mul_v3_fl(tmp, (v1->uv[1] - v2->uv[1])); + add_v3_v3v3(Ps, Ps, tmp); - VecMulf(Ps, w); + mul_v3_fl(Ps, w); - VecCopyf(Pt, v1->co); - VecMulf(Pt, (v3->uv[0] - v2->uv[0])); + copy_v3_v3(Pt, v1->co); + mul_v3_fl(Pt, (v3->uv[0] - v2->uv[0])); - VecCopyf(tmp, v2->co); - VecMulf(tmp, (v1->uv[0] - v3->uv[0])); - VecAddf(Pt, Pt, tmp); + copy_v3_v3(tmp, v2->co); + mul_v3_fl(tmp, (v1->uv[0] - v3->uv[0])); + add_v3_v3v3(Pt, Pt, tmp); - VecCopyf(tmp, v3->co); - VecMulf(tmp, (v2->uv[0] - v1->uv[0])); - VecAddf(Pt, Pt, tmp); + copy_v3_v3(tmp, v3->co); + mul_v3_fl(tmp, (v2->uv[0] - v1->uv[0])); + add_v3_v3v3(Pt, Pt, tmp); - VecMulf(Pt, w); + mul_v3_fl(Pt, w); /* Sander Tensor */ - a= Inpf(Ps, Ps); - c= Inpf(Pt, Pt); + a= dot_v3v3(Ps, Ps); + c= dot_v3v3(Pt, Pt); T = sqrt(0.5f*(a + c)); if (f->flag & PFACE_FILLED) @@ -3273,7 +3273,7 @@ static void p_chart_stretch_minimize(PChart *chart, RNG *rng) low = 0; stretch_low = orig_stretch; - Vec2Addf(v->uv, orig_uv, dir); + add_v2_v2v2(v->uv, orig_uv, dir); high = 1; stretch = stretch_high = p_stretch_compute_vertex(v); @@ -3296,7 +3296,7 @@ static void p_chart_stretch_minimize(PChart *chart, RNG *rng) /* no luck, stretch has increased, reset to old values */ if(stretch >= orig_stretch) - Vec2Copyf(v->uv, orig_uv); + copy_v2_v2(v->uv, orig_uv); } } @@ -3404,7 +3404,7 @@ static float p_rectangle_area(float *p1, float *dir, float *p2, float *p3, float if (!p_intersect_line_2d_dir(p3, dir, p4, orthodir, corner3)) return 1e10; - return Vec2Lenf(corner1, corner2)*Vec2Lenf(corner2, corner3); + return len_v2v2(corner1, corner2)*len_v2v2(corner2, corner3); } static float p_chart_minimum_area_angle(PChart *chart) @@ -3499,7 +3499,7 @@ static float p_chart_minimum_area_angle(PChart *chart) p3 = points[idx[(mini+2)%4]]; p4 = points[idx[(mini+3)%4]]; - len = Vec2Lenf(p1->uv, p1n->uv); + len = len_v2v2(p1->uv, p1n->uv); if (len > 0.0f) { len = 1.0/len; diff --git a/source/blender/editors/uvedit/uvedit_unwrap_ops.c b/source/blender/editors/uvedit/uvedit_unwrap_ops.c index 29d9bb4864e..792026a798d 100644 --- a/source/blender/editors/uvedit/uvedit_unwrap_ops.c +++ b/source/blender/editors/uvedit/uvedit_unwrap_ops.c @@ -48,7 +48,7 @@ #include "BKE_mesh.h" #include "BKE_utildefines.h" -#include "BLI_arithb.h" +#include "BLI_math.h" #include "BLI_edgehash.h" #include "BLI_editVert.h" @@ -563,7 +563,7 @@ static void uv_map_transform_center(Scene *scene, View3D *v3d, float *result, Ob if(efa->v4) DO_MINMAX(efa->v4->co, min, max); } } - VecMidf(result, min, max); + mid_v3_v3v3(result, min, max); break; case V3D_CURSOR: /*cursor center*/ @@ -590,23 +590,23 @@ static void uv_map_rotation_matrix(float result[][4], RegionView3D *rv3d, Object /* get rotation of the current view matrix */ if(rv3d) - Mat4CpyMat4(viewmatrix, rv3d->viewmat); + copy_m4_m4(viewmatrix, rv3d->viewmat); else - Mat4One(viewmatrix); + unit_m4(viewmatrix); /* but shifting */ for(k=0; k<4; k++) viewmatrix[3][k] =0.0f; /* get rotation of the current object matrix */ - Mat4CpyMat4(rotobj,ob->obmat); + copy_m4_m4(rotobj,ob->obmat); /* but shifting */ for(k=0; k<4; k++) rotobj[3][k] =0.0f; - Mat4Clr(*rotup); - Mat4Clr(*rotside); + zero_m4(*rotup); + zero_m4(*rotside); /* compensate