Cleanup: use normalize_v#_length

This commit is contained in:
2016-07-08 10:14:49 +10:00
parent 6035cf05bf
commit 7a3ea87bbf
14 changed files with 28 additions and 58 deletions

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@@ -200,8 +200,7 @@ void mul_fac_qt_fl(float q[4], const float fac)
const float co = cosf(angle);
const float si = sinf(angle);
q[0] = co;
normalize_v3(q + 1);
mul_v3_fl(q + 1, si);
normalize_v3_length(q + 1, si);
}
/* skip error check, currently only needed by mat3_to_quat_is_ok */

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@@ -667,8 +667,7 @@ static void calc_solidify_normals(BMesh *bm)
/* two faces using this edge, calculate the edge normal
* using the angle between the faces as a weighting */
add_v3_v3v3(edge_normal, f1->no, f2->no);
normalize_v3(edge_normal);
mul_v3_fl(edge_normal, angle);
normalize_v3_length(edge_normal, angle);
}
else {
/* can't do anything useful here!

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@@ -254,8 +254,7 @@ static void alter_co(
copy_v3_v3(co, v->co);
if (UNLIKELY(params->use_sphere)) { /* subdivide sphere */
normalize_v3(co);
mul_v3_fl(co, params->smooth);
normalize_v3_length(co, params->smooth);
}
else if (params->use_smooth) {
/* calculating twice and blending gives smoother results,

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@@ -5607,8 +5607,7 @@ static bool ui_numedit_but_HSVCIRCLE(
ui_color_picker_to_rgb_v(hsv, rgb);
if ((but->flag & UI_BUT_VEC_SIZE_LOCK) && (rgb[0] || rgb[1] || rgb[2])) {
normalize_v3(rgb);
mul_v3_fl(rgb, but->a2);
normalize_v3_length(rgb, but->a2);
}
if (use_display_colorspace)
@@ -5684,8 +5683,7 @@ static void ui_ndofedit_but_HSVCIRCLE(
ui_color_picker_to_rgb_v(hsv, data->vec);
if ((but->flag & UI_BUT_VEC_SIZE_LOCK) && (data->vec[0] || data->vec[1] || data->vec[2])) {
normalize_v3(data->vec);
mul_v3_fl(data->vec, but->a2);
normalize_v3_length(data->vec, but->a2);
}
if (use_display_colorspace)
@@ -8722,8 +8720,7 @@ static bool ui_mouse_motion_towards_check(
float delta[2];
sub_v2_v2v2(delta, oldp, cent);
normalize_v2(delta);
mul_v2_fl(delta, MENU_TOWARDS_WIGGLE_ROOM);
normalize_v2_length(delta, MENU_TOWARDS_WIGGLE_ROOM);
add_v2_v2(oldp, delta);
}

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@@ -287,8 +287,7 @@ static int edbm_extrude_repeat_exec(bContext *C, wmOperator *op)
short a;
/* dvec */
normalize_v3_v3(dvec, rv3d->persinv[2]);
mul_v3_fl(dvec, offs);
normalize_v3_v3_length(dvec, rv3d->persinv[2], offs);
/* base correction */
copy_m3_m4(bmat, obedit->obmat);

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@@ -153,8 +153,7 @@ static float edbm_rip_edge_side_measure(
ED_view3d_project_float_v2_m4(ar, e->v2->co, e_v2_co, projectMat);
sub_v2_v2v2(vec, cent, mid);
normalize_v2(vec);
mul_v2_fl(vec, 0.01f);
normalize_v2_length(vec, 0.01f);
/* rather then adding to both verts, subtract from the mouse */
sub_v2_v2v2(fmval_tweak, fmval, vec);

