use more BLI math funcs (no functional changes)
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@@ -446,11 +446,11 @@ void drawaxes(float size, int flag, char drawtype)
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for (axis=0; axis<4; axis++) {
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if (axis % 2 == 1) {
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v2[0] *= -1;
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v3[1] *= -1;
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v2[0] = -v2[0];
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v3[1] = -v3[1];
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} else {
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v2[1] *= -1;
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v3[0] *= -1;
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v2[1] = -v2[1];
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v3[0] = -v3[0];
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}
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glVertex3fv(v1);
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@@ -513,12 +513,10 @@ void drawcircball(int mode, float *cent, float rad, float tmat[][4])
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{
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float vec[3], vx[3], vy[3];
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int a, tot=32;
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VECCOPY(vx, tmat[0]);
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VECCOPY(vy, tmat[1]);
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mul_v3_fl(vx, rad);
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mul_v3_fl(vy, rad);
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mul_v3_v3fl(vx, tmat[0], rad);
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mul_v3_v3fl(vy, tmat[1], rad);
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glBegin(mode);
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for(a=0; a<tot; a++) {
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vec[0]= cent[0] + *(sinval+a) * vx[0] + *(cosval+a) * vy[0];
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@@ -758,14 +756,8 @@ static void drawshadbuflimits(Lamp *la, float mat[][4])
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negate_v3_v3(lavec, mat[2]);
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normalize_v3(lavec);
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sta[0]= mat[3][0]+ la->clipsta*lavec[0];
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sta[1]= mat[3][1]+ la->clipsta*lavec[1];
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sta[2]= mat[3][2]+ la->clipsta*lavec[2];
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end[0]= mat[3][0]+ la->clipend*lavec[0];
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end[1]= mat[3][1]+ la->clipend*lavec[1];
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end[2]= mat[3][2]+ la->clipend*lavec[2];
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madd_v3_v3v3fl(sta, mat[3], lavec, la->clipsta);
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madd_v3_v3v3fl(end, mat[3], lavec, la->clipend);
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glBegin(GL_LINE_STRIP);
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glVertex3fv(sta);
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@@ -820,10 +812,7 @@ static void spotvolume(float *lvec, float *vvec, float inp)
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quat_to_mat3(mat1,q);
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/* rotate lamp vector now over acos(inp) degrees */
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vvec[0] = lvec[0] ;
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vvec[1] = lvec[1] ;
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vvec[2] = lvec[2] ;
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copy_v3_v3(vvec, lvec);
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unit_m3(mat2);
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co = inp;
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@@ -948,7 +937,7 @@ static void drawlamp(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
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}
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/* Inner Circle */
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VECCOPY(vec, ob->obmat[3]);
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copy_v3_v3(vec, ob->obmat[3]);
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glEnable(GL_BLEND);
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drawcircball(GL_LINE_LOOP, vec, lampsize, imat);
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glDisable(GL_BLEND);
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@@ -987,10 +976,8 @@ static void drawlamp(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
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vec_rot_to_mat3( mat,imat[2], M_PI/4.0f);
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/* vectors */
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VECCOPY(v1, imat[0]);
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mul_v3_fl(v1, circrad*1.2f);
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VECCOPY(v2, imat[0]);
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mul_v3_fl(v2, circrad*2.5f);
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mul_v3_v3fl(v1, imat[0], circrad * 1.2f);
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mul_v3_v3fl(v2, imat[0], circrad * 2.5f);
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/* center */
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glTranslatef(vec[0], vec[1], vec[2]);
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@@ -1018,7 +1005,7 @@ static void drawlamp(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
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}
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glPopMatrix(); /* back in object space */
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vec[0]= vec[1]= vec[2]= 0.0f;
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zero_v3(vec);
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if ((la->type==LA_SPOT) || (la->type==LA_YF_PHOTON)) {
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lvec[0]=lvec[1]= 0.0;
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@@ -1110,7 +1097,7 @@ static void drawlamp(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
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/* draw the hemisphere curves */
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short axis, steps, dir;
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float outdist, zdist, mul;
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vec[0]=vec[1]=vec[2]= 0.0;
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zero_v3(vec);
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outdist = 0.14; mul = 1.4; dir = 1;
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setlinestyle(4);
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@@ -5246,8 +5233,8 @@ void get_local_bounds(Object *ob, float *center, float *size)
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BoundBox *bb= object_get_boundbox(ob);
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if(bb==NULL) {
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center[0]= center[1]= center[2]= 0.0;
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VECCOPY(size, ob->size);
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zero_v3(center);
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copy_v3_v3(size, ob->size);
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}
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else {
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size[0]= 0.5*fabs(bb->vec[0][0] - bb->vec[4][0]);
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@@ -5506,9 +5493,7 @@ void drawRBpivot(bRigidBodyJointConstraint *data)
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dir[axis] = 1.f;
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glBegin(GL_LINES);
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mul_m4_v3(mat,dir);
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v[0] += dir[0];
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v[1] += dir[1];
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v[2] += dir[2];
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add_v3_v3(v, dir);
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glVertex3fv(v1);
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glVertex3fv(v);
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glEnd();
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@@ -6154,9 +6139,8 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
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if(dt<OB_SHADED && (v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
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if((ob->gameflag & OB_DYNAMIC) ||
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((ob->gameflag & OB_BOUNDS) && (ob->boundtype == OB_BOUND_SPHERE))) {
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float imat[4][4], vec[3];
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float imat[4][4], vec[3]= {0.0f, 0.0f, 0.0f};
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vec[0]= vec[1]= vec[2]= 0.0;
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invert_m4_m4(imat, rv3d->viewmatob);
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setlinestyle(2);
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