object/paint/misc-files: floats were being implicitly promoted to doubles, adjust to use floats.
- also UV angle stretching was using radians->deg which wasn't needed.
This commit is contained in:
@@ -621,7 +621,7 @@ static void constraint_target_to_mat4 (Scene *scene, Object *ob, const char *sub
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* PoseChannel by the Armature Object's Matrix to get a worldspace
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* matrix.
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*/
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if (headtail < 0.000001) {
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if (headtail < 0.000001f) {
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/* skip length interpolation if set to head */
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mul_m4_m4m4(mat, pchan->pose_mat, ob->obmat);
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}
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@@ -994,10 +994,10 @@ static void vectomat (float *vec, float *target_up, short axis, short upflag, sh
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float neg = -1;
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int right_index;
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if (normalize_v3_v3(n, vec) == 0.0) {
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n[0] = 0.0;
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n[1] = 0.0;
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n[2] = 1.0;
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if (normalize_v3_v3(n, vec) == 0.0f) {
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n[0] = 0.0f;
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n[1] = 0.0f;
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n[2] = 1.0f;
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}
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if (axis > 2) axis -= 3;
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else negate_v3(n);
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@@ -1019,10 +1019,10 @@ static void vectomat (float *vec, float *target_up, short axis, short upflag, sh
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sub_v3_v3v3(proj, u, proj); /* then onto the plane */
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/* proj specifies the transformation of the up axis */
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if (normalize_v3(proj) == 0.0) { /* degenerate projection */
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proj[0] = 0.0;
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proj[1] = 1.0;
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proj[2] = 0.0;
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if (normalize_v3(proj) == 0.0f) { /* degenerate projection */
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proj[0] = 0.0f;
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proj[1] = 1.0f;
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proj[2] = 0.0f;
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}
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/* Normalized cross product of n and proj specifies transformation of the right axis */
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@@ -1278,7 +1278,7 @@ static void followpath_get_tarmat (bConstraint *con, bConstraintOb *cob, bConstr
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* factor, which then gets clamped to lie within 0.0 - 1.0 range
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*/
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curvetime /= cu->pathlen;
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CLAMP(curvetime, 0.0, 1.0);
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CLAMP(curvetime, 0.0f, 1.0f);
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}
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else {
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/* fixed position along curve */
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@@ -1925,7 +1925,7 @@ static void samevolume_evaluate (bConstraint *con, bConstraintOb *cob, ListBase
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/* calculate normalising scale factor for non-essential values */
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if (obsize[data->flag] != 0)
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fac = sqrt(volume / obsize[data->flag]) / obsize[data->flag];
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fac = sqrtf(volume / obsize[data->flag]) / obsize[data->flag];
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/* apply scaling factor to the channels not being kept */
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switch (data->flag) {
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@@ -2176,9 +2176,7 @@ static void actcon_get_tarmat (bConstraint *con, bConstraintOb *cob, bConstraint
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if (data->type < 10) {
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/* extract rotation (is in whatever space target should be in) */
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mat4_to_eul(vec, tempmat);
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vec[0] *= (float)(180.0/M_PI);
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vec[1] *= (float)(180.0/M_PI);
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vec[2] *= (float)(180.0/M_PI);
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mul_v3_fl(vec, (float)(180.0/M_PI)); /* rad -> deg */
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axis= data->type;
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}
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else if (data->type < 20) {
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@@ -2669,7 +2667,7 @@ static void distlimit_evaluate (bConstraint *con, bConstraintOb *cob, ListBase *
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else if (data->flag & LIMITDIST_USESOFT) {
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// FIXME: there's a problem with "jumping" when this kicks in
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if (dist >= (data->dist - data->soft)) {
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sfac = (float)( data->soft*(1.0 - exp(-(dist - data->dist)/data->soft)) + data->dist );
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sfac = (float)( data->soft*(1.0f - expf(-(dist - data->dist)/data->soft)) + data->dist );
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sfac /= dist;
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clamp_surf= 1;
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@@ -2677,7 +2675,7 @@ static void distlimit_evaluate (bConstraint *con, bConstraintOb *cob, ListBase *
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}
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}
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else {
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if (IS_EQ(dist, data->dist)==0) {
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if (IS_EQF(dist, data->dist)==0) {
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clamp_surf= 1;
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sfac= data->dist / dist;
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}
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@@ -3336,8 +3334,7 @@ static void transform_evaluate (bConstraint *con, bConstraintOb *cob, ListBase *
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break;
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case 1: /* rotation (convert to degrees first) */
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mat4_to_eulO(dvec, cob->rotOrder, ct->matrix);
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for (i=0; i<3; i++)
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dvec[i] = (float)(dvec[i] / M_PI * 180);
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mul_v3_fl(dvec, (float)(180.0/M_PI)); /* rad -> deg */
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break;
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default: /* location */
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copy_v3_v3(dvec, ct->matrix[3]);
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@@ -3387,7 +3384,7 @@ static void transform_evaluate (bConstraint *con, bConstraintOb *cob, ListBase *
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eul[i]= tmin + (sval[(int)data->map[i]] * (tmax - tmin));
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/* now convert final value back to radians */
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eul[i] = (float)(eul[i] / 180 * M_PI);
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eul[i] = DEG2RADF(eul[i]);
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}
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break;
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default: /* location */
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@@ -4515,7 +4512,7 @@ void solve_constraints (ListBase *conlist, bConstraintOb *cob, float ctime)
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* but all are guaranteed to end up in good "worldspace" result
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*/
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/* Note: all kind of stuff here before (caused trouble), much easier to just interpolate, or did I miss something? -jahka */
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if (enf < 1.0) {
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if (enf < 1.0f) {
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float solution[4][4];
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copy_m4_m4(solution, cob->matrix);
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blend_m4_m4m4(cob->matrix, oldmat, solution, enf);
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@@ -45,7 +45,7 @@
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MINLINE float sqrt3f(float f)
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{
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if(f==0.0) return 0;
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if(f==0.0f) return 0.0f;
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if(f<0) return (float)(-exp(log(-f)/3));
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else return (float)(exp(log(f)/3));
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}
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@@ -73,7 +73,7 @@ MINLINE float saasin(float fac)
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MINLINE float sasqrt(float fac)
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{
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if(fac<=0.0) return 0.0;
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if(fac<=0.0f) return 0.0f;
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return (float)sqrt(fac);
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}
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@@ -93,7 +93,7 @@ MINLINE float saasinf(float fac)
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MINLINE float sasqrtf(float fac)
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{
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if(fac<=0.0) return 0.0;
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if(fac<=0.0f) return 0.0f;
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return (float)sqrtf(fac);
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}
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@@ -108,7 +108,7 @@ MINLINE float interpf(float target, float origin, float fac)
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* the distance gets very high, 180d would be inf, but this case isn't valid */
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MINLINE float shell_angle_to_dist(const float angle)
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{
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return (angle < SMALL_NUMBER) ? 1.0f : fabsf(1.0f / cosf(angle));
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return (angle < (float)SMALL_NUMBER) ? 1.0f : fabsf(1.0f / cosf(angle));
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}
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/* used for zoom values*/
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@@ -472,9 +472,9 @@ MINLINE int equals_v4v4(const float *v1, const float *v2)
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MINLINE int compare_v3v3(const float *v1, const float *v2, const float limit)
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{
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if(fabs(v1[0]-v2[0])<limit)
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if(fabs(v1[1]-v2[1])<limit)
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if(fabs(v1[2]-v2[2])<limit)
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if(fabsf(v1[0]-v2[0])<limit)
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if(fabsf(v1[1]-v2[1])<limit)
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if(fabsf(v1[2]-v2[2])<limit)
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return 1;
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return 0;
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@@ -493,10 +493,10 @@ MINLINE int compare_len_v3v3(const float *v1, const float *v2, const float limit
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MINLINE int compare_v4v4(const float *v1, const float *v2, const float limit)
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{
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if(fabs(v1[0]-v2[0])<limit)
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if(fabs(v1[1]-v2[1])<limit)
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if(fabs(v1[2]-v2[2])<limit)
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if(fabs(v1[3]-v2[3])<limit)
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if(fabsf(v1[0]-v2[0])<limit)
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if(fabsf(v1[1]-v2[1])<limit)
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if(fabsf(v1[2]-v2[2])<limit)
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if(fabsf(v1[3]-v2[3])<limit)
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return 1;
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return 0;
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@@ -403,14 +403,14 @@ static short new_key_needed (FCurve *fcu, float cFrame, float nValue)
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prevVal= prev->vec[1][1];
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/* keyframe to be added at point where there are already two similar points? */
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if (IS_EQ(prevPosi, cFrame) && IS_EQ(beztPosi, cFrame) && IS_EQ(beztPosi, prevPosi)) {
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if (IS_EQF(prevPosi, cFrame) && IS_EQF(beztPosi, cFrame) && IS_EQF(beztPosi, prevPosi)) {
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return KEYNEEDED_DONTADD;
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}
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/* keyframe between prev+current points ? */
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if ((prevPosi <= cFrame) && (cFrame <= beztPosi)) {
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/* is the value of keyframe to be added the same as keyframes on either side ? */
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if (IS_EQ(prevVal, nValue) && IS_EQ(beztVal, nValue) && IS_EQ(prevVal, beztVal)) {
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if (IS_EQF(prevVal, nValue) && IS_EQF(beztVal, nValue) && IS_EQF(prevVal, beztVal)) {
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return KEYNEEDED_DONTADD;
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}
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else {
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@@ -420,7 +420,7 @@ static short new_key_needed (FCurve *fcu, float cFrame, float nValue)
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realVal= evaluate_fcurve(fcu, cFrame);
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/* compare whether it's the same as proposed */
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if (IS_EQ(realVal, nValue))
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if (IS_EQF(realVal, nValue))
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return KEYNEEDED_DONTADD;
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else
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return KEYNEEDED_JUSTADD;
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@@ -433,7 +433,7 @@ static short new_key_needed (FCurve *fcu, float cFrame, float nValue)
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* stays around or not depends on whether the values of previous/current
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* beztriples and new keyframe are the same.