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@@ -1440,13 +1440,9 @@ bool BMBVH_EdgeVisible(struct BMBVHTree *tree, BMEdge *e, ARegion *ar, View3D *v
sub_v3_v3v3(dir2, origin, co2);
sub_v3_v3v3(dir3, origin, co3);
normalize_v3(dir1);
normalize_v3(dir2);
normalize_v3(dir3);
mul_v3_fl(dir1, epsilon);
mul_v3_fl(dir2, epsilon);
mul_v3_fl(dir3, epsilon);
normalize_v3_length(dir1, epsilon);
normalize_v3_length(dir2, epsilon);
normalize_v3_length(dir3, epsilon);
/* offset coordinates slightly along view vectors, to avoid
* hitting the faces that own the edge.*/

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@@ -924,8 +924,7 @@ static void walkEvent(bContext *C, wmOperator *op, WalkInfo *walk, const wmEvent
copy_v3_v3(teleport->origin, walk->rv3d->viewinv[3]);
/* stop the camera from a distance (camera height) */
normalize_v3(nor);
mul_v3_fl(nor, walk->view_height);
normalize_v3_length(nor, walk->view_height);
add_v3_v3(loc, nor);
sub_v3_v3v3(teleport->direction, loc, teleport->origin);

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@@ -100,7 +100,6 @@ static void doVertSlide(TransInfo *t, float perc);
static void drawEdgeSlide(TransInfo *t);
static void drawVertSlide(TransInfo *t);
static void len_v3_ensure(float v[3], const float length);
static void postInputRotation(TransInfo *t, float values[3]);
static void ElementRotation(TransInfo *t, TransData *td, float mat[3][3], short around);
@@ -4957,9 +4956,7 @@ static void applyPushPull(TransInfo *t, const int UNUSED(mval[2]))
project_v3_v3v3(vec, vec, axis);
}
}
normalize_v3(vec);
mul_v3_fl(vec, distance);
mul_v3_fl(vec, td->factor);
normalize_v3_length(vec, distance * td->factor);
add_v3_v3v3(td->loc, td->iloc, vec);
}
@@ -5753,13 +5750,6 @@ static void interp_line_v3_v3v3v3(float p[3], const float v1[3], const float v2[
}
}
static void len_v3_ensure(float v[3], const float length)
{
normalize_v3(v);
mul_v3_fl(v, length);
}
/**
* Find the closest point on the ngon on the opposite side.
* used to set the edge slide distance for ngons.
@@ -5823,7 +5813,7 @@ static BMLoop *get_next_loop(BMVert *v, BMLoop *l,
if (l->e == e_next) {
if (i) {
len_v3_ensure(vec_accum, vec_accum_len / (float)i);
normalize_v3_length(vec_accum, vec_accum_len / (float)i);
}
else {
/* When there is no edge to slide along,
@@ -5843,7 +5833,7 @@ static BMLoop *get_next_loop(BMVert *v, BMLoop *l,
cross_v3_v3v3(vec_accum, l_tmp->f->no, tdir);
#if 0
/* rough guess, we can do better! */
len_v3_ensure(vec_accum, (BM_edge_calc_length(e_prev) + BM_edge_calc_length(e_next)) / 2.0f);
normalize_v3_length(vec_accum, (BM_edge_calc_length(e_prev) + BM_edge_calc_length(e_next)) / 2.0f);
#else
/* be clever, check the opposite ngon edge to slide into.
* this gives best results */
@@ -5858,7 +5848,7 @@ static BMLoop *get_next_loop(BMVert *v, BMLoop *l,
dist = (BM_edge_calc_length(e_prev) + BM_edge_calc_length(e_next)) / 2.0f;
}
len_v3_ensure(vec_accum, dist);
normalize_v3_length(vec_accum, dist);
}
#endif
}
@@ -5879,7 +5869,7 @@ static BMLoop *get_next_loop(BMVert *v, BMLoop *l,
if (BM_loop_other_edge_loop(l, v)->e == e_next) {
if (i) {
len_v3_ensure(vec_accum, vec_accum_len / (float)i);
normalize_v3_length(vec_accum, vec_accum_len / (float)i);
}
copy_v3_v3(r_slide_vec, vec_accum);
@@ -5890,7 +5880,7 @@ static BMLoop *get_next_loop(BMVert *v, BMLoop *l,
((l = l->radial_next) != l_first));
if (i) {
len_v3_ensure(vec_accum, vec_accum_len / (float)i);
normalize_v3_length(vec_accum, vec_accum_len / (float)i);
}
copy_v3_v3(r_slide_vec, vec_accum);

