diff --git a/source/blender/blenlib/BLI_arithb.h b/source/blender/blenlib/BLI_arithb.h index 58d3748cd2c..497ff98b53a 100644 --- a/source/blender/blenlib/BLI_arithb.h +++ b/source/blender/blenlib/BLI_arithb.h @@ -101,19 +101,19 @@ extern "C" { void CalcCent3f( - float *cent, const float *v1, const float *v2, const float *v3 + float *cent, float *v1, float *v2, float *v3 ); void CalcCent4f( - float *cent, const float *v1, - const float *v2, const float *v3, - const float *v4 + float *cent, float *v1, + float *v2, float *v3, + float *v4 ); void Crossf( - float *c, const float *a, const float *b + float *c, float *a, float *b ); /** @@ -122,18 +122,18 @@ Crossf( void EulToMat3( - const float *eul, + float *eul, float mat[][3] ); void EulToMat4( - const float* eul, + float* eul, float mat[][4] ); void Mat3ToEul( - const float tmat[][3], + float tmat[][3], float *eul ); @@ -143,7 +143,7 @@ Mat3ToEul( void QuatToEul( - const float *quat, + float *quat, float *eul ); void @@ -153,8 +153,8 @@ QuatOne( void QuatMul( float *, - const float *, - const float * + float *, + float * ); void NormalQuat( @@ -162,14 +162,14 @@ NormalQuat( ); void VecRotToQuat( - const float *vec, + float *vec, float phi, float *quat ); void QuatSub( float *q, - const float *q1, + float *q1, float *q2 ); @@ -203,39 +203,39 @@ Mat4Transp( int Mat4Invert( float inverse[][4], - const float mat[][4] + float mat[][4] ); void Mat4InvertSimp( float inverse[][4], - const float mat[][4] + float mat[][4] ); void Mat4Inv( float *m1, - const float *m2 + float *m2 ); void Mat4InvGG( float out[][4], - const float in[][4] + float in[][4] ); void Mat3CpyMat4( float m1[][3], - const float m2[][4] + float m2[][4] ); void Mat3Inv( float m1[][3], - const float m2[][3] + float m2[][3] ); void Mat4CpyMat3( float m1[][4], - const float m2[][3] + float m2[][3] ); float @@ -252,56 +252,56 @@ Det3x3( float Det4x4( - const float m[][4] + float m[][4] ); void Mat4Adj( float out[][4], - const float in[][4] + float in[][4] ); void Mat3Adj( float m1[][3], - const float m[][3] + float m[][3] ); void Mat4MulMat4( float m1[][4], - const float m2[][4], - const float m3[][4] + float m2[][4], + float m3[][4] ); void subMat4MulMat4( float *m1, - const float *m2, - const float *m3 + float *m2, + float *m3 ); #ifndef TEST_ACTIVE void Mat3MulMat3( float m1[][3], - const float m3[][3], - const float m2[][3] + float m3[][3], + float m2[][3] ); #else void Mat3MulMat3( float *m1, - const float *m3, - const float *m2 + float *m3, + float *m2 ); #endif void Mat4MulMat34( float (*m1)[4], - const float (*m3)[3], - const float (*m2)[4] + float (*m3)[3], + float (*m2)[4] ); void Mat4CpyMat4( float m1[][4], - const float m2[][4] + float m2[][4] ); void Mat4SwapMat4( @@ -311,22 +311,22 @@ Mat4SwapMat4( void Mat3CpyMat3( float m1[][3], - const float m2[][3] + float m2[][3] ); void Mat3MulSerie( float answ[][3], - const float m1[][3], const float m2[][3], const float m3[][3], - const float m4[][3], const float m5[][3], const float m6[][3], - const float m7[][3], const float m8[][3] + float m1[][3], float m2[][3], float m3[][3], + float m4[][3], float m5[][3], float