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*/
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if (IS_EQ(prevVal, nValue) && IS_EQ(beztVal, nValue) && IS_EQ(prevVal, beztVal))
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if (IS_EQF(prevVal, nValue) && IS_EQF(beztVal, nValue) && IS_EQF(prevVal, beztVal))
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return KEYNEEDED_DELNEXT;
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else
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return KEYNEEDED_JUSTADD;
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@@ -471,7 +471,7 @@ static short new_key_needed (FCurve *fcu, float cFrame, float nValue)
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else
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valB= bezt->vec[1][1] + 1.0f;
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if (IS_EQ(valA, nValue) && IS_EQ(valA, valB))
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if (IS_EQF(valA, nValue) && IS_EQF(valA, valB))
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return KEYNEEDED_DELPREV;
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else
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return KEYNEEDED_JUSTADD;
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@@ -298,7 +298,7 @@ static int poselib_sanitise_exec (bContext *C, wmOperator *op)
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/* check if any pose matches this */
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// TODO: don't go looking through the list like this every time...
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for (marker= act->markers.first; marker; marker= marker->next) {
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if (IS_EQ(marker->frame, ak->cfra)) {
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if (IS_EQ(marker->frame, (double)ak->cfra)) {
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marker->flag = -1;
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break;
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}
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@@ -2167,8 +2167,8 @@ static int smooth_exec(bContext *C, wmOperator *UNUSED(op))
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if(bezt->f2 & SELECT) {
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for(i=0; i<3; i++) {
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val = bezt->vec[1][i];
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newval = ((beztOrig+(a-1))->vec[1][i] * 0.5) + ((beztOrig+(a+1))->vec[1][i] * 0.5);
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offset = (val*((1.0/6.0)*5)) + (newval*(1.0/6.0)) - val;
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newval = ((beztOrig+(a-1))->vec[1][i] * 0.5f) + ((beztOrig+(a+1))->vec[1][i] * 0.5f);
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offset = (val*((1.0f/6.0f)*5.0f)) + (newval*(1.0f/6.0f)) - val;
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/* offset handles */
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bezt->vec[1][i] += offset;
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bezt->vec[0][i] += offset;
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@@ -2187,8 +2187,8 @@ static int smooth_exec(bContext *C, wmOperator *UNUSED(op))
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if(bp->f1 & SELECT) {
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for(i=0; i<3; i++) {
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val = bp->vec[i];
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newval = ((bpOrig+(a-1))->vec[i] * 0.5) + ((bpOrig+(a+1))->vec[i] * 0.5);
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offset = (val*((1.0/6.0)*5)) + (newval*(1.0/6.0)) - val;
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newval = ((bpOrig+(a-1))->vec[i] * 0.5f) + ((bpOrig+(a+1))->vec[i] * 0.5f);
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offset = (val*((1.0f/6.0f)*5.0f)) + (newval*(1.0f/6.0f)) - val;
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bp->vec[i] += offset;
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}
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@@ -2272,9 +2272,9 @@ static int smooth_radius_exec(bContext *C, wmOperator *UNUSED(op))
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if (start_sel>0) start_rad = (nu->bezt+start_sel-1)->radius;
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if (end_sel!=-1 && end_sel < nu->pntsu) end_rad = (nu->bezt+start_sel+1)->radius;
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if (start_rad >= 0.0 && end_rad >= 0.0) (nu->bezt+start_sel)->radius = (start_rad + end_rad)/2;
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else if (start_rad >= 0.0) (nu->bezt+start_sel)->radius = start_rad;
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else if (end_rad >= 0.0) (nu->bezt+start_sel)->radius = end_rad;
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if (start_rad >= 0.0f && end_rad >= 0.0f) (nu->bezt+start_sel)->radius = (start_rad + end_rad)/2;
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else if (start_rad >= 0.0f) (nu->bezt+start_sel)->radius = start_rad;
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else if (end_rad >= 0.0f) (nu->bezt+start_sel)->radius = end_rad;
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} else {
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/* if endpoints selected, then use them */
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if (start_sel==0) {
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@@ -2294,7 +2294,7 @@ static int smooth_radius_exec(bContext *C, wmOperator *UNUSED(op))
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range = (float)(end_sel - start_sel) + 2.0f;
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for(bezt=nu->bezt+start_sel, a=start_sel; a<=end_sel; a++, bezt++) {
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fac = (float)(1+a-start_sel) / range;
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bezt->radius = start_rad*(1.0-fac) + end_rad*fac;
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bezt->radius = start_rad*(1.0f-fac) + end_rad*fac;
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}
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}
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}
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@@ -2334,9 +2334,9 @@ static int smooth_radius_exec(bContext *C, wmOperator *UNUSED(op))
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if (start_sel>0) start_rad = (nu->bp+start_sel-1)->radius;
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if (end_sel!=-1 && end_sel < nu->pntsu) end_rad = (nu->bp+start_sel+1)->radius;
