From 47174e94ca779c1030ccbf15db10accc41087660 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Sun, 9 Mar 2008 15:07:01 +0000 Subject: removed printf and also removed some unneeded stuff, correct angles aren't needed since its only comparing the 2 angles --- source/blender/src/drawimage.c | 40 +++++++++++++++++++++++++--------------- 1 file changed, 25 insertions(+), 15 deletions(-) (limited to 'source/blender/src/drawimage.c') diff --git a/source/blender/src/drawimage.c b/source/blender/src/drawimage.c index 614d31541fd..cdbe3fdd6b0 100644 --- a/source/blender/src/drawimage.c +++ b/source/blender/src/drawimage.c @@ -678,20 +678,26 @@ void draw_uvs_sima(void) VECSUB2D(av2, tface->uv[0], tface->uv[1]); Normalize2(av2); VECSUB2D(av3, tface->uv[1], tface->uv[2]); Normalize2(av3); VECSUB2D(av4, tface->uv[2], tface->uv[3]); Normalize2(av4); - uvang1 = 90-((NormalizedVecAngle2_2D(av1, av2) * 180.0/M_PI)-90); - uvang2 = 90-((NormalizedVecAngle2_2D(av2, av3) * 180.0/M_PI)-90); - uvang3 = 90-((NormalizedVecAngle2_2D(av3, av4) * 180.0/M_PI)-90); - uvang4 = 90-((NormalizedVecAngle2_2D(av4, av1) * 180.0/M_PI)-90); + + /* 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; /* 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); - ang1 = 90-((NormalizedVecAngle2(av1, av2) * 180.0/M_PI)-90); - ang2 = 90-((NormalizedVecAngle2(av2, av3) * 180.0/M_PI)-90); - ang3 = 90-((NormalizedVecAngle2(av3, av4) * 180.0/M_PI)-90); - ang4 = 90-((NormalizedVecAngle2(av4, av1) * 180.0/M_PI)-90); + + /* 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; glBegin(GL_QUADS); @@ -707,7 +713,6 @@ void draw_uvs_sima(void) weight_to_rgb(fabs(uvang4-ang4)/180.0, col, col+1, col+2); glColor3fv(col); glVertex2fv(tface->uv[3]); - printf("%f %f %f %f | %f %f %f %f\n", uvang1,uvang2,uvang3,uvang4, ang1,ang2,ang3,ang4); } else { #if 0 /* Simple but slow, better reuse normalized vectors */ @@ -725,17 +730,22 @@ void draw_uvs_sima(void) VECSUB2D(av1, tface->uv[2], tface->uv[0]); Normalize2(av1); VECSUB2D(av2, tface->uv[0], tface->uv[1]); Normalize2(av2); VECSUB2D(av3, tface->uv[1], tface->uv[2]); Normalize2(av3); - uvang1 = 90-((NormalizedVecAngle2_2D(av1, av2) * 180.0/M_PI)-90); - uvang2 = 90-((NormalizedVecAngle2_2D(av2, av3) * 180.0/M_PI)-90); - uvang3 = 90-((NormalizedVecAngle2_2D(av3, av1) * 180.0/M_PI)-90); + + /* 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; /* 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); - ang1 = 90-((NormalizedVecAngle2(av1, av2) * 180.0/M_PI)-90); - ang2 = 90-((NormalizedVecAngle2(av2, av3) * 180.0/M_PI)-90); - ang3 = 90-((NormalizedVecAngle2(av3, av1) * 180.0/M_PI)-90); + /* 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; glBegin(GL_TRIANGLES); -- cgit v1.2.3