parent
7a962c2636
commit
30bd26d435
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@ -2119,7 +2119,6 @@ void BKE_ptcache_id_time(PTCacheID *pid, Scene *scene, float cfra, int *startfra
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if(cache->cached_frames==NULL && cache->endframe > cache->startframe) {
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int sta=cache->startframe;
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int end=cache->endframe;
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int i=0;
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cache->cached_frames = MEM_callocN(sizeof(char) * (cache->endframe-cache->startframe+1), "cached frames array");
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@ -2163,7 +2162,6 @@ void BKE_ptcache_id_time(PTCacheID *pid, Scene *scene, float cfra, int *startfra
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}
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else {
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PTCacheMem *pm= pid->cache->mem_cache.first;
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PTCacheMem *link= NULL;
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pm= pid->cache->mem_cache.first;
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@ -114,7 +114,7 @@ void interp_v3_v3v3v3v3(float p[3], const float v1[3], const float v2[3], const
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void interp_v4_v4v4(float r[4], const float a[4], const float b[4], const float t);
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void interp_v4_v4v4v4(float p[4], const float v1[4], const float v2[4], const float v3[4], const float w[3]);
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void mid_v3_v3v3(float r[3], float a[3], float b[3]);
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void mid_v3_v3v3(float r[3], const float a[3], const float b[3]);
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/********************************* Comparison ********************************/
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@ -133,21 +133,21 @@ MINLINE int equals_v4v4(float a[4], float b[4]);
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/* - angle with 3 arguments is angle between 3 points at the middle point */
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/* - angle_normalized_* is faster equivalent if vectors are normalized */
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float angle_v2v2(float a[2], float b[2]);
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float angle_v2v2v2(float a[2], float b[2], float c[2]);
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float angle_normalized_v2v2(float a[2], float b[2]);
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float angle_v3v3(float a[2], float b[2]);
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float angle_v3v3v3(float a[2], float b[2], float c[2]);
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float angle_v2v2(const float a[2], const float b[2]);
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float angle_v2v2v2(const float a[2], const float b[2], const float c[2]);
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float angle_normalized_v2v2(const float a[2], const float b[2]);
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float angle_v3v3(const float a[3], const float b[3]);
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float angle_v3v3v3(const float a[3], const float b[3], const float c[3]);
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float angle_normalized_v3v3(const float v1[3], const float v2[3]);
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void angle_tri_v3(float angles[3], const float v1[3], const float v2[3], const float v3[3]);
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void angle_quad_v3(float angles[4], const float v1[3], const float v2[3], const float v3[3], const float v4[3]);
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/********************************* Geometry **********************************/
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void project_v3_v3v3(float r[3], float p[3], float n[3]);
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void reflect_v3_v3v3(float r[3], float v[3], float n[3]);
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void ortho_basis_v3v3_v3(float r1[3], float r2[3], float a[3]);
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void bisect_v3_v3v3v3(float r[3], float a[3], float b[3], float c[3]);
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void project_v3_v3v3(float r[3], const float p[3], const float n[3]);
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void reflect_v3_v3v3(float r[3], const float v[3], const float n[3]);
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void ortho_basis_v3v3_v3(float r1[3], float r2[3], const float a[3]);
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void bisect_v3_v3v3v3(float r[3], const float a[3], const float b[3], const float c[3]);
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/*********************************** Other ***********************************/
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@ -158,7 +158,7 @@ void print_v4(const char *str, const float a[4]);
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MINLINE void normal_short_to_float_v3(float r[3], const short n[3]);
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MINLINE void normal_float_to_short_v3(short r[3], const float n[3]);
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void minmax_v3_v3v3(float r[3], float min[3], float max[3]);
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void minmax_v3v3_v3(float min[3], float max[3], const float vec[3]);
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#ifdef __cplusplus
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}
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@ -30,7 +30,7 @@
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//******************************* Interpolation *******************************/
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void interp_v2_v2v2(float *target, const float *a, const float *b, const float t)
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void interp_v2_v2v2(float target[2], const float a[2], const float b[2], const float t)
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{
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float s = 1.0f-t;
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@ -91,7 +91,7 @@ void interp_v4_v4v4v4(float p[4], const float v1[4], const float v2[4], const fl
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p[3] = v1[3]*w[0] + v2[3]*w[1] + v3[3]*w[2];
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}
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void mid_v3_v3v3(float *v, float *v1, float *v2)
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void mid_v3_v3v3(float v[3], const float v1[3], const float v2[3])
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{
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v[0]= 0.5f*(v1[0] + v2[0]);
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v[1]= 0.5f*(v1[1] + v2[1]);
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@ -103,7 +103,7 @@ void mid_v3_v3v3(float *v, float *v1, float *v2)
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/* Return the angle in radians between vecs 1-2 and 2-3 in radians
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If v1 is a shoulder, v2 is the elbow and v3 is the hand,
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this would return the angle at the elbow */
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float angle_v3v3v3(float *v1, float *v2, float *v3)
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float angle_v3v3v3(const float v1[3], const float v2[3], const float v3[3])
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{
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float vec1[3], vec2[3];
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@ -116,7 +116,7 @@ float angle_v3v3v3(float *v1, float *v2, float *v3)
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}
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/* Return the shortest angle in radians between the 2 vectors */