front/side.. against opengl x,y,z world definition */ /* this is "kanonen gegen spatzen", a few plus minus 1 will do here */ @@ -626,7 +626,7 @@ static void uv_map_rotation_matrix(float result[][4], RegionView3D *rv3d, Object rotup[0][0]= (float)1.0f/radius; /* calculate transforms*/ - Mat4MulSerie(result, rotup, rotside, viewmatrix, rotobj, NULL, NULL, NULL, NULL); + mul_serie_m4(result, rotup, rotside, viewmatrix, rotobj, NULL, NULL, NULL, NULL); } static void uv_map_transform(bContext *C, wmOperator *op, float center[3], float rotmat[4][4]) @@ -657,7 +657,7 @@ static void uv_map_transform(bContext *C, wmOperator *op, float center[3], float /* be compatible to the "old" sphere/cylinder mode */ if(direction == ALIGN_TO_OBJECT) - Mat4One(rotmat); + unit_m4(rotmat); else uv_map_rotation_matrix(rotmat, rv3d, obedit, upangledeg, sideangledeg, radius); @@ -873,7 +873,7 @@ static void uv_from_view_bounds(float target[2], float source[3], float rotmat[4 { float pv[3]; - Mat4MulVecfl(rotmat, pv); + mul_m4_v3(rotmat, pv); /* ortho projection */ target[0] = -pv[0]; @@ -885,19 +885,19 @@ static void uv_from_view(ARegion *ar, float target[2], float source[3], float ro RegionView3D *rv3d= ar->regiondata; float pv[3], pv4[4], dx, dy, x= 0.0, y= 0.0; - Mat4MulVecfl(rotmat, pv); + mul_m4_v3(rotmat, pv); dx= ar->winx; dy= ar->winy; - VecCopyf(pv4, source); + copy_v3_v3(pv4, source); pv4[3]= 1.0; /* rotmat is the object matrix in this case */ - Mat4MulVec4fl(rotmat, pv4); + mul_m4_v4(rotmat, pv4); /* almost project_short */ - Mat4MulVec4fl(rv3d->persmat, pv4); + mul_m4_v4(rv3d->persmat, pv4); if(fabs(pv4[3]) > 0.00001) { /* avoid division by zero */ target[0] = dx/2.0 + (dx/2.0)*pv4[0]/pv4[3]; target[1] = dy/2.0 + (dy/2.0)*pv4[1]/pv4[3]; @@ -954,7 +954,7 @@ static int from_view_exec(bContext *C, wmOperator *op) } } else { - Mat4CpyMat4(rotmat, obedit->obmat); + copy_m4_m4(rotmat, obedit->obmat); for(efa= em->faces.first; efa; efa= efa->next) { if(efa->f & SELECT) { @@ -1063,10 +1063,10 @@ static void uv_sphere_project(float target[2], float source[3], float center[3], { float pv[3]; - VecSubf(pv, source, center); - Mat4MulVecfl(rotmat, pv); + sub_v3_v3v3(pv, source, center); + mul_m4_v3(rotmat, pv); - spheremap(pv[0], pv[1], pv[2], &target[0], &target[1]); + map_to_sphere( &target[0], &target[1],pv[0], pv[1], pv[2]); /* split line is always zero */ if(target[0] >= 1.0f) @@ -1155,10 +1155,10 @@ static void uv_cylinder_project(float target[2], float source[3], float center[3 { float pv[3]; - VecSubf(pv, source, center); - Mat4MulVecfl(rotmat, pv); + sub_v3_v3v3(pv, source, center); + mul_m4_v3(rotmat, pv); - tubemap(pv[0], pv[1], pv[2], &target[0], &target[1]); + map_to_tube( &target[0], &target[1],pv[0], pv[1], pv[2]); /* split line is always zero */ if(target[0] >= 1.0f) @@ -1248,7 +1248,7 @@ static int cube_project_exec(bContext *C, wmOperator *op) for(efa= em->faces.first; efa; efa= efa->next) { if(efa->f & SELECT) { tf= CustomData_em_get(&em->fdata, efa->data, CD_MTFACE); - CalcNormFloat(efa->v1->co, efa->v2->co, efa->v3->co, no); + normal_tri_v3( no,efa->v1->co, efa->v2->co, efa->v3->co); no[0]= fabs(no[0]); no[1]= fabs(no[1]); -- cgit v1.2.3