m6[][3], + float m7[][3], float m8[][3] ); void Mat4MulSerie( float answ[][4], - const float m1[][4], - const float m2[][4], const float m3[][4], const float m4[][4], - const float m5[][4], const float m6[][4], const float m7[][4], - const float m8[][4] + float m1[][4], + float m2[][4], float m3[][4], float m4[][4], + float m5[][4], float m6[][4], float m7[][4], + float m8[][4] ); void Mat4Clr( @@ -342,27 +342,27 @@ Mat3One( ); void Mat4MulVec( - const float mat[][4], + float mat[][4], int *vec ); void VecMat4MulVecfl( float *in, - const float mat[][4], - const float *vec + float mat[][4], + float *vec ); void Mat4MulMat43( float (*m1)[4], - const float (*m3)[4], - const float (*m2)[3] + float (*m3)[4], + float (*m2)[3] ); void Mat3IsMat3MulMat4( float m1[][3], - const float m2[][3], - const float m3[][4] + float m2[][3], + float m3[][4] ); void Mat4One( @@ -370,39 +370,39 @@ Mat4One( ); void Mat4Mul3Vecfl( - const float mat[][4], + float mat[][4], float *vec ); void Mat4MulVec4fl( - const float mat[][4], + float mat[][4], float *vec ); void Mat3MulVec( - const float mat[][3], + float mat[][3], int *vec ); void Mat4MulVecfl( - const float mat[][4], + float mat[][4], float *vec ); void Mat4ToQuat( - const float m[][4], + float m[][4], float *q ); void VecUpMat3old( - const float *vec, + float *vec, float mat[][3], short axis ); int FloatCompare( - const float *v1, - const float *v2, + float *v1, + float *v2, float limit ); float @@ -411,24 +411,24 @@ Normalise( ); float CalcNormFloat( - const float *v1, - const float *v2, - const float *v3, + float *v1, + float *v2, + float *v3, float *n ); float CalcNormFloat4( - const float *v1, - const float *v2, - const float *v3, - const float *v4, + float *v1, + float *v2, + float *v3, + float *v4, float *n ); float VecLenf( - const float *v1, - const float *v2 + float *v1, + float *v2 ); void VecMulf( @@ -437,8 +437,8 @@ VecMulf( ); int VecCompare( - const float *v1, - const float *v2, + float *v1, + float *v2, float limit ); float @@ -466,20 +466,20 @@ sasqrt( ); float Inpf( - const float *v1, - const float *v2 + float *v1, + float *v2 ); void VecSubf( float *v, - const float *v1, - const float *v2 + float *v1, + float *v2 ); void VecAddf( float *v, - const float *v1, - const float *v2 + float *v1, + float *v2 ); void VecUpMat3( @@ -489,50 +489,50 @@ VecUpMat3( ); float DistVL2Dfl( - const float *v1, - const float *v2, - const float *v3 + float *v1, + float *v2, + float *v3 ); float PdistVL2Dfl( - const float *v1, - const float *v2, - const float *v3 + float *v1, + float *v2, + float *v3 ); float AreaF2Dfl( - const float *v1, - const float *v2, - const float *v3 + float *v1, + float *v2, + float *v3 ); float AreaQ3Dfl( - const float *v1, - const float *v2, - const float *v3, - const float *v4 + float *v1, + float *v2, + float *v3, + float *v4 ); float AreaT3Dfl( - const float *v1, - const float *v2, - const float *v3 + float *v1, + float *v2, + float *v3 ); float AreaPoly3Dfl( int nr, - const float *verts, - const float *normal + float *verts, + float *normal ); void VecRotToMat3( - const float *vec, + float *vec, float phi, float mat[][3] ); float * vectoquat( - const float *vec, + float *vec, short axis, short upflag ); @@ -580,29 +580,29 @@ cpack_to_rgb( void EulToQuat( - const float *eul, + float *eul, float *quat ); void Mat3MulVecfl( - const float mat[][3], + float mat[][3], float *vec ); void Mat3MulVecd( - const float mat[][3], + float mat[][3], double *vec ); void Mat3TransMulVecfl( - const float mat[][3], + float mat[][3], float *vec ); void VecStar( float mat[][3], - const float *vec + float *vec ); short EenheidsMat( @@ -610,31 +610,31 @@ EenheidsMat( ); void printmatrix3( - const char *str, const float m[][3] + char *str, float m[][3] ); void QuatToMat3( - const float *q, + float *q, float m[][3] ); void QuatToMat4( - const float *q, + float *q, float m[][4] ); void QuatToSpher( - const float *quat, + float *quat, float *sph ); void Mat3ToSpher( - const float *mat, + float *mat, float *sph ); void Mat3ToQuat_is_ok( - const float wmat[][3], + float wmat[][3], float *q ); void @@ -660,53 +660,53 @@ Mat4Ortho( void VecCopyf( float *v1, - const float *v2 + float *v2 ); int VecLen( - const int *v1, - const int *v2 + int *v1, + int *v2 ); void CalcNormShort( - const short *v1, - const short *v2, - const short *v3, + short *v1, + short *v2, + short *v3, float *n ) /* is ook uitprodukt */; void CalcNormLong( - const int* v1, - const int*v2, - const int*v3, + int* v1, + int*v2, + int*v3, float *n ); void MinMax3( float *min, float *max, - const float *vec + float *vec ); void Mat3ToEuln( - const float tmat[][3], + float tmat[][3], float *eul ); void SizeToMat3( - const float *size, + float *size, float mat[][3] ); void printmatrix4( - const char *str, - const float m[][4] + char *str, + float m[][4] ); /* uit Sig.Proc.85 pag 253 */ void Mat3ToQuat( - const float wmat[][3], + float wmat[][3], float *q ); void @@ -718,7 +718,7 @@ i_translate( ); void i_multmatrix( - const float icand[][4], + float icand[][4], float Vm[][4] ); void @@ -729,21 +729,21 @@ i_rotate( ); void VecMidf( - float *v, const float *v1, const float *v2 + float *v, float *v1, float *v2 ); void Mat3ToSize( - const float mat[][3], float *size + float mat[][3], float *size ); void Mat4ToSize( - const float mat[][4], float *size + float mat[][4], float *size ); void triatoquat( - const float *v1, - const float *v2, - const float *v3, float *quat + float *v1, + float *v2, + float *v3, float *quat ); void MinMaxRGB( diff --git a/source/blender/blenlib/intern/arithb.c b/source/blender/blenlib/intern/arithb.c index 3ee9b08b0cd..fa13f8223a8 100644 --- a/source/blender/blenlib/intern/arithb.c +++ b/source/blender/blenlib/intern/arithb.c @@ -107,14 +107,14 @@ float Normalise(float *n) return d; } -void Crossf(float *c, const float *a, const float *b) +void Crossf(float *c, float *a, float *b) { c[0] = a[1] * b[2] - a[2] * b[1]; c[1] = a[2] * b[0] - a[0] * b[2]; c[2] = a[0] * b[1] - a[1] * b[0]; } -float Inpf(const float *v1, const float *v2) +float Inpf( float *v1, float *v2) { return v1[0]*v2[0]+v1[1]*v2[1]+v1[2]*v2[2]; } @@ -170,7 +170,7 @@ void Mat4Transp(float mat[][4]) * Mark Segal - 1992 */ -int Mat4Invert(float inverse[][4], const float mat[][4]) +int