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if (start_rad >= 0.0 && end_rad >= 0.0) (nu->bp+start_sel)->radius = (start_rad + end_rad)/2;
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else if (start_rad >= 0.0) (nu->bp+start_sel)->radius = start_rad;
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else if (end_rad >= 0.0) (nu->bp+start_sel)->radius = end_rad;
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if (start_rad >= 0.0f && end_rad >= 0.0f) (nu->bp+start_sel)->radius = (start_rad + end_rad)/2;
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else if (start_rad >= 0.0f) (nu->bp+start_sel)->radius = start_rad;
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else if (end_rad >= 0.0f) (nu->bp+start_sel)->radius = end_rad;
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} else {
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/* if endpoints selected, then use them */
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if (start_sel==0) {
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@@ -2356,7 +2356,7 @@ static int smooth_radius_exec(bContext *C, wmOperator *UNUSED(op))
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range = (float)(end_sel - start_sel) + 2.0f;
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for(bp=nu->bp+start_sel, a=start_sel; a<=end_sel; a++, bp++) {
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fac = (float)(1+a-start_sel) / range;
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bp->radius = start_rad*(1.0-fac) + end_rad*fac;
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bp->radius = start_rad*(1.0f-fac) + end_rad*fac;
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}
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}
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}
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@@ -3751,7 +3751,7 @@ static void make_selection_list_nurb(ListBase *editnurb)
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add_v3_v3(nus->vec, bp->vec);
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bp++;
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}
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mul_v3_fl(nus->vec, 1.0/(float)nu->pntsu);
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mul_v3_fl(nus->vec, 1.0f/(float)nu->pntsu);
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}
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@@ -4107,7 +4107,7 @@ static int make_segment_exec(bContext *C, wmOperator *op)
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nu1->knotsu= fp;
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offset= nu1->knotsu[a-1] +1.0;
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offset= nu1->knotsu[a-1] + 1.0f;
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fp= nu1->knotsu+a;
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for(a=0; a<nu2->pntsu; a++, fp++) {
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if(nu2->knotsu)
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@@ -4292,8 +4292,8 @@ static int spin_nurb(float viewmat[][4], Object *obedit, float *axis, float *cen
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mul_m3_m3m3(scalemat1,imat,tmat);
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unit_m3(scalemat2);
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scalemat2[0][0]/= M_SQRT2;
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scalemat2[1][1]/= M_SQRT2;
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scalemat2[0][0]/= (float)M_SQRT2;
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scalemat2[1][1]/= (float)M_SQRT2;
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mul_m3_m3m3(tmat,persmat,bmat);
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mul_m3_m3m3(cmat,scalemat2,tmat);
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@@ -6218,10 +6218,10 @@ Nurb *add_nurbs_primitive(bContext *C, float mat[4][4], int type, int newob)
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bezt->radius = 1.0;
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bezt->vec[1][0]+= -grid;
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bezt->vec[0][0]+= -1.5*grid;
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bezt->vec[0][1]+= -0.5*grid;
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bezt->vec[2][0]+= -0.5*grid;
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bezt->vec[2][1]+= 0.5*grid;
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bezt->vec[0][0]+= -1.5f*grid;
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bezt->vec[0][1]+= -0.5f*grid;
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bezt->vec[2][0]+= -0.5f*grid;
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bezt->vec[2][1]+= 0.5f*grid;
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for(a=0;a<3;a++) mul_m4_v3(mat, bezt->vec[a]);
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bezt++;
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||||
@@ -6254,7 +6254,7 @@ Nurb *add_nurbs_primitive(bContext *C, float mat[4][4], int type, int newob)
|
||||
}
|
||||
|
||||
bp= nu->bp;
|
||||
bp->vec[0]+= -1.5*grid;
|
||||
bp->vec[0]+= -1.5f*grid;
|
||||
bp++;
|
||||
bp->vec[0]+= -grid;
|
||||
bp->vec[1]+= grid;
|
||||
@@ -6262,7 +6262,7 @@ Nurb *add_nurbs_primitive(bContext *C, float mat[4][4], int type, int newob)
|
||||
bp->vec[0]+= grid;
|
||||
bp->vec[1]+= grid;
|
||||
bp++;
|
||||
bp->vec[0]+= 1.5*grid;
|
||||
bp->vec[0]+= 1.5f*grid;
|
||||
|
||||
bp= nu->bp;
|
||||
for(a=0;a<4;a++, bp++) mul_m4_v3(mat,bp->vec);
|
||||
@@ -6290,13 +6290,13 @@ Nurb *add_nurbs_primitive(bContext *C, float mat[4][4], int type, int newob)
|
||||
}
|
||||
|
||||
bp= nu->bp;
|
||||
bp->vec[0]+= -2.0*grid;
|
||||
bp->vec[0]+= -2.0f*grid;
|
||||
bp++;
|
||||
bp->vec[0]+= -grid;
|
||||
bp++; bp++;
|
||||
bp->vec[0]+= grid;
|
||||
bp++;
|
||||
bp->vec[0]+= 2.0*grid;
|
||||
bp->vec[0]+= 2.0f*grid;
|
||||
|
||||
bp= nu->bp;
|
||||
for(a=0;a<5;a++, bp++) mul_m4_v3(mat,bp->vec);
|
||||
@@ -6361,8 +6361,8 @@ Nurb *add_nurbs_primitive(bContext *C, float mat[4][4], int type, int newob)
|
||||
bp->vec[1]+= nurbcircle[a][1]*grid;
|
||||
}
|
||||
else {
|
||||
bp->vec[0]+= 0.25*nurbcircle[a][0]*grid-.75*grid;
|
||||
bp->vec[2]+= 0.25*nurbcircle[a][1]*grid;
|
||||
bp->vec[0]+= 0.25f*nurbcircle[a][0]*grid-0.75f*grid;
|
||||
bp->vec[2]+= 0.25f*nurbcircle[a][1]*grid;
|
||||
}
|
||||
if(a & 1) bp->vec[3]= 0.25*M_SQRT2;
|
||||
else bp->vec[3]= 1.0;
|
||||
@@ -6391,9 +6391,9 @@ Nurb *add_nurbs_primitive(bContext *C, float mat[4][4], int type, int newob)
|
||||
for(a=0; a<4; a++) {
|
||||
for(b=0; b<4; b++) {
|
||||
bp->f1= SELECT;
|
||||
fac= (float)a -1.5;
|
||||
fac= (float)a -1.5f;
|
||||
bp->vec[0]+= fac*grid;
|
||||
fac= (float)b -1.5;
|
||||
fac= (float)b -1.5f;
|
||||
bp->vec[1]+= fac*grid;
|
||||
if(a==1 || a==2) if(b==1 || b==2) {
|
||||
bp->vec[2]+= grid;
|
||||
|
@@ -123,7 +123,7 @@ static void gp_draw_stroke_buffer (tGPspoint *points, int totpoints, short thick
|
||||
/* if there was a significant pressure change, stop the curve, change the thickness of the stroke,
|
||||
* and continue drawing again (since line-width cannot change in middle of GL_LINE_STRIP)
|
||||
*/
|
||||
if (fabs(pt->pressure - oldpressure) > 0.2f) {
|
||||
if (fabsf(pt->pressure - oldpressure) > 0.2f) {
|
||||
glEnd();
|
||||
glLineWidth(pt->pressure * thickness);
|
||||
glBegin(GL_LINE_STRIP);
|
||||
@@ -217,7 +217,7 @@ static void gp_draw_stroke_3d (bGPDspoint *points, int totpoints, short thicknes
|
||||
/* if there was a significant pressure change, stop the curve, change the thickness of the stroke,
|
||||
* and continue drawing again (since line-width cannot change in middle of GL_LINE_STRIP)
|
||||
*/
|
||||
if (fabs(pt->pressure - oldpressure) > 0.2f) {
|
||||
if (fabsf(pt->pressure - oldpressure) > 0.2f) {
|
||||
glEnd();
|
||||
glLineWidth(pt->pressure * thickness);
|
||||
glBegin(GL_LINE_STRIP);
|
||||
@@ -384,7 +384,7 @@ static void gp_draw_stroke (bGPDspoint *points, int totpoints, short thickness_s
|
||||
mt[1]= mb[1] * pthick;
|
||||
athick= len_v2(mt);
|
||||
dfac= pthick - (athick * 2);
|
||||
if ( ((athick * 2) < pthick) && (IS_EQ(athick, pthick)==0) )
|
||||
if ( ((athick * 2.0f) < pthick) && (IS_EQ(athick, pthick)==0) )
|
||||
{
|
||||
mt[0] += (mb[0] * dfac);
|
||||
mt[1] += (mb[1] * dfac);
|
||||
|
@@ -230,7 +230,7 @@ static int select_random_metaelems_exec(bContext *C, wmOperator *op)
|
||||
MetaElem *ml;
|
||||
float percent= RNA_float_get(op->ptr, "percent");
|
||||
|
||||
if(percent == 0.0)
|
||||
if(percent == 0.0f)
|
||||
return OPERATOR_CANCELLED;
|
||||
|
||||
ml= mb->editelems->first;
|
||||
|
@@ -1863,7 +1863,7 @@ static void rand_timeoffs(Scene *scene, View3D *v3d)
|
||||
|
||||
for(base= FIRSTBASE; base; base= base->next) {
|
||||
if(TESTBASELIB(v3d, base)) {
|
||||
base->object->sf += (BLI_drand()-0.5) * rand_ofs;
|
||||
base->object->sf += ((float)BLI_drand()-0.5f) * rand_ofs;
|
||||
if (base->object->sf < -MAXFRAMEF) base->object->sf = -MAXFRAMEF;
|
||||
else if (base->object->sf > MAXFRAMEF) base->object->sf = MAXFRAMEF;
|
||||
}
|
||||
|
@@ -101,9 +101,9 @@ static void object_clear_rot(Object *ob)
|
||||
ob->rotAxis[2]= ob->drotAxis[2]= 0.0f;
|
||||
|
||||
/* check validity of axis - axis should never be 0,0,0 (if so, then we make it rotate about y) */
|
||||
if (IS_EQ(ob->rotAxis[0], ob->rotAxis[1]) && IS_EQ(ob->rotAxis[1], ob->rotAxis[2]))
|
||||
if (IS_EQF(ob->rotAxis[0], ob->rotAxis[1]) && IS_EQF(ob->rotAxis[1], ob->rotAxis[2]))
|
||||
ob->rotAxis[1] = 1.0f;
|
||||
if (IS_EQ(ob->drotAxis[0], ob->drotAxis[1]) && IS_EQ(ob->drotAxis[1], ob->drotAxis[2]))
|
||||
if (IS_EQF(ob->drotAxis[0], ob->drotAxis[1]) && IS_EQF(ob->drotAxis[1], ob->drotAxis[2]))
|
||||
ob->drotAxis[1]= 1.0f;
|
||||
}
|
||||
else if (ob->rotmode == ROT_MODE_QUAT) {
|
||||
|
@@ -421,15 +421,15 @@ static void ED_vgroup_nr_vert_add(Object *ob, int def_nr, int vertnum, float wei
|
||||
break;
|
||||
case WEIGHT_ADD:
|
||||
dv->dw[i].weight+=weight;
|
||||
if(dv->dw[i].weight >= 1.0)
|
||||
dv->dw[i].weight = 1.0;
|
||||
if(dv->dw[i].weight >= 1.0f)
|
||||
dv->dw[i].weight = 1.0f;
|
||||
break;
|
||||
case WEIGHT_SUBTRACT:
|
||||
dv->dw[i].weight-=weight;
|
||||
/* if the weight is zero or less then
|
||||
* remove the vert from the deform group
|
||||
*/
|
||||
if(dv->dw[i].weight <= 0.0)
|
||||
if(dv->dw[i].weight <= 0.0f)
|
||||
ED_vgroup_nr_vert_remove(ob, def_nr, vertnum);
|
||||
break;
|
||||
}
|
||||
|
@@ -346,7 +346,7 @@ void glutil_draw_filled_arc(float start, float angle, float radius, int nsegment
|
||||
float t= (float) i/(nsegments-1);
|
||||
float cur= start + t*angle;
|
||||
|
||||
glVertex2f(cos(cur)*radius, sin(cur)*radius);
|
||||
glVertex2f(cosf(cur)*radius, sinf(cur)*radius);
|
||||
}
|
||||
glEnd();
|
||||
}
|
||||
@@ -359,7 +359,7 @@ void glutil_draw_lined_arc(float start, float angle, float radius, int nsegments
|
||||
float t= (float) i/(nsegments-1);
|
||||
float cur= start + t*angle;
|
||||
|
||||
glVertex2f(cos(cur)*radius, sin(cur)*radius);
|
||||
glVertex2f(cosf(cur)*radius, sinf(cur)*radius);
|
||||
}
|
||||
glEnd();
|
||||
}
|
||||
@@ -761,9 +761,9 @@ void bglBegin(int mode)
|
||||
if(mode==GL_POINTS) {
|
||||
float value[4];
|
||||
glGetFloatv(GL_POINT_SIZE_RANGE, value);
|
||||
if(value[1]<2.0) {
|
||||
if(value[1] < 2.0f) {
|
||||
glGetFloatv(GL_POINT_SIZE, value);
|
||||
pointhack= floor(value[0]+0.5);
|
||||
pointhack= floor(value[0] + 0.5f);
|
||||
if(pointhack>4) pointhack= 4;
|
||||
}
|
||||
else glBegin(mode);
|
||||
@@ -774,9 +774,9 @@ int bglPointHack(void) {
|
||||
float value[4];
|
||||
int pointhack_px;
|
||||
glGetFloatv(GL_POINT_SIZE_RANGE, value);
|
||||
if(value[1]<2.0) {
|
||||
if(value[1] < 2.0f) {
|
||||
glGetFloatv(GL_POINT_SIZE, value);
|
||||
pointhack_px= floor(value[0]+0.5);
|
||||
pointhack_px= floorf(value[0]+0.5f);
|
||||
if(pointhack_px>4) pointhack_px= 4;
|
||||
return pointhack_px;
|
||||
}
|
||||
@@ -789,7 +789,7 @@ void bglVertex3fv(float *vec)
|
||||
case GL_POINTS:
|
||||
if(pointhack) {
|
||||
glRasterPos3fv(vec);
|
||||
glBitmap(pointhack, pointhack, (float)pointhack/2.0, (float)pointhack/2.0, 0.0, 0.0, Squaredot);
|
||||
glBitmap(pointhack, pointhack, (float)pointhack/2.0f, (float)pointhack/2.0f, 0.0, 0.0, Squaredot);
|
||||
}
|
||||
else glVertex3fv(vec);
|
||||
break;
|
||||
@@ -802,7 +802,7 @@ void bglVertex3f(float x, float y, float z)
|
||||
case GL_POINTS:
|
||||
if(pointhack) {
|
||||
glRasterPos3f(x, y, z);
|
||||
glBitmap(pointhack, pointhack, (float)pointhack/2.0, (float)pointhack/2.0, 0.0, 0.0, Squaredot);
|
||||
glBitmap(pointhack, pointhack, (float)pointhack/2.0f, (float)pointhack/2.0f, 0.0, 0.0, Squaredot);
|
||||
}
|
||||
else glVertex3f(x, y, z);
|
||||
break;
|
||||
@@ -860,7 +860,7 @@ void bglPolygonOffset(float viewdist, float dist)
|
||||
{
|
||||
static float winmat[16], offset=0.0;
|
||||
|
||||
if(dist!=0.0) {
|
||||
if(dist != 0.0f) {
|
||||
float offs;
|
||||
|
||||
// glEnable(GL_POLYGON_OFFSET_FILL);
|
||||
@@ -872,8 +872,8 @@ void bglPolygonOffset(float viewdist, float dist)
|
||||
|
||||
/* dist is from camera to center point */
|
||||
|
||||
if(winmat[15]>0.5) offs= 0.00001*dist*viewdist; // ortho tweaking
|
||||
else offs= 0.0005*dist; // should be clipping value or so...
|
||||
if(winmat[15]>0.5f) offs= 0.00001f*dist*viewdist; // ortho tweaking
|
||||
else offs= 0.0005f*dist; // should be clipping value or so...
|
||||
|
||||
winmat[14]-= offs;
|
||||
offset+= offs;
|
||||
|
@@ -2776,7 +2776,7 @@ static int screen_animation_step(bContext *C, wmOperator *UNUSED(op), wmEvent *e
|
||||
scene->r.cfra -= step;
|
||||
else
|
||||
scene->r.cfra += step;
|
||||
wt->duration -= ((float)step)/FPS;
|
||||
wt->duration -= ((double)step)/FPS;
|
||||
}
|
||||
else {
|
||||
/* one frame +/- */
|
||||
|
@@ -866,7 +866,7 @@ static int line_isect_x(const float p1[2], const float p2[2], const float x_leve
|
||||
|
||||
x_diff= fabsf(p1[0]-p2[0]); /* yuck, horizontal line, we cant do much here */
|
||||
|
||||
if (x_diff < 0.000001) { /* yuck, vertical line, we cant do much here */
|
||||
if (x_diff < 0.000001f) { /* yuck, vertical line, we cant do much here */
|
||||
*y_isect = (p1[0]+p2[0]) * 0.5f;
|
||||
return ISECT_TRUE;
|
||||
}
|
||||
|
@@ -111,7 +111,7 @@ static int brush_scale_size_exec(bContext *C, wmOperator *op)
|
||||
{
|
||||
float unprojected_radius= scalar*brush_unprojected_radius(brush);
|
||||
|
||||
if (unprojected_radius < 0.001) // XXX magic number
|
||||
if (unprojected_radius < 0.001f) // XXX magic number
|
||||
unprojected_radius= 0.001f;
|
||||
|
||||
brush_set_unprojected_radius(brush, unprojected_radius);
|
||||
|
@@ -265,11 +265,11 @@ static int load_tex(Sculpt *sd, Brush* br, ViewContext* vc)
|
||||
/* it is probably worth optimizing for those cases where
|
||||
the texture is not rotated by skipping the calls to
|
||||
atan2, sqrtf, sin, and cos. */
|
||||
if (br->mtex.tex && (rotation > 0.001 || rotation < -0.001)) {
|
||||
const float angle = atan2(y, x) + rotation;
|
||||
if (br->mtex.tex && (rotation > 0.001f || rotation < -0.001f)) {
|
||||
const float angle = atan2f(y, x) + rotation;
|
||||
|
||||
x = len * cos(angle);
|
||||
y = len * sin(angle);
|
||||
x = len * cosf(angle);
|
||||
y = len * sinf(angle);
|
||||
}
|
||||
|
||||
x *= br->mtex.size[0];
|
||||
@@ -337,20 +337,20 @@ static int project_brush_radius(RegionView3D* rv3d, float radius, float location
|
||||
|
||||
// create a vector that is not orthogonal to view
|
||||
|
||||
if (fabsf(view[0]) < 0.1) {
|
||||
nonortho[0] = view[0] + 1;
|
||||
if (fabsf(view[0]) < 0.1f) {
|
||||
nonortho[0] = view[0] + 1.0f;
|
||||
nonortho[1] = view[1];
|
||||
nonortho[2] = view[2];
|
||||
}
|
||||
else if (fabsf(view[1]) < 0.1) {
|
||||
else if (fabsf(view[1]) < 0.1f) {
|
||||
nonortho[0] = view[0];
|
||||
nonortho[1] = view[1] + 1;
|
||||
nonortho[1] = view[1] + 1.0f;
|
||||
nonortho[2] = view[2];
|
||||
}
|
||||
else {
|
||||
nonortho[0] = view[0];
|
||||
nonortho[1] = view[1];
|
||||
nonortho[2] = view[2] + 1;
|
||||
nonortho[2] = view[2] + 1.0f;
|
||||
}
|
||||
|
||||
// get a vector in the plane of the view
|
||||
@@ -446,10 +446,10 @@ static void paint_draw_alpha_overlay(Sculpt *sd, Brush *brush,
|
||||
|
||||
if(brush->mtex.brush_map_mode == MTEX_MAP_MODE_FIXED) {
|
||||
/* brush rotation */
|
||||
glTranslatef(0.5f, 0.5f, 0);
|
||||
glRotatef(((brush->flag & BRUSH_RAKE) ?
|
||||
sd->last_angle : sd->special_rotation) * (180.0f/M_PI),
|
||||
0, 0, 1);
|
||||
glTranslatef(0.5, 0.5, 0);
|
||||
glRotatef((double)((brush->flag & BRUSH_RAKE) ?
|
||||
sd->last_angle : sd->special_rotation) * (180.0/M_PI),
|
||||
0.0, 0.0, 1.0);
|
||||
glTranslatef(-0.5f, -0.5f, 0);
|
||||
|
||||
/* scale based on tablet pressure */
|
||||
@@ -730,7 +730,7 @@ static int paint_smooth_stroke(PaintStroke *stroke, float output[2], wmEvent *ev
|
||||
!(stroke->brush->flag & BRUSH_ANCHORED) &&
|
||||
!(stroke->brush->flag & BRUSH_RESTORE_MESH))
|
||||
{
|
||||
float u = stroke->brush->smooth_stroke_factor, v = 1.0 - u;
|
||||
float u = stroke->brush->smooth_stroke_factor, v = 1.0f - u;
|
||||
float dx = stroke->last_mouse_position[0] - event->x, dy = stroke->last_mouse_position[1] - event->y;
|
||||
|
||||
/* If the mouse is moving within the radius of the last move,
|
||||
|
@@ -84,7 +84,7 @@ float paint_get_tex_pixel(Brush* br, float u, float v)
|
||||
hasrgb = multitex_ext(br->mtex.tex, co, NULL, NULL, 0, &texres);
|
||||
|
||||
if (hasrgb & TEX_RGB)
|
||||
texres.tin = (0.35*texres.tr + 0.45*texres.tg + 0.2*texres.tb)*texres.ta;
|
||||
texres.tin = (0.35f*texres.tr + 0.45f*texres.tg + 0.2f*texres.tb)*texres.ta;
|
||||
|
||||
return texres.tin;
|
||||
}
|
||||
|
@@ -171,13 +171,13 @@ static unsigned int rgba_to_mcol(float r, float g, float b, float a)
|
||||
unsigned int col;
|
||||
char *cp;
|
||||
|
||||
ir= floor(255.0*r);
|
||||
ir= floor(255.0f * r);
|
||||
if(ir<0) ir= 0; else if(ir>255) ir= 255;
|
||||
ig= floor(255.0*g);
|
||||
ig= floor(255.0f * g);
|
||||
if(ig<0) ig= 0; else if(ig>255) ig= 255;
|
||||
ib= floor(255.0*b);
|
||||
ib= floor(255.0f * b);
|
||||
if(ib<0) ib= 0; else if(ib>255) ib= 255;
|
||||
ia= floor(255.0*a);
|
||||
ia= floor(255.0f * a);
|
||||
if(ia<0) ia= 0; else if(ia>255) ia= 255;
|
||||
|
||||
cp= (char *)&col;
|
||||
@@ -667,7 +667,7 @@ static void vpaint_blend(VPaint *vp, unsigned int *col, unsigned int *colorig, u
|
||||
unsigned int testcol=0, a;
|
||||
char *cp, *ct, *co;
|
||||
|
||||
alpha= (int)(255.0*brush_alpha(brush));
|
||||
alpha= (int)(255.0f*brush_alpha(brush));
|
||||
|
||||
if(brush->vertexpaint_tool==VP_MIX || brush->vertexpaint_tool==VP_BLUR) testcol= mcol_blend( *colorig, paintcol, alpha);
|
||||
else if(brush->vertexpaint_tool==VP_ADD) testcol= mcol_add( *colorig, paintcol, alpha);
|
||||
@@ -762,7 +762,7 @@ static float calc_vp_alpha_dl(VPaint *vp, ViewContext *vc, float vpimat[][3], fl
|
||||
|
||||
/* transpose ! */
|
||||
fac= vpimat[2][0]*no[0]+vpimat[2][1]*no[1]+vpimat[2][2]*no[2];
|
||||
if(fac>0.0) {
|
||||
if(fac > 0.0f) {
|
||||
dx= vpimat[0][0]*no[0]+vpimat[0][1]*no[1]+vpimat[0][2]*no[2];
|
||||
dy= vpimat[1][0]*no[0]+vpimat[1][1]*no[1]+vpimat[1][2]*no[2];
|
||||
|
||||
@@ -797,20 +797,20 @@ static void wpaint_blend(VPaint *wp, MDeformWeight *dw, MDeformWeight *uw, float
|
||||
}
|
||||
|
||||
if(tool==VP_MIX || tool==VP_BLUR)
|
||||
dw->weight = paintval*alpha + dw->weight*(1.0-alpha);
|
||||
dw->weight = paintval*alpha + dw->weight*(1.0f-alpha);
|
||||
else if(tool==VP_ADD)
|
||||
dw->weight += paintval*alpha;
|
||||
else if(tool==VP_SUB)
|
||||
dw->weight -= paintval*alpha;
|
||||
else if(tool==VP_MUL)
|
||||
/* first mul, then blend the fac */
|
||||
dw->weight = ((1.0-alpha) + alpha*paintval)*dw->weight;
|
||||
dw->weight = ((1.0f-alpha) + alpha*paintval)*dw->weight;
|
||||
else if(tool==VP_LIGHTEN) {
|
||||
if (dw->weight < paintval)
|
||||
dw->weight = paintval*alpha + dw->weight*(1.0-alpha);
|
||||
dw->weight = paintval*alpha + dw->weight*(1.0f-alpha);
|
||||
} else if(tool==VP_DARKEN) {
|
||||
if (dw->weight > paintval)
|
||||
dw->weight = paintval*alpha + dw->weight*(1.0-alpha);
|
||||
dw->weight = paintval*alpha + dw->weight*(1.0f-alpha);
|
||||
}
|
||||
CLAMP(dw->weight, 0.0f, 1.0f);
|
||||
|
||||
@@ -820,22 +820,22 @@ static void wpaint_blend(VPaint *wp, MDeformWeight *dw, MDeformWeight *uw, float
|
||||
|
||||
alpha= brush_alpha(brush);
|
||||
if(tool==VP_MIX || tool==VP_BLUR)
|
||||
testw = paintval*alpha + uw->weight*(1.0-alpha);
|
||||
testw = paintval*alpha + uw->weight*(1.0f-alpha);
|
||||
else if(tool==VP_ADD)
|
||||
testw = uw->weight + paintval*alpha;
|
||||
else if(tool==VP_SUB)
|
||||
testw = uw->weight - paintval*alpha;
|
||||
else if(tool==VP_MUL)
|
||||
/* first mul, then blend the fac */
|
||||
testw = ((1.0-alpha) + alpha*paintval)*uw->weight;
|
||||
testw = ((1.0f-alpha) + alpha*paintval)*uw->weight;
|
||||
else if(tool==VP_LIGHTEN) {
|
||||
if (uw->weight < paintval)
|
||||
testw = paintval*alpha + uw->weight*(1.0-alpha);
|
||||
testw = paintval*alpha + uw->weight*(1.0f-alpha);
|
||||
else
|
||||
testw = uw->weight;
|
||||
} else if(tool==VP_DARKEN) {
|
||||
if (uw->weight > paintval)
|
||||
testw = paintval*alpha + uw->weight*(1.0-alpha);
|
||||
testw = paintval*alpha + uw->weight*(1.0f-alpha);
|
||||
else
|
||||
testw = uw->weight;
|
||||
}
|
||||
@@ -1858,7 +1858,7 @@ static void vpaint_paint_face(VPaint *vp, VPaintData *vpd, Object *ob, int index
|
||||
for(i = 0; i < (mface->v4 ? 4 : 3); ++i) {
|
||||
alpha= calc_vp_alpha_dl(vp, vc, vpd->vpimat, vpd->vertexcosnos+6*(&mface->v1)[i], mval, pressure);
|
||||
if(alpha)
|
||||
vpaint_blend(vp, mcol+i, mcolorig+i, vpd->paintcol, (int)(alpha*255.0));
|
||||
vpaint_blend(vp, mcol+i, mcolorig+i, vpd->paintcol, (int)(alpha*255.0f));
|
||||
}
|
||||
}
|
||||
|
||||
|
@@ -3153,8 +3153,8 @@ static void sculpt_update_cache_variants(bContext *C, Sculpt *sd, Object *ob, st
|
||||
float halfway[2];
|
||||
float out[3];
|
||||
|
||||
halfway[0] = dx*0.5 + cache->initial_mouse[0];
|
||||
halfway[1] = dy*0.5 + cache->initial_mouse[1];
|
||||
halfway[0] = (float)dx * 0.5f + cache->initial_mouse[0];
|
||||
halfway[1] = (float)dy * 0.5f + cache->initial_mouse[1];
|
||||
|
||||
if (sculpt_stroke_get_location(C, stroke, out, halfway)) {
|
||||
copy_v3_v3(sd->anchored_location, out);
|
||||
|
@@ -151,7 +151,7 @@ void draw_image_info(ARegion *ar, int channels, int x, int y, char *cp, float *f
|
||||
}
|
||||
|
||||
if(zp)
|
||||
ofs+= BLI_snprintf(str + ofs, sizeof(str)-ofs, "| Z: %.4f ", 0.5+0.5*(((float)*zp)/(float)0x7fffffff));
|
||||
ofs+= BLI_snprintf(str + ofs, sizeof(str)-ofs, "| Z: %.4f ", 0.5f+0.5f*(((float)*zp)/(float)0x7fffffff));
|
||||
if(zpf)
|
||||
ofs+= BLI_snprintf(str + ofs, sizeof(str)-ofs, "| Z: %.3f ", *zpf);
|
||||
(void)ofs;
|
||||
@@ -193,21 +193,21 @@ static void draw_image_grid(ARegion *ar, float zoomx, float zoomy)
|
||||
|
||||
if(gridsize<1.0f) {
|
||||
while(gridsize<1.0f) {
|
||||
gridsize*= 4.0;
|
||||
gridstep*= 4.0;
|
||||
gridsize*= 4.0f;
|
||||
gridstep*= 4.0f;
|
||||
}
|
||||
}
|
||||
else {
|
||||
while(gridsize>=4.0f) {
|
||||
gridsize/= 4.0;
|
||||
gridstep/= 4.0;
|
||||
gridsize/= 4.0f;
|
||||
gridstep/= 4.0f;
|
||||
}
|
||||
}
|
||||
|
||||
/* the fine resolution level */
|
||||
blendfac= 0.25*gridsize - floor(0.25*gridsize);
|
||||
blendfac= 0.25*gridsize - floor(0.25f*gridsize);
|
||||
CLAMP(blendfac, 0.0, 1.0);
|
||||
UI_ThemeColorShade(TH_BACK, (int)(20.0*(1.0-blendfac)));
|
||||
UI_ThemeColorShade(TH_BACK, (int)(20.0f*(1.0f-blendfac)));
|
||||
|
||||
fac= 0.0f;
|
||||
glBegin(GL_LINES);
|
||||
|
@@ -394,7 +394,7 @@ static int view_zoom_modal(bContext *C, wmOperator *op, wmEvent *event)
|
||||
|
||||
switch(event->type) {
|
||||