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float angle_v3v3(float *v1, float *v2)
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float angle_v3v3(const float v1[3], const float v2[3])
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{
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float vec1[3], vec2[3];
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@ -126,7 +126,7 @@ float angle_v3v3(float *v1, float *v2)
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return angle_normalized_v3v3(vec1, vec2);
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}
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float angle_v2v2v2(float *v1, float *v2, float *v3)
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float angle_v2v2v2(const float v1[2], const float v2[2], const float v3[2])
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{
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float vec1[2], vec2[2];
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@ -143,7 +143,7 @@ float angle_v2v2v2(float *v1, float *v2, float *v3)
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}
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/* Return the shortest angle in radians between the 2 vectors */
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float angle_v2v2(float *v1, float *v2)
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float angle_v2v2(const float v1[2], const float v2[2])
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{
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float vec1[2], vec2[2];
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@ -175,7 +175,7 @@ float angle_normalized_v3v3(const float v1[3], const float v2[3])
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return 2.0f*(float)saasin(len_v3v3(v2, v1)/2.0f);
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}
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float angle_normalized_v2v2(float *v1, float *v2)
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float angle_normalized_v2v2(const float v1[2], const float v2[2])
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{
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/* this is the same as acos(dot_v3v3(v1, v2)), but more accurate */
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if (dot_v2v2(v1, v2) < 0.0f) {
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@ -231,7 +231,7 @@ void angle_quad_v3(float angles[4], const float v1[3], const float v2[3], const
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/********************************* Geometry **********************************/
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/* Project v1 on v2 */
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void project_v3_v3v3(float *c, float *v1, float *v2)
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void project_v3_v3v3(float c[3], const float v1[3], const float v2[3])
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{
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float mul;
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mul = dot_v3v3(v1, v2) / dot_v3v3(v2, v2);
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@ -242,7 +242,7 @@ void project_v3_v3v3(float *c, float *v1, float *v2)
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}
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/* Returns a vector bisecting the angle at v2 formed by v1, v2 and v3 */
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void bisect_v3_v3v3v3(float *out, float *v1, float *v2, float *v3)
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void bisect_v3_v3v3v3(float out[3], const float v1[3], const float v2[3], const float v3[3])
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{
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float d_12[3], d_23[3];
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sub_v3_v3v3(d_12, v2, v1);
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@ -256,7 +256,7 @@ void bisect_v3_v3v3v3(float *out, float *v1, float *v2, float *v3)
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/* Returns a reflection vector from a vector and a normal vector
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reflect = vec - ((2 * DotVecs(vec, mirror)) * mirror)
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*/
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void reflect_v3_v3v3(float *out, float *v1, float *v2)
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void reflect_v3_v3v3(float out[3], const float v1[3], const float v2[3])
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{
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float vec[3], normal[3];
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float reflect[3] = {0.0f, 0.0f, 0.0f};
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@ -274,7 +274,7 @@ void reflect_v3_v3v3(float *out, float *v1, float *v2)
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copy_v3_v3(out, reflect);
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}
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void ortho_basis_v3v3_v3(float *v1, float *v2, float *v)
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void ortho_basis_v3v3_v3(float v1[3], float v2[3], const float v[3])
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{
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const float f = (float)sqrt(v[0]*v[0] + v[1]*v[1]);
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@ -313,7 +313,7 @@ void print_v4(const char *str, const float v[4])
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printf("%s: %.3f %.3f %.3f %.3f\n", str, v[0], v[1], v[2], v[3]);
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}
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void minmax_v3_v3v3(float *min, float *max, float *vec)
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void minmax_v3v3_v3(float min[3], float max[3], const float vec[3])
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{
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if(min[0]>vec[0]) min[0]= vec[0];
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if(min[1]>vec[1]) min[1]= vec[1];
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@ -4255,7 +4255,7 @@ static int ui_but_menu(bContext *C, uiBut *but)
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static int ui_do_button(bContext *C, uiBlock *block, uiBut *but, wmEvent *event)
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{
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Scene *scene= CTX_data_scene(C);
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// Scene *scene= CTX_data_scene(C);
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uiHandleButtonData *data;
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int retval;
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@ -2180,7 +2180,7 @@ void initWarp(TransInfo *t)
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mul_m4_v3(t->viewmat, center);
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sub_v3_v3(center, t->viewmat[3]);
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if (i)
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minmax_v3_v3v3(min, max, center);
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minmax_v3v3_v3(min, max, center);
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else {
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copy_v3_v3(max, center);
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copy_v3_v3(min, center);
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@ -1322,7 +1322,7 @@ void calculateCenterBound(TransInfo *t)
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if (i) {
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if (t->data[i].flag & TD_SELECTED) {
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if (!(t->data[i].flag & TD_NOCENTER))
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minmax_v3_v3v3(min, max, t->data[i].center);
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minmax_v3v3_v3(min, max, t->data[i].center);
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}
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else {
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/*
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Reference in New Issue