Revision: 27151
          
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=27151
Author:   campbellbarton
Date:     2010-02-26 10:02:52 +0100 (Fri, 26 Feb 2010)

Log Message:
-----------
use negate_v3 rather then multiplying a vector by -1.0 (no functional changes)

Modified Paths:
--------------
    trunk/blender/source/blender/blenkernel/intern/boids.c
    trunk/blender/source/blender/blenkernel/intern/particle_system.c
    trunk/blender/source/blender/editors/armature/editarmature_retarget.c
    trunk/blender/source/blender/editors/space_view3d/view3d_edit.c
    trunk/blender/source/blender/editors/space_view3d/view3d_view.c
    trunk/blender/source/blender/editors/transform/transform.c
    trunk/blender/source/blender/editors/transform/transform_orientations.c
    trunk/blender/source/blender/render/intern/source/convertblender.c
    trunk/blender/source/blender/render/intern/source/volumetric.c
    trunk/blender/source/gameengine/VideoTexture/ImageRender.cpp

Modified: trunk/blender/source/blender/blenkernel/intern/boids.c
===================================================================
--- trunk/blender/source/blender/blenkernel/intern/boids.c      2010-02-26 
08:47:20 UTC (rev 27150)
+++ trunk/blender/source/blender/blenkernel/intern/boids.c      2010-02-26 
09:02:52 UTC (rev 27151)
@@ -162,8 +162,7 @@
                else if(rule->type == eBoidRuleType_Avoid && bpa->data.mode == 
eBoidMode_Climbing &&
                        priority > 2.0f * gabr->fear_factor) {
                        /* detach from surface and try to fly away from danger 
*/
-                       VECCOPY(efd.vec_to_point, bpa->gravity);
-                       mul_v3_fl(efd.vec_to_point, -1.0f);
+                       negate_v3_v3(efd.vec_to_point, bpa->gravity);
                }
 
                VECCOPY(bbd->wanted_co, efd.vec_to_point);
@@ -689,7 +688,7 @@
                if(bpa->data.health/bbd->part->boids->health * 
bbd->part->boids->aggression < e_strength / f_strength) {
                        /* decide to flee */
                        if(closest_dist < fbr->flee_distance * fbr->distance) {
-                               mul_v3_fl(bbd->wanted_co, -1.0f);
+                               negate_v3(bbd->wanted_co);
                                bbd->wanted_speed = val->max_speed;
                        }
                        else { /* wait for better odds */
@@ -1342,9 +1341,8 @@
                                float grav[3];
                                /* Don't take gravity's strength in to account, 
*/
                                /* otherwise amount of banking is hard to 
control. */
-                               VECCOPY(grav, ground_nor);
-                               mul_v3_fl(grav, -1.0f);
-                               
+                               negate_v3_v3(grav, ground_nor);
+
                                project_v3_v3v3(dvec, bpa->data.acc, 
pa->state.vel);
                                sub_v3_v3v3(dvec, bpa->data.acc, dvec);
 
@@ -1387,7 +1385,7 @@
 
                VECCOPY(mat[2], bpa->gravity);
        }
-       mul_v3_fl(mat[2], -1.0f);
+       negate_v3(mat[2]);
        cross_v3_v3v3(mat[1], mat[2], mat[0]);
        
        /* apply rotation */

Modified: trunk/blender/source/blender/blenkernel/intern/particle_system.c
===================================================================
--- trunk/blender/source/blender/blenkernel/intern/particle_system.c    
2010-02-26 08:47:20 UTC (rev 27150)
+++ trunk/blender/source/blender/blenkernel/intern/particle_system.c    
2010-02-26 09:02:52 UTC (rev 27151)
@@ -1822,8 +1822,7 @@
                project_v3_v3v3(dvec, r_vel, pa->state.ave);
                sub_v3_v3v3(mat[0], pa->state.ave, dvec);
                normalize_v3(mat[0]);
-               VECCOPY(mat[2], r_vel);
-               mul_v3_fl(mat[2], -1.0f);
+               negate_v3_v3(mat[2], r_vel);
                normalize_v3(mat[2]);
                cross_v3_v3v3(mat[1], mat[2], mat[0]);
                

Modified: trunk/blender/source/blender/editors/armature/editarmature_retarget.c
===================================================================
--- trunk/blender/source/blender/editors/armature/editarmature_retarget.c       
2010-02-26 08:47:20 UTC (rev 27150)
+++ trunk/blender/source/blender/editors/armature/editarmature_retarget.c       
2010-02-26 09:02:52 UTC (rev 27151)
@@ -186,12 +186,12 @@
        
        if (dot_v3v3(new_up_axis, x_axis) < 0)
        {
-               mul_v3_fl(x_axis, -1);
+               negate_v3(x_axis);
        }
        
        if (dot_v3v3(new_up_axis, z_axis) < 0)
        {
-               mul_v3_fl(z_axis, -1);
+               negate_v3(z_axis);
        }
        
        if (angle_normalized_v3v3(x_axis, new_up_axis) < 
angle_normalized_v3v3(z_axis, new_up_axis))

Modified: trunk/blender/source/blender/editors/space_view3d/view3d_edit.c
===================================================================
--- trunk/blender/source/blender/editors/space_view3d/view3d_edit.c     
2010-02-26 08:47:20 UTC (rev 27150)
+++ trunk/blender/source/blender/editors/space_view3d/view3d_edit.c     
2010-02-26 09:02:52 UTC (rev 27151)
@@ -334,8 +334,7 @@
                VECCOPY(vod->ofs, rv3d->ofs);
                /* If there's no selection, lastofs is unmodified and last 
value since static */
                calculateTransformCenter(C, V3D_CENTROID, lastofs);
-               VECCOPY(vod->dyn_ofs, lastofs);
-               mul_v3_fl(vod->dyn_ofs, -1.0f);
+               negate_v3_v3(vod->dyn_ofs, lastofs);
        }
        else if (U.uiflag & USER_ORBIT_ZBUF) {
 

Modified: trunk/blender/source/blender/editors/space_view3d/view3d_view.c
===================================================================
--- trunk/blender/source/blender/editors/space_view3d/view3d_view.c     
2010-02-26 08:47:20 UTC (rev 27150)
+++ trunk/blender/source/blender/editors/space_view3d/view3d_view.c     
2010-02-26 09:02:52 UTC (rev 27151)
@@ -161,11 +161,9 @@
        if (!ob) return;
        
        /* Offset */
-       if (ofs) {
-               VECCOPY(ofs, ob->obmat[3]);
-               mul_v3_fl(ofs, -1.0f); /*flip the vector*/
-       }
-       
+       if (ofs)
+               negate_v3_v3(ofs, ob->obmat[3]);
+
        /* Quat */
        if (quat) {
                copy_m4_m4(bmat, ob->obmat);
@@ -2053,8 +2051,7 @@
                fly->obtfm= object_tfm_backup(ob_back);
 
                where_is_object(fly->scene, fly->v3d->camera);
-               copy_v3_v3(fly->rv3d->ofs, fly->v3d->camera->obmat[3]);
-               mul_v3_fl(fly->rv3d->ofs, -1.0f); /*flip the vector*/
+               negate_v3_v3(fly->rv3d->ofs, fly->v3d->camera->obmat[3]);
 
                fly->rv3d->dist=0.0;
        } else {
@@ -2527,6 +2524,8 @@
                                ID *id_key;
                                /* transform the parent or the camera? */
                                if(fly->root_parent) {
+                    Object *ob_update;
+                    
                                        float view_mat[4][4];
                                        float prev_view_imat[4][4];
                                        float diff_mat[4][4];
@@ -2540,10 +2539,10 @@
 
                                        // where_is_object(scene, 
fly->root_parent);
 
-                                       Object *up= v3d->camera->parent;
-                                       while(up) {
-                                               DAG_id_flush_update(&up->id, 
OB_RECALC_OB);
-                                               up= up->parent;
+                                       ob_update= v3d->camera->parent;
+                                       while(ob_update) {
+                                               
DAG_id_flush_update(&ob_update->id, OB_RECALC_OB);
+                                               ob_update= ob_update->parent;
                                        }
 
                                        copy_m4_m4(prev_view_mat, view_mat);

Modified: trunk/blender/source/blender/editors/transform/transform.c
===================================================================
--- trunk/blender/source/blender/editors/transform/transform.c  2010-02-26 
08:47:20 UTC (rev 27150)
+++ trunk/blender/source/blender/editors/transform/transform.c  2010-02-26 
09:02:52 UTC (rev 27151)
@@ -2718,8 +2718,7 @@
        if (t->flag & T_2D_EDIT)
                t->flag |= T_NO_CONSTRAINT;
 
-       VECCOPY(t->axis, t->viewinv[2]);
-       mul_v3_fl(t->axis, -1.0f);
+       negate_v3_v3(t->axis, t->viewinv[2]);
        normalize_v3(t->axis);
 }
 
@@ -2977,8 +2976,7 @@
                t->con.applyRot(t, NULL, t->axis, &final);
        } else {
                /* reset axis if constraint is not set */
-               VECCOPY(t->axis, t->viewinv[2]);
-               mul_v3_fl(t->axis, -1.0f);
+               negate_v3_v3(t->axis, t->viewinv[2]);
                normalize_v3(t->axis);
        }
        

Modified: 
trunk/blender/source/blender/editors/transform/transform_orientations.c
===================================================================
--- trunk/blender/source/blender/editors/transform/transform_orientations.c     
2010-02-26 08:47:20 UTC (rev 27150)
+++ trunk/blender/source/blender/editors/transform/transform_orientations.c     
2010-02-26 09:02:52 UTC (rev 27151)
@@ -818,9 +818,8 @@
                                quat_to_mat4( mat,ml_sel->quat);
 
                                VECCOPY(normal, mat[2]);
-                               VECCOPY(plane, mat[1]);
 
-                               mul_v3_fl(plane, -1.0);
+                               negate_v3_v3(plane, mat[1]);
                                
                                result = ORIENTATION_NORMAL;
                        }
@@ -888,7 +887,7 @@
                                        add_v3_v3v3(plane, plane, 
pchan->pose_mat[1]);
                                }
                        }
-                       mul_v3_fl(plane, -1.0);
+                       negate_v3(plane);
                        
                        /* we need the transpose of the inverse for a normal... 
*/
                        copy_m3_m4(imat, ob->obmat);

Modified: trunk/blender/source/blender/render/intern/source/convertblender.c
===================================================================
--- trunk/blender/source/blender/render/intern/source/convertblender.c  
2010-02-26 08:47:20 UTC (rev 27150)
+++ trunk/blender/source/blender/render/intern/source/convertblender.c  
2010-02-26 09:02:52 UTC (rev 27151)
@@ -2405,7 +2405,7 @@
                ver->n[1]= imat[1][0]*xn+imat[1][1]*yn+imat[1][2]*zn;
                ver->n[2]= imat[2][0]*xn+imat[2][1]*yn+imat[2][2]*zn;
                normalize_v3(ver->n);
-               //if(ob->transflag & OB_NEG_SCALE) mul_v3_fl(ver->n. -1.0);
+               //if(ob->transflag & OB_NEG_SCALE) negate_v3(ver->n);
                
                if(need_orco) ver->orco= orco;
        }

Modified: trunk/blender/source/blender/render/intern/source/volumetric.c
===================================================================
--- trunk/blender/source/blender/render/intern/source/volumetric.c      
2010-02-26 08:47:20 UTC (rev 27150)
+++ trunk/blender/source/blender/render/intern/source/volumetric.c      
2010-02-26 09:02:52 UTC (rev 27151)
@@ -488,7 +488,7 @@
 
        if (ELEM(lar->type, LA_SUN, LA_HEMI))
                VECCOPY(lv, lar->vec);
-       mul_v3_fl(lv, -1.0f);
+       negate_v3(lv);
        
        if (shi->mat->vol.shade_type == MA_VOL_SHADE_SHADOWED) {
                mul_v3_fl(lacol, vol_get_shadow(shi, lar, co));

Modified: trunk/blender/source/gameengine/VideoTexture/ImageRender.cpp
===================================================================
--- trunk/blender/source/gameengine/VideoTexture/ImageRender.cpp        
2010-02-26 08:47:20 UTC (rev 27150)
+++ trunk/blender/source/gameengine/VideoTexture/ImageRender.cpp        
2010-02-26 09:02:52 UTC (rev 27151)
@@ -654,8 +654,7 @@
     }
     // compute rotation matrix between local coord and mirror coord
     // to match camera orientation, we select mirror z = -normal, y = up, x = 
y x z
-    copy_v3_v3(mirrorMat[2], mirrorNormal);
-    mul_v3_fl(mirrorMat[2], -1.0f);
+    negate_v3_v3(mirrorMat[2], mirrorNormal);
     copy_v3_v3(mirrorMat[1], mirrorUp);
     cross_v3_v3v3(mirrorMat[0], mirrorMat[1], mirrorMat[2]);
     // transpose to make it a orientation matrix from local space to mirror 
space


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