Mat4Invert(float inverse[][4], float mat[][4]) { int i, j, k; double temp; @@ -228,7 +228,7 @@ int Mat4Invert(float inverse[][4], const float mat[][4]) return 1; } #ifdef TEST_ACTIVE -void Mat4InvertSimp(float inverse[][4], const float mat[][4]) +void Mat4InvertSimp(float inverse[][4], float mat[][4]) { /* only for Matrices that have a rotation */ /* based at GG IV pag 205 */ @@ -263,7 +263,7 @@ void Mat4InvertSimp(float inverse[][4], const float mat[][4]) #ifdef TEST_ACTIVE /* this seems to be unused.. */ -void Mat4Inv(float *m1, const float *m2) +void Mat4Inv(float *m1, float *m2) { /* This gets me into trouble: */ @@ -302,7 +302,7 @@ float Det3x3(float a1, float a2, float a3, return ans; } -float Det4x4(const float m[][4]) +float Det4x4(float m[][4]) { float ans; float a1,a2,a3,a4,b1,b2,b3,b4,c1,c2,c3,c4,d1,d2,d3,d4; @@ -336,7 +336,7 @@ float Det4x4(const float m[][4]) } -void Mat4Adj(float out[][4], const float in[][4]) /* out = ADJ(in) */ +void Mat4Adj(float out[][4], float in[][4]) /* out = ADJ(in) */ { float a1, a2, a3, a4, b1, b2, b3, b4; float c1, c2, c3, c4, d1, d2, d3, d4; @@ -383,7 +383,7 @@ void Mat4Adj(float out[][4], const float in[][4]) /* out = ADJ(in) */ out[3][3] = Det3x3( a1, a2, a3, b1, b2, b3, c1, c2, c3); } -void Mat4InvGG(float out[][4], const float in[][4]) /* from Graphic Gems I, out= INV(in) */ +void Mat4InvGG(float out[][4], float in[][4]) /* from Graphic Gems I, out= INV(in) */ { int i, j; float det; @@ -408,7 +408,7 @@ void Mat4InvGG(float out[][4], const float in[][4]) /* from Graphic Gems I, out= } -void Mat3Inv(float m1[][3], const float m2[][3]) +void Mat3Inv(float m1[][3], float m2[][3]) { short a,b; float det; @@ -430,7 +430,7 @@ void Mat3Inv(float m1[][3], const float m2[][3]) } } -void Mat3Adj(float m1[][3], const float m[][3]) +void Mat3Adj(float m1[][3], float m[][3]) { m1[0][0]=m[1][1]*m[2][2]-m[1][2]*m[2][1]; m1[0][1]= -m[0][1]*m[2][2]+m[0][2]*m[2][1]; @@ -445,7 +445,7 @@ void Mat3Adj(float m1[][3], const float m[][3]) m1[2][2]=m[0][0]*m[1][1]-m[0][1]*m[1][0]; } -void Mat4MulMat4(float m1[][4], const float m2[][4], const float m3[][4]) +void Mat4MulMat4(float m1[][4], float m2[][4], float m3[][4]) { /* matrix product: m1[j][k] = m2[j][i].m3[i][k] */ @@ -471,7 +471,7 @@ void Mat4MulMat4(float m1[][4], const float m2[][4], const float m3[][4]) } #ifdef TEST_ACTIVE -void subMat4MulMat4(float *m1, const float *m2, const float *m3) +void subMat4MulMat4(float *m1, float *m2, float *m3) { m1[0]= m2[0]*m3[0] + m2[1]*m3[4] + m2[2]*m3[8]; @@ -494,9 +494,9 @@ void subMat4MulMat4(float *m1, const float *m2, const float *m3) #endif #ifndef TEST_ACTIVE -void Mat3MulMat3(float m1[][3], const float m3[][3], const float m2[][3]) +void Mat3MulMat3(float m1[][3], float m3[][3], float m2[][3]) #else -void Mat3MulMat3(float *m1, const float *m3, const float *m2) +void Mat3MulMat3(float *m1, float *m3, float *m2) #endif { /* m1[i][j] = m2[i][k]*m3[k][j], args are flipped! */ @@ -529,7 +529,7 @@ void Mat3MulMat3(float *m1, const float *m3, const float *m2) #endif } /* end of void Mat3MulMat3(float m1[][3], float m3[][3], float m2[][3]) */ -void Mat4MulMat43(float (*m1)[4], const float (*m3)[4], const float (*m2)[3]) +void Mat4MulMat43(float (*m1)[4], float (*m3)[4], float (*m2)[3]) { m1[0][0]= m2[0][0]*m3[0][0] + m2[0][1]*m3[1][0] + m2[0][2]*m3[2][0]; m1[0][1]= m2[0][0]*m3[0][1] + m2[0][1]*m3[1][1] + m2[0][2]*m3[2][1]; @@ -542,7 +542,7 @@ void Mat4MulMat43(float (*m1)[4], const float (*m3)[4], const float (*m2)[3]) m1[2][2]= m2[2][0]*m3[0][2] + m2[2][1]*m3[1][2] + m2[2][2]*m3[2][2]; } /* m1 = m2 * m3, ignore the elements on the 4th row/column of m3*/ -void Mat3IsMat3MulMat4(float m1[][3], const float m2[][3], const float m3[][4]) +void Mat3IsMat3MulMat4(float m1[][3], float m2[][3], float m3[][4]) { /* m1[i][j] = m2[i][k] * m3[k][j] */ m1[0][0] = m2[0][0] * m3[0][0] + m2[0][1] * m3[1][0] +m2[0][2] * m3[2][0]; @@ -560,7 +560,7 @@ void Mat3IsMat3MulMat4(float m1[][3], const float m2[][3], const float m3[][4]) -void Mat4MulMat34(float (*m1)[4], const float (*m3)[3], const float (*m2)[4]) +void Mat4MulMat34(float (*m1)[4], float (*m3)[3], float (*m2)[4]) { m1[0][0]= m2[0][0]*m3[0][0] + m2[0][1]*m3[1][0] + m2[0][2]*m3[2][0]; m1[0][1]= m2[0][0]*m3[0][1] + m2[0][1]*m3[1][1] + m2[0][2]*m3[2][1]; @@ -573,7 +573,7 @@ void Mat4MulMat34(float (*m1)[4], const float (*m3)[3], const float (*m2)[4]) m1[2][2]= m2[2][0]*m3[0][2] + m2[2][1]*m3[1][2] + m2[2][2]*m3[2][2]; } -void Mat4CpyMat4(float m1[][4], const float m2[][4]) +void Mat4CpyMat4(float m1[][4], float m2[][4]) { memcpy(m1, m2, 4*4*sizeof(float)); } @@ -596,9 +596,9 @@ typedef float Mat3Row[3]; typedef float Mat4Row[4]; #ifdef TEST_ACTIVE -void Mat3CpyMat4(float *m1p, const float *m2p) +void Mat3CpyMat4(float *m1p, float *m2p) #else -void Mat3CpyMat4(float m1[][3], const float m2[][4]) +void Mat3CpyMat4(float m1[][3], float m2[][4]) #endif { #ifdef TEST_ACTIVE @@ -627,7 +627,7 @@ void Mat3CpyMat4(float m1[][3], const float m2[][4]) /* Butched. See .h for comment */ /* void Mat4CpyMat3(float m1[][4], float m2[][3]) */ #ifdef TEST_ACTIVE -void Mat4CpyMat3(float* m1, const float *m2) +void Mat4CpyMat3(float* m1, float *m2) { int i; for (i = 0; i < 3; i++) { @@ -643,7 +643,7 @@ void Mat4CpyMat3(float* m1, const float *m2) } #else -void Mat4CpyMat3(float m1[][4], const float m2[][3]) /* no clear */ +void Mat4CpyMat3(float m1[][4], float m2[][3]) /* no clear */ { m1[0][0]= m2[0][0]; m1[0][1]= m2[0][1]; @@ -671,16 +671,16 @@ void Mat4CpyMat3(float m1[][4], const float m2[][3]) /* no clear */ } #endif -void Mat3CpyMat3(float m1[][3], const float m2[][3]) +void Mat3CpyMat3(float m1[][3], float m2[][3]) { /* destination comes first: */ memcpy(&m1[0], &m2[0], 9*sizeof(float)); } void Mat3MulSerie(float answ[][3], - const float m1[][3], const float m2[][3], const float m3[][3], - const float m4[][3], const float m5[][3], const float m6[][3], - const float m7[][3], const float m8[][3]) + float m1[][3], float m2[][3], float m3[][3], + float m4[][3], float m5[][3], float m6[][3], + float m7[][3], float m8[][3]) { float temp[3][3]; @@ -711,10 +711,10 @@ void Mat3MulSerie(float answ[][3], } } -void Mat4MulSerie(float answ[][4], const float m1[][4], - const float m2[][4], const float m3[][4], const float m4[][4], - const float m5[][4], const float m6[][4], const float m7[][4], - const float m8[][4]) +void Mat4MulSerie(float answ[][4], float m1[][4], + float m2[][4], float m3[][4], float m4[][4], + float m5[][4], float m6[][4], float m7[][4], + float m8[][4]) { float temp[4][4]; @@ -775,7 +775,7 @@ void Mat3One(float m[][3]) m[2][0]= m[2][1]= 0.0; } -void Mat4MulVec(const float mat[][4], int *vec) +void Mat4MulVec( float mat[][4], int *vec) { int x,y; @@ -786,7 +786,7 @@ void Mat4MulVec(const float mat[][4], int *vec) vec[2]=(int)(x*mat[0][2] + y*mat[1][2] + mat[2][2]*vec[2] + mat[3][2]); } -void Mat4MulVecfl(const float mat[][4], float *vec) +void Mat4MulVecfl( float mat[][4], float *vec) { float x,y; @@ -797,7 +797,7 @@ void Mat4MulVecfl(const float mat[][4], float *vec) vec[2]=x*mat[0][2] + y*mat[1][2] + mat[2][2]*vec[2] + mat[3][2]; } -void VecMat4MulVecfl(float *in, const float mat[][4], const float *vec) +void VecMat4MulVecfl(float *in, float mat[][4], float *vec) { float x,y; @@ -808,7 +808,7 @@ void VecMat4MulVecfl(float *in, const float mat[][4], const float *vec) in[2]= x*mat[0][2] + y*mat[1][2] + mat[2][2]*vec[2] + mat[3][2]; } -void Mat4Mul3Vecfl(const float mat[][4], float *vec) +void Mat4Mul3Vecfl( float mat[][4], float *vec) { float x,y; @@ -819,7 +819,7 @@ void Mat4Mul3Vecfl(const float mat[][4], float *vec) vec[2]= x*mat[0][2] + y*mat[1][2] + mat[2][2]*vec[2]; } -void Mat4MulVec4fl(const float mat[][4], float *vec) +void Mat4MulVec4fl( float mat[][4], float *vec) { float x,y,z; @@ -832,7 +832,7 @@ void Mat4MulVec4fl(const float mat[][4], float *vec) vec[3]=x*mat[0][3] + y*mat[1][3] + z*mat[2][3] + mat[3][3]*vec[3]; } -void Mat3MulVec(const float mat[][3], int *vec) +void Mat3MulVec( float mat[][3], int *vec) { int x,y; @@ -843,7 +843,7 @@ void Mat3MulVec(const float mat[][3], int *vec) vec[2]= (int)(x*mat[0][2] + y*mat[1][2] + mat[2][2]*vec[2]); } -void Mat3MulVecfl(const float mat[][3], float *vec) +void Mat3MulVecfl( float mat[][3], float *vec) { float x,y; @@ -854,7 +854,7 @@ void Mat3MulVecfl(const float mat[][3], float *vec) vec[2]= x*mat[0][2] + y*mat[1][2] + mat[2][2]*vec[2]; } -void Mat3MulVecd(const float mat[][3], double *vec) +void Mat3MulVecd( float mat[][3], double *vec) { double x,y; @@ -865,7 +865,7 @@ void Mat3MulVecd(const float mat[][3], double *vec) vec[2]= x*mat[0][2] + y*mat[1][2] + mat[2][2]*vec[2]; } -void Mat3TransMulVecfl(const float mat[][3], float *vec) +void Mat3TransMulVecfl( float mat[][3], float *vec) { float x,y; @@ -903,7 +903,7 @@ void Mat4MulFloat3(float *m, float f) /* only scale component */ } } -void VecStar(float mat[][3], const float *vec) +void VecStar(float mat[][3], float *vec) { mat[0][0]= mat[1][1]= mat[2][2]= 0.0; @@ -927,7 +927,7 @@ short EenheidsMat(float mat[][3]) } #endif -int FloatCompare(const float *v1, const float *v2, float limit) +int FloatCompare( float *v1, float *v2, float limit) { if( fabs(v1[0]-v2[0])vec[0]) min[0]= vec[0]; if(min[1]>vec[1]) min[1]= vec[1]; @@ -1868,7 +1868,7 @@ void MinMax3(float *min, float *max, const float *vec) /* ************ EULER *************** */ -void EulToMat3(const float *eul, float