style cleanup: python api
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@@ -242,8 +242,9 @@ int mathutils_any_to_rotmat(float rmat[3][3], PyObject *value, const char *error
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#define SIGNMASK(i) (-(int)(((unsigned int)(i)) >> 31))
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int EXPP_FloatsAreEqual(float af, float bf, int maxDiff)
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{ // solid, fast routine across all platforms
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// with constant time behavior
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{
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/* solid, fast routine across all platforms
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* with constant time behavior */
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int ai = *(int *)(&af);
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int bi = *(int *)(&bf);
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int test = SIGNMASK(ai ^ bi);
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@@ -490,12 +490,12 @@ static PyObject *Color_mul(PyObject *v1, PyObject *v2)
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ColorObject *color1 = NULL, *color2 = NULL;
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float scalar;
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if ColorObject_Check(v1) {
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if (ColorObject_Check(v1)) {
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color1 = (ColorObject *)v1;
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if (BaseMath_ReadCallback(color1) == -1)
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return NULL;
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}
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if ColorObject_Check(v2) {
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if (ColorObject_Check(v2)) {
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color2 = (ColorObject *)v2;
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if (BaseMath_ReadCallback(color2) == -1)
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return NULL;
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@@ -532,7 +532,7 @@ static PyObject *Color_div(PyObject *v1, PyObject *v2)
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ColorObject *color1 = NULL;
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float scalar;
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if ColorObject_Check(v1) {
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if (ColorObject_Check(v1)) {
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color1 = (ColorObject *)v1;
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if (BaseMath_ReadCallback(color1) == -1)
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return NULL;
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@@ -612,8 +612,9 @@ static PyObject *C_Matrix_Scale(PyObject *cls, PyObject *args)
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mat[8] = factor;
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}
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}
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else { //scaling in arbitrary direction
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//normalize arbitrary axis
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else {
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/* scaling in arbitrary direction
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* normalize arbitrary axis */
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float norm = 0.0f;
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int x;
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for (x = 0; x < vec_size; x++) {
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@@ -831,13 +831,11 @@ static PyObject *Vector_reflect(VectorObject *self, PyObject *value)
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mirror[0] = tvec[0];
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mirror[1] = tvec[1];
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if (value_size > 2) mirror[2] = tvec[2];
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else mirror[2] = 0.0;
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mirror[2] = (value_size > 2) ? tvec[2] : 0.0f;
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vec[0] = self->vec[0];
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vec[1] = self->vec[1];
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if (self->size > 2) vec[2] = self->vec[2];
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else vec[2] = 0.0;
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vec[2] = (value_size > 2) ? self->vec[2] : 0.0f;
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normalize_v3(mirror);
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reflect_v3_v3v3(reflect, vec, mirror);
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@@ -1595,12 +1593,12 @@ static PyObject *Vector_mul(PyObject *v1, PyObject *v2)
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float scalar;
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int vec_size;
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if VectorObject_Check(v1) {
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if (VectorObject_Check(v1)) {
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vec1 = (VectorObject *)v1;
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if (BaseMath_ReadCallback(vec1) == -1)
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return NULL;
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}
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if VectorObject_Check(v2) {
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if (VectorObject_Check(v2)) {
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vec2 = (VectorObject *)v2;
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if (BaseMath_ReadCallback(vec2) == -1)
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return NULL;
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