Commit: 3df139c53062a141403ea9d359715ca3635c243c
Author: Campbell Barton
Date:   Fri Oct 6 21:05:34 2017 +1100
Branches: master
https://developer.blender.org/rB3df139c53062a141403ea9d359715ca3635c243c

Cleanup: Math lib naming (use v3 suffix)

===================================================================

M       source/blender/blenkernel/intern/mball_tessellate.c
M       source/blender/blenkernel/intern/mesh_evaluate.c
M       source/blender/blenkernel/intern/pbvh.c
M       source/blender/blenkernel/intern/softbody.c
M       source/blender/blenlib/BLI_math_geom.h
M       source/blender/blenlib/intern/math_geom.c
M       source/blender/bmesh/intern/bmesh_mesh.c
M       source/blