use more BLI math functions.

This commit is contained in:
2010-08-15 15:14:08 +00:00
parent 5f525bd723
commit 728b713d86
17 changed files with 114 additions and 243 deletions

View File

@@ -1729,8 +1729,7 @@ void reset_particle(ParticleSimulationData *sim, ParticleData *pa, float dtime,
mul_qt_v3(rot, vtan);
mul_qt_v3(rot, utan);
VECCOPY(p_vel, state.vel);
speed=normalize_v3(p_vel);
speed= normalize_v3_v3(p_vel, state.vel);
mul_v3_fl(p_vel, dot_v3v3(r_vel, p_vel));
VECSUB(p_vel, r_vel, p_vel);
normalize_v3(p_vel);
@@ -1871,18 +1870,15 @@ void reset_particle(ParticleSimulationData *sim, ParticleData *pa, float dtime,
/* *emitter object orientation */
if(part->ob_vel[0]!=0.0) {
VECCOPY(vec, ob->obmat[0]);
normalize_v3(vec);
normalize_v3_v3(vec, ob->obmat[0]);
VECADDFAC(vel, vel, vec, part->ob_vel[0]);
}
if(part->ob_vel[1]!=0.0) {
VECCOPY(vec, ob->obmat[1]);
normalize_v3(vec);
normalize_v3_v3(vec, ob->obmat[1]);
VECADDFAC(vel, vel, vec, part->ob_vel[1]);
}
if(part->ob_vel[2]!=0.0) {
VECCOPY(vec, ob->obmat[2]);
normalize_v3(vec);
normalize_v3_v3(vec, ob->obmat[2]);
VECADDFAC(vel, vel, vec, part->ob_vel[2]);
}