mat[][3]) +void EulToMat3( float *eul, float mat[][3]) { double ci, cj, ch, si, sj, sh, cc, cs, sc, ss; @@ -1895,7 +1895,7 @@ void EulToMat3(const float *eul, float mat[][3]) } -void EulToMat4(const float *eul,float mat[][4]) +void EulToMat4( float *eul,float mat[][4]) { double ci, cj, ch, si, sj, sh, cc, cs, sc, ss; @@ -1926,8 +1926,7 @@ void EulToMat4(const float *eul,float mat[][4]) } -void Mat3ToEul( - const float tmat[][3], float *eul +void Mat3ToEul(float tmat[][3], float *eul ){ float cy, quat[4], mat[3][3]; @@ -1949,7 +1948,7 @@ void Mat3ToEul( } } -void Mat3ToEuln(const float tmat[][3], float *eul) +void Mat3ToEuln( float tmat[][3], float *eul) { float sin1, cos1, sin2, cos2, sin3, cos3; @@ -1976,7 +1975,7 @@ void Mat3ToEuln(const float tmat[][3], float *eul) } -void QuatToEul(const float *quat, float *eul) +void QuatToEul( float *quat, float *eul) { float mat[3][3]; @@ -1984,7 +1983,7 @@ void QuatToEul(const float *quat, float *eul) Mat3ToEul(mat, eul); } -void QuatToSpher(const float *quat, float *sph) +void QuatToSpher( float *quat, float *sph) /* Not working 100% yet I don't think... */ { float tx, ty, tz; @@ -2023,7 +2022,7 @@ void QuatToSpher(const float *quat, float *sph) sph[2] = (float)(acos(cos_theta) * 2.0) ; } -void Mat3ToSpher (const float *mat3, float *sph) +void Mat3ToSpher ( float *mat3, float *sph) { float quat[4]; @@ -2032,7 +2031,7 @@ void Mat3ToSpher (const float *mat3, float *sph) } -void EulToQuat(const float *eul, float *quat) +void EulToQuat( float *eul, float *quat) { float ti, tj, th, ci, cj, ch, si, sj, sh, cc, cs, sc, ss; @@ -2047,7 +2046,7 @@ void EulToQuat(const float *eul, float *quat) quat[3] = cj*cs - sj*sc; } -void VecRotToMat3(const float *vec, float phi, float mat[][3]) +void VecRotToMat3( float *vec, float phi, float mat[][3]) { /* rotation of phi radials around vec */ float vx, vx2, vy, vy2, vz, vz2, co, si; @@ -2073,7 +2072,7 @@ void VecRotToMat3(const float *vec, float phi, float mat[][3]) } -void VecRotToQuat(const float *vec, float phi, float *quat) +void VecRotToQuat( float *vec, float phi, float *quat) { /* rotation of phi radials around vec */ float si; @@ -2114,7 +2113,7 @@ void euler_rot(float *beul, float ang, char axis) -void SizeToMat3(const float *size, float mat[][3]) +void SizeToMat3( float *size, float mat[][3]) { mat[0][0]= size[0]; mat[0][1]= 0.0; @@ -2127,7 +2126,7 @@ void SizeToMat3(const float *size, float mat[][3]) mat[2][0]= 0.0; } -void Mat3ToSize(const float mat[][3], float *size) +void Mat3ToSize( float mat[][3], float *size) { float vec[3]; @@ -2141,7 +2140,7 @@ void Mat3ToSize(const float mat[][3], float *size) } -void Mat4ToSize(const float mat[][4], float *size) +void Mat4ToSize( float mat[][4], float *size) { float vec[3]; @@ -2156,7 +2155,7 @@ void Mat4ToSize(const float mat[][4], float *size) /* ************* SPECIALS ******************* */ -void triatoquat(const float *v1, const float *v2, const float *v3, float *quat) +void triatoquat( float *v1, float *v2, float *v3, float *quat) { /* imaginary x-axis, y-axis triangle is being rotated */ float vec[3], q1[4], q2[4], n[3], si, co, hoek, mat[3][3], imat[3][3];