- use more inline math funcitons where possible
- swapped in less verbose math functons - modifier include cleanup
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@@ -32,31 +32,21 @@
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#include "stddef.h"
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#include "string.h"
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#include "stdarg.h"
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#include "math.h"
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#include "float.h"
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#include "BLI_kdtree.h"
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#include "BLI_rand.h"
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#include "BLI_uvproject.h"
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#include "BLI_math.h"
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#include "BLI_edgehash.h"
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#include "MEM_guardedalloc.h"
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#include "DNA_armature_types.h"
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#include "DNA_camera_types.h"
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#include "DNA_curve_types.h"
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#include "DNA_key_types.h"
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#include "DNA_material_types.h"
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#include "DNA_object_fluidsim.h"
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#include "DNA_meshdata_types.h"
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#include "BKE_action.h"
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#include "BKE_bmesh.h"
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#include "BKE_cloth.h"
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#include "BKE_cdderivedmesh.h"
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#include "BKE_displist.h"
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#include "BKE_fluidsim.h"
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#include "BKE_global.h"
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#include "BKE_multires.h"
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#include "BKE_key.h"
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#include "BKE_lattice.h"
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@@ -73,15 +63,13 @@
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#include "BKE_subsurf.h"
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#include "BKE_texture.h"
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#include "depsgraph_private.h"
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#include "BKE_deform.h"
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#include "BKE_shrinkwrap.h"
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#include "BKE_utildefines.h"
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#include "LOD_decimation.h"
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#include "CCGSubSurf.h"
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#include "RE_shader_ext.h"
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#include "MOD_modifiertypes.h"
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@@ -181,8 +169,7 @@ static void dm_calc_normal(DerivedMesh *dm, float (*temp_nors)[3])
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/* only one face attached to that edge */
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/* an edge without another attached- the weight on this is
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* undefined, M_PI/2 is 90d in radians and that seems good enough */
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VECCOPY(edge_normal, face_nors[edge_ref->f1])
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mul_v3_fl(edge_normal, M_PI/2);
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mul_v3_v3fl(edge_normal, face_nors[edge_ref->f1], M_PI/2);
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}
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add_v3_v3(temp_nors[ed_v1], edge_normal);
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add_v3_v3(temp_nors[ed_v2], edge_normal);
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@@ -655,7 +642,7 @@ static DerivedMesh *applyModifier(ModifierData *md,
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static DerivedMesh *applyModifierEM(ModifierData *md,
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Object *ob,
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EditMesh *editData,
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struct EditMesh *editData,
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DerivedMesh *derivedData)
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{
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return applyModifier(md, ob, derivedData, 0, 1);
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