[#24028] Minor fixes to BLI_math_vector

+ minor warning fixes.
This commit is contained in:
Campbell Barton 2010-09-28 11:48:13 +00:00
parent 7a962c2636
commit 30bd26d435
6 changed files with 26 additions and 28 deletions

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@ -2119,7 +2119,6 @@ void BKE_ptcache_id_time(PTCacheID *pid, Scene *scene, float cfra, int *startfra
if(cache->cached_frames==NULL && cache->endframe > cache->startframe) {
int sta=cache->startframe;
int end=cache->endframe;
int i=0;
cache->cached_frames = MEM_callocN(sizeof(char) * (cache->endframe-cache->startframe+1), "cached frames array");
@ -2163,7 +2162,6 @@ void BKE_ptcache_id_time(PTCacheID *pid, Scene *scene, float cfra, int *startfra
}
else {
PTCacheMem *pm= pid->cache->mem_cache.first;
PTCacheMem *link= NULL;
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
void interp_v4_v4v4(float r[4], const float a[4], const float b[4], const float t);
void interp_v4_v4v4v4(float p[4], const float v1[4], const float v2[4], const float v3[4], const float w[3]);
void mid_v3_v3v3(float r[3], float a[3], float b[3]);
void mid_v3_v3v3(float r[3], const float a[3], const float b[3]);
/********************************* Comparison ********************************/
@ -133,21 +133,21 @@ MINLINE int equals_v4v4(float a[4], float b[4]);
/* - angle with 3 arguments is angle between 3 points at the middle point */
/* - angle_normalized_* is faster equivalent if vectors are normalized */
float angle_v2v2(float a[2], float b[2]);
float angle_v2v2v2(float a[2], float b[2], float c[2]);
float angle_normalized_v2v2(float a[2], float b[2]);
float angle_v3v3(float a[2], float b[2]);
float angle_v3v3v3(float a[2], float b[2], float c[2]);
float angle_v2v2(const float a[2], const float b[2]);
float angle_v2v2v2(const float a[2], const float b[2], const float c[2]);
float angle_normalized_v2v2(const float a[2], const float b[2]);
float angle_v3v3(const float a[3], const float b[3]);
float angle_v3v3v3(const float a[3], const float b[3], const float c[3]);
float angle_normalized_v3v3(const float v1[3], const float v2[3]);
void angle_tri_v3(float angles[3], const float v1[3], const float v2[3], const float v3[3]);
void angle_quad_v3(float angles[4], const float v1[3], const float v2[3], const float v3[3], const float v4[3]);
/********************************* Geometry **********************************/
void project_v3_v3v3(float r[3], float p[3], float n[3]);
void reflect_v3_v3v3(float r[3], float v[3], float n[3]);
void ortho_basis_v3v3_v3(float r1[3], float r2[3], float a[3]);
void bisect_v3_v3v3v3(float r[3], float a[3], float b[3], float c[3]);
void project_v3_v3v3(float r[3], const float p[3], const float n[3]);
void reflect_v3_v3v3(float r[3], const float v[3], const float n[3]);
void ortho_basis_v3v3_v3(float r1[3], float r2[3], const float a[3]);
void bisect_v3_v3v3v3(float r[3], const float a[3], const float b[3], const float c[3]);
/*********************************** Other ***********************************/
@ -158,7 +158,7 @@ void print_v4(const char *str, const float a[4]);
MINLINE void normal_short_to_float_v3(float r[3], const short n[3]);
MINLINE void normal_float_to_short_v3(short r[3], const float n[3]);
void minmax_v3_v3v3(float r[3], float min[3], float max[3]);
void minmax_v3v3_v3(float min[3], float max[3], const float vec[3]);
#ifdef __cplusplus
}

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@ -30,7 +30,7 @@
//******************************* Interpolation *******************************/
void interp_v2_v2v2(float *target, const float *a, const float *b, const float t)
void interp_v2_v2v2(float target[2], const float a[2], const float b[2], const float t)
{
float s = 1.0f-t;
@ -91,7 +91,7 @@ void interp_v4_v4v4v4(float p[4], const float v1[4], const float v2[4], const fl
p[3] = v1[3]*w[0] + v2[3]*w[1] + v3[3]*w[2];
}
void mid_v3_v3v3(float *v, float *v1, float *v2)
void mid_v3_v3v3(float v[3], const float v1[3], const float v2[3])
{
v[0]= 0.5f*(v1[0] + v2[0]);
v[1]= 0.5f*(v1[1] + v2[1]);
@ -103,7 +103,7 @@ void mid_v3_v3v3(float *v, float *v1, float *v2)
/* Return the angle in radians between vecs 1-2 and 2-3 in radians
If v1 is a shoulder, v2 is the elbow and v3 is the hand,
this would return the angle at the elbow */
float angle_v3v3v3(float *v1, float *v2, float *v3)
float angle_v3v3v3(const float v1[3], const float v2[3], const float v3[3])
{
float vec1[3], vec2[3];
@ -116,7 +116,7 @@ float angle_v3v3v3(float *v1, float *v2, float *v3)
}
/* Return the shortest angle in radians between the 2 vectors */
float angle_v3v3(float *v1, float *v2)
float angle_v3v3(const float v1[3], const float v2[3])
{
float vec1[3], vec2[3];
@ -126,7 +126,7 @@ float angle_v3v3(float *v1, float *v2)
return angle_normalized_v3v3(vec1, vec2);
}
float angle_v2v2v2(float *v1, float *v2, float *v3)
float angle_v2v2v2(const float v1[2], const float v2[2], const float v3[2])
{
float vec1[2], vec2[2];
@ -143,7 +143,7 @@ float angle_v2v2v2(float *v1, float *v2, float *v3)
}
/* Return the shortest angle in radians between the 2 vectors */
float angle_v2v2(float *v1, float *v2)
float angle_v2v2(const float v1[2], const float v2[2])
{
float vec1[2], vec2[2];
@ -175,7 +175,7 @@ float angle_normalized_v3v3(const float v1[3], const float v2[3])
return 2.0f*(float)saasin(len_v3v3(v2, v1)/2.0f);
}
float angle_normalized_v2v2(float *v1, float *v2)
float angle_normalized_v2v2(const float v1[2], const float v2[2])
{
/* this is the same as acos(dot_v3v3(v1, v2)), but more accurate */
if (dot_v2v2(v1, v2) < 0.0f) {
@ -231,7 +231,7 @@ void angle_quad_v3(float angles[4], const float v1[3], const float v2[3], const
/********************************* Geometry **********************************/
/* Project v1 on v2 */
void project_v3_v3v3(float *c, float *v1, float *v2)
void project_v3_v3v3(float c[3], const float v1[3], const float v2[3])
{
float mul;
mul = dot_v3v3(v1, v2) / dot_v3v3(v2, v2);
@ -242,7 +242,7 @@ void project_v3_v3v3(float *c, float *v1, float *v2)
}
/* Returns a vector bisecting the angle at v2 formed by v1, v2 and v3 */
void bisect_v3_v3v3v3(float *out, float *v1, float *v2, float *v3)
void bisect_v3_v3v3v3(float out[3], const float v1[3], const float v2[3], const float v3[3])
{
float d_12[3], d_23[3];
sub_v3_v3v3(d_12, v2, v1);
@ -256,7 +256,7 @@ void bisect_v3_v3v3v3(float *out, float *v1, float *v2, float *v3)
/* Returns a reflection vector from a vector and a normal vector
reflect = vec - ((2 * DotVecs(vec, mirror)) * mirror)
*/
void reflect_v3_v3v3(float *out, float *v1, float *v2)
void reflect_v3_v3v3(float out[3], const float v1[3], const float v2[3])
{
float vec[3], normal[3];
float reflect[3] = {0.0f, 0.0f, 0.0f};
@ -274,7 +274,7 @@ void reflect_v3_v3v3(float *out, float *v1, float *v2)
copy_v3_v3(out, reflect);
}
void ortho_basis_v3v3_v3(float *v1, float *v2, float *v)
void ortho_basis_v3v3_v3(float v1[3], float v2[3], const float v[3])
{
const float f = (float)sqrt(v[0]*v[0] + v[1]*v[1]);
@ -313,7 +313,7 @@ void print_v4(const char *str, const float v[4])
printf("%s: %.3f %.3f %.3f %.3f\n", str, v[0], v[1], v[2], v[3]);
}
void minmax_v3_v3v3(float *min, float *max, float *vec)
void minmax_v3v3_v3(float min[3], float max[3], const float vec[3])
{
if(min[0]>vec[0]) min[0]= vec[0];
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)
static int ui_do_button(bContext *C, uiBlock *block, uiBut *but, wmEvent *event)
{
Scene *scene= CTX_data_scene(C);
// Scene *scene= CTX_data_scene(C);
uiHandleButtonData *data;
int retval;

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@ -2180,7 +2180,7 @@ void initWarp(TransInfo *t)
mul_m4_v3(t->viewmat, center);
sub_v3_v3(center, t->viewmat[3]);
if (i)
minmax_v3_v3v3(min, max, center);
minmax_v3v3_v3(min, max, center);
else {
copy_v3_v3(max, center);
copy_v3_v3(min, center);

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@ -1322,7 +1322,7 @@ void calculateCenterBound(TransInfo *t)
if (i) {
if (t->data[i].flag & TD_SELECTED) {
if (!(t->data[i].flag & TD_NOCENTER))
minmax_v3_v3v3(min, max, t->data[i].center);
minmax_v3v3_v3(min, max, t->data[i].center);
}
else {
/*