case MOUSEMOVE:
|
||||
factor= 1.0 + (vpd->x-event->x+vpd->y-event->y)/300.0f;
|
||||
factor= 1.0f + (vpd->x-event->x+vpd->y-event->y)/300.0f;
|
||||
RNA_float_set(op->ptr, "factor", factor);
|
||||
sima_zoom_set(sima, ar, vpd->zoom*factor);
|
||||
ED_region_tag_redraw(CTX_wm_region(C));
|
||||
@@ -522,10 +522,10 @@ static int view_selected_exec(bContext *C, wmOperator *UNUSED(op))
|
||||
|
||||
d[0]= max[0] - min[0];
|
||||
d[1]= max[1] - min[1];
|
||||
size= 0.5*MAX2(d[0], d[1])*MAX2(width, height)/256.0f;
|
||||
size= 0.5f*MAX2(d[0], d[1])*MAX2(width, height)/256.0f;
|
||||
|
||||
if(size<=0.01) size= 0.01;
|
||||
sima_zoom_set(sima, ar, 0.7/size);
|
||||
if(size<=0.01f) size= 0.01f;
|
||||
sima_zoom_set(sima, ar, 0.7f/size);
|
||||
|
||||
ED_region_tag_redraw(CTX_wm_region(C));
|
||||
|
||||
@@ -1655,7 +1655,7 @@ static void sample_apply(bContext *C, wmOperator *op, wmEvent *event)
|
||||
my= event->y - ar->winrct.ymin;
|
||||
UI_view2d_region_to_view(&ar->v2d, mx, my, &fx, &fy);
|
||||
|
||||
if(fx>=0.0 && fy>=0.0 && fx<1.0 && fy<1.0) {
|
||||
if(fx>=0.0f && fy>=0.0f && fx<1.0f && fy<1.0f) {
|
||||
float *fp;
|
||||
char *cp;
|
||||
int x= (int)(fx*ibuf->x), y= (int)(fy*ibuf->y);
|
||||
|
@@ -2815,10 +2815,10 @@ static int view_ghost_border_exec(bContext *C, wmOperator *op)
|
||||
rect.xmax /= (float)(ABS(v2d->tot.xmax - v2d->tot.xmin));
|
||||
rect.ymax /= (float)(ABS(v2d->tot.ymax - v2d->tot.ymin));
|
||||
|
||||
rect.xmin+=0.5;
|
||||
rect.xmax+=0.5;
|
||||
rect.ymin+=0.5;
|
||||
rect.ymax+=0.5;
|
||||
rect.xmin+=0.5f;
|
||||
rect.xmax+=0.5f;
|
||||
rect.ymin+=0.5f;
|
||||
rect.ymax+=0.5f;
|
||||
|
||||
CLAMP(rect.xmin, 0.0f, 1.0f);
|
||||
CLAMP(rect.ymin, 0.0f, 1.0f);
|
||||
|
@@ -192,9 +192,9 @@ static void time_draw_cache(SpaceTime *stime, Object *ob)
|
||||
|
||||
glRectf((float)sta, 0.0, (float)end, 1.0);
|
||||
|
||||
col[3] = 0.4;
|
||||
col[3] = 0.4f;
|
||||
if (pid->cache->flag & PTCACHE_BAKED) {
|
||||
col[0] -= 0.4; col[1] -= 0.4; col[2] -= 0.4;
|
||||
col[0] -= 0.4f; col[1] -= 0.4f; col[2] -= 0.4f;
|
||||
}
|
||||
glColor4fv(col);
|
||||
|
||||
|
@@ -1515,7 +1515,7 @@ static void draw_pose_dofs(Object *ob)
|
||||
/* arcs */
|
||||
if (pchan->ikflag & BONE_IK_ZLIMIT) {
|
||||
/* OpenGL requires rotations in degrees; so we're taking the average angle here */
|
||||
theta= 0.5f*(pchan->limitmin[2]+pchan->limitmax[2]) * (float)(180.0f/M_PI);
|
||||
theta= RAD2DEGF(0.5f * (pchan->limitmin[2]+pchan->limitmax[2]));
|
||||
glRotatef(theta, 0.0f, 0.0f, 1.0f);
|
||||
|
||||
glColor3ub(50, 50, 255); // blue, Z axis limit
|
||||
@@ -1538,7 +1538,7 @@ static void draw_pose_dofs(Object *ob)
|
||||
|
||||
if (pchan->ikflag & BONE_IK_XLIMIT) {
|
||||
/* OpenGL requires rotations in degrees; so we're taking the average angle here */
|
||||
theta= 0.5f*(pchan->limitmin[0] + pchan->limitmax[0]) * (float)(180.0f/M_PI);
|
||||
theta= RAD2DEGF(0.5f * (pchan->limitmin[0] + pchan->limitmax[0]));
|
||||
glRotatef(theta, 1.0f, 0.0f, 0.0f);
|
||||
|
||||
glColor3ub(255, 50, 50); // Red, X axis limit
|
||||
@@ -1596,7 +1596,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
|
||||
|
||||
/* hacky... prevent outline select from drawing dashed helplines */
|
||||
glGetFloatv(GL_LINE_WIDTH, &tmp);
|
||||
if (tmp > 1.1) do_dashed &= ~1;
|
||||
if (tmp > 1.1f) do_dashed &= ~1;
|
||||
if (v3d->flag & V3D_HIDE_HELPLINES) do_dashed &= ~2;
|
||||
|
||||
/* precalc inverse matrix for drawing screen aligned */
|
||||
|
@@ -72,35 +72,35 @@ static void drawcursor_sima(SpaceImage *sima, ARegion *ar)
|
||||
h= zoomy*height/256.0f;
|
||||
|
||||
cpack(0xFFFFFF);
|
||||
glTranslatef(sima->cursor[0], sima->cursor[1], 0.0f);
|
||||
fdrawline(-0.05/w, 0, 0, 0.05/h);
|
||||
fdrawline(0, 0.05/h, 0.05/w, 0);
|
||||
fdrawline(0.05/w, 0, 0, -0.05/h);
|
||||
fdrawline(0, -0.05/h, -0.05/w, 0);
|
||||
|
||||
glTranslatef(sima->cursor[0], sima->cursor[1], 0.0);
|
||||
fdrawline(-0.05f/w, 0, 0, 0.05f/h);
|
||||
fdrawline(0, 0.05f/h, 0.05f/w, 0.0f);
|
||||
fdrawline(0.05f/w, 0.0f, 0.0f, -0.05f/h);
|
||||
fdrawline(0.0f, -0.05f/h, -0.05f/w, 0.0f);
|
||||
|
||||
setlinestyle(4);
|
||||
cpack(0xFF);
|
||||
fdrawline(-0.05/w, 0, 0, 0.05/h);
|
||||
fdrawline(0, 0.05/h, 0.05/w, 0);
|
||||
fdrawline(0.05/w, 0, 0, -0.05/h);
|
||||
fdrawline(0, -0.05/h, -0.05/w, 0);
|
||||
|
||||
|
||||
setlinestyle(0);
|
||||
fdrawline(-0.05f/w, 0.0f, 0.0f, 0.05f/h);
|
||||
fdrawline(0.0f, 0.05f/h, 0.05f/w, 0.0f);
|
||||
fdrawline(0.05f/w, 0.0f, 0.0f, -0.05f/h);
|
||||
fdrawline(0.0f, -0.05f/h, -0.05f/w, 0.0f);
|
||||
|
||||
|
||||
setlinestyle(0.0f);
|
||||
cpack(0x0);
|
||||
fdrawline(-0.020/w, 0, -0.1/w, 0);
|
||||
fdrawline(0.1/w, 0, .020/w, 0);
|
||||
fdrawline(0, -0.020/h, 0, -0.1/h);
|
||||
fdrawline(0, 0.1/h, 0, 0.020/h);
|
||||
|
||||
fdrawline(-0.020f/w, 0.0f, -0.1f/w, 0.0f);
|
||||
fdrawline(0.1f/w, 0.0f, 0.020f/w, 0.0f);
|
||||
fdrawline(0.0f, -0.020f/h, 0.0f, -0.1f/h);
|
||||
fdrawline(0.0f, 0.1f/h, 0.0f, 0.020f/h);
|
||||
|
||||
setlinestyle(1);
|
||||
cpack(0xFFFFFF);
|
||||
fdrawline(-0.020/w, 0, -0.1/w, 0);
|
||||
fdrawline(0.1/w, 0, .020/w, 0);
|
||||
fdrawline(0, -0.020/h, 0, -0.1/h);
|
||||
fdrawline(0, 0.1/h, 0, 0.020/h);
|
||||
|
||||
glTranslatef(-sima->cursor[0], -sima->cursor[1], 0.0f);
|
||||
fdrawline(-0.020f/w, 0.0f, -0.1f/w, 0.0f);
|
||||
fdrawline(0.1f/w, 0.0f, 0.020f/w, 0.0f);
|
||||
fdrawline(0.0f, -0.020f/h, 0.0f, -0.1f/h);
|
||||
fdrawline(0.0f, 0.1f/h, 0.0f, 0.020f/h);
|
||||
|
||||
glTranslatef(-sima->cursor[0], -sima->cursor[1], 0.0);
|
||||
setlinestyle(0);
|
||||
}
|
||||
|
||||
@@ -215,11 +215,11 @@ static void draw_uvs_stretch(SpaceImage *sima, Scene *scene, EditMesh *em, MTFac
|
||||
uvarea = uv_area(tf_uv, efa->v4 != NULL) / totuvarea;
|
||||
|
||||
if(area < FLT_EPSILON || uvarea < FLT_EPSILON)
|
||||
areadiff = 1.0;
|
||||
areadiff = 1.0f;
|
||||
else if(area>uvarea)
|
||||
areadiff = 1.0-(uvarea/area);
|
||||
areadiff = 1.0f-(uvarea/area);
|
||||
else
|
||||
areadiff = 1.0-(area/uvarea);
|
||||
areadiff = 1.0f-(area/uvarea);
|
||||
|
||||
weight_to_rgb(areadiff, col, col+1, col+2);
|
||||
glColor3fv(col);
|
||||
@@ -276,10 +276,10 @@ static void draw_uvs_stretch(SpaceImage *sima, Scene *scene, EditMesh *em, MTFac
|
||||
|
||||
/* This is the correct angle however we are only comparing angles
|
||||
* 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;
|
||||
uvang1 = angle_normalized_v2v2(av1, av2);
|
||||
uvang2 = angle_normalized_v2v2(av2, av3);
|
||||
uvang3 = angle_normalized_v2v2(av3, av4);
|
||||
uvang4 = angle_normalized_v2v2(av4, av1);
|
||||
|
||||
/* 3d angles */
|
||||
VECSUB(av1, efa->v4->co, efa->v1->co); normalize_v3(av1);
|
||||
@@ -289,30 +289,30 @@ static void draw_uvs_stretch(SpaceImage *sima, Scene *scene, EditMesh *em, MTFac
|
||||
|
||||
/* This is the correct angle however we are only comparing angles
|
||||
* 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;
|
||||
ang1 = angle_normalized_v3v3(av1, av2);
|
||||
ang2 = angle_normalized_v3v3(av2, av3);
|
||||
ang3 = angle_normalized_v3v3(av3, av4);
|
||||
ang4 = angle_normalized_v3v3(av4, av1);
|
||||
|
||||
glBegin(GL_QUADS);
|
||||
|
||||
/* This simple makes the angles display worse then they really are ;)
|
||||
* 1.0-pow((1.0-a), 2) */
|
||||
* 1.0-powf((1.0-a), 2) */
|
||||
|
||||
a = fabs(uvang1-ang1)/180.0;
|
||||
weight_to_rgb(1.0-pow((1.0-a), 2), col, col+1, col+2);
|
||||
a = fabsf(uvang1-ang1)/(float)M_PI;
|
||||
weight_to_rgb(1.0f-powf((1.0f-a), 2.0f), col, col+1, col+2);
|
||||
glColor3fv(col);
|
||||
glVertex2fv(tf->uv[0]);
|
||||
a = fabs(uvang2-ang2)/180.0;
|
||||
weight_to_rgb(1.0-pow((1.0-a), 2), col, col+1, col+2);
|
||||
a = fabsf(uvang2-ang2)/(float)M_PI;
|
||||
weight_to_rgb(1.0f-powf((1.0f-a), 2.0f), col, col+1, col+2);
|
||||
glColor3fv(col);
|
||||
glVertex2fv(tf->uv[1]);
|
||||
a = fabs(uvang3-ang3)/180.0;
|
||||
weight_to_rgb(1.0-pow((1.0-a), 2), col, col+1, col+2);
|
||||
a = fabsf(uvang3-ang3)/(float)M_PI;
|
||||
weight_to_rgb(1.0f-powf((1.0f-a), 2.0f), col, col+1, col+2);
|
||||
glColor3fv(col);
|
||||
glVertex2fv(tf->uv[2]);
|
||||
a = fabs(uvang4-ang4)/180.0;
|
||||
weight_to_rgb(1.0-pow((1.0-a), 2), col, col+1, col+2);
|
||||
a = fabsf(uvang4-ang4)/(float)M_PI;
|
||||
weight_to_rgb(1.0f-powf((1.0f-a), 2.0f), col, col+1, col+2);
|
||||
glColor3fv(col);
|
||||
glVertex2fv(tf->uv[3]);
|
||||
|
||||
@@ -336,9 +336,9 @@ static void draw_uvs_stretch(SpaceImage *sima, Scene *scene, EditMesh *em, MTFac
|
||||
|
||||
/* This is the correct angle however we are only comparing angles
|
||||
* 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;
|
||||
uvang1 = angle_normalized_v2v2(av1, av2);
|
||||
uvang2 = angle_normalized_v2v2(av2, av3);
|
||||
uvang3 = angle_normalized_v2v2(av3, av1);
|
||||
|
||||
/* 3d angles */
|
||||
VECSUB(av1, efa->v3->co, efa->v1->co); normalize_v3(av1);
|
||||
@@ -346,24 +346,24 @@ static void draw_uvs_stretch(SpaceImage *sima, Scene *scene, EditMesh *em, MTFac
|
||||
VECSUB(av3, efa->v2->co, efa->v3->co); normalize_v3(av3);
|
||||
/* This is the correct angle however we are only comparing angles
|
||||
* 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;
|
||||
ang1 = angle_normalized_v3v3(av1, av2);
|
||||
ang2 = angle_normalized_v3v3(av2, av3);
|
||||
ang3 = angle_normalized_v3v3(av3, av1);
|
||||
|
||||
/* This simple makes the angles display worse then they really are ;)
|
||||
* 1.0-pow((1.0-a), 2) */
|
||||
* 1.0f-powf((1.0-a), 2) */
|
||||
|
||||
glBegin(GL_TRIANGLES);
|
||||
a = fabs(uvang1-ang1)/180.0;
|
||||
weight_to_rgb(1.0-pow((1.0-a), 2), col, col+1, col+2);
|
||||
a = fabsf(uvang1-ang1)/(float)M_PI;
|
||||
weight_to_rgb(1.0f-powf((1.0f-a), 2.0f), col, col+1, col+2);
|
||||
glColor3fv(col);
|
||||
glVertex2fv(tf->uv[0]);
|
||||
a = fabs(uvang2-ang2)/180.0;
|
||||
weight_to_rgb(1.0-pow((1.0-a), 2), col, col+1, col+2);
|
||||
a = fabsf(uvang2-ang2)/(float)M_PI;
|
||||
weight_to_rgb(1.0f-powf((1.0f-a), 2.0f), col, col+1, col+2);
|
||||
glColor3fv(col);
|
||||
glVertex2fv(tf->uv[1]);
|
||||
a = fabs(uvang3-ang3)/180.0;
|
||||
weight_to_rgb(1.0-pow((1.0-a), 2), col, col+1, col+2);
|
||||
a = fabsf(uvang3-ang3)/(float)M_PI;
|
||||
weight_to_rgb(1.0f-powf((1.0f-a), 2.0f), col, col+1, col+2);
|
||||
glColor3fv(col);
|
||||
glVertex2fv(tf->uv[2]);
|
||||
}
|
||||
|
Reference in New Issue
Block a user