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@@ -187,9 +187,7 @@ static void viewAxisCorrectCenter(TransInfo *t, float t_con_center[3])
if (l < min_dist) {
float diff[3];
normalize_v3_v3(diff, t->viewinv[2]);
mul_v3_fl(diff, min_dist - l);
normalize_v3_v3_length(diff, t->viewinv[2], min_dist - l);
sub_v3_v3(t_con_center, diff);
}
}
@@ -225,9 +223,8 @@ static void axisProjection(TransInfo *t, const float axis[3], const float in[3],
if (factor < 0.0f) factor *= -factor;
else factor *= factor;
copy_v3_v3(out, axis);
normalize_v3(out);
mul_v3_fl(out, -factor); /* -factor makes move down going backwards */
/* -factor makes move down going backwards */
normalize_v3_v3_length(out, axis, -factor);
}
else {
float v[3], i1[3], i2[3];

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@@ -995,8 +995,7 @@ static void draw_manipulator_rotate(
vec[0] = 0; // XXX (float)(t->mouse.imval[0] - t->center2d[0]);
vec[1] = 0; // XXX (float)(t->mouse.imval[1] - t->center2d[1]);
vec[2] = 0.0f;
normalize_v3(vec);
mul_v3_fl(vec, 1.2f * size);
normalize_v3_length(vec, 1.2f * size);
glBegin(GL_LINES);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3fv(vec);
@@ -1516,8 +1515,7 @@ static void draw_manipulator_rotate_cyl(
vec[0] = 0; // XXX (float)(t->mouse.imval[0] - t->center2d[0]);
vec[1] = 0; // XXX (float)(t->mouse.imval[1] - t->center2d[1]);
vec[2] = 0.0f;
normalize_v3(vec);
mul_v3_fl(vec, 1.2f * size);
normalize_v3_length(vec, 1.2f * size);
glBegin(GL_LINES);
glVertex3f(0.0, 0.0, 0.0);
glVertex3fv(vec);

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@@ -141,9 +141,9 @@ static void dm_calc_normal(DerivedMesh *dm, float (*face_nors)[3], float (*r_ver
* using the angle between the 2 faces as a weighting */
#if 0
add_v3_v3v3(edge_normal, face_nors[edge_ref->f1], face_nors[edge_ref->f2]);
normalize_v3(edge_normal);
mul_v3_fl(edge_normal, angle_normalized_v3v3(face_nors[edge_ref->f1], face_nors[edge_ref->f2]));
normalize_v3_length(
edge_normal,
angle_normalized_v3v3(face_nors[edge_ref->f1], face_nors[edge_ref->f2]));
#else
mid_v3_v3v3_angle_weighted(edge_normal, face_nors[edge_ref->f1], face_nors[edge_ref->f2]);
#endif

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@@ -864,8 +864,7 @@ static void apply_tangmat_callback(DerivedMesh *lores_dm, DerivedMesh *hires_dm,
lvl, lt, uv[0], uv[1], NULL, n);
mul_v3_m3v3(vec, tangmat, n);
normalize_v3(vec);
mul_v3_fl(vec, 0.5);
normalize_v3_length(vec, 0.5);
add_v3_v3(vec, tmp);
if (ibuf->rect_float) {

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@@ -2495,8 +2495,7 @@ void do_material_tex(ShadeInput *shi, Render *re)
/* can be optimized... (ton) */
mul_mat3_m4_v3(shi->obr->ob->obmat, texres.nor);
mul_mat3_m4_v3(re->viewmat, texres.nor);
normalize_v3(texres.nor);
mul_v3_fl(texres.nor, len);
normalize_v3_length(texres.nor, len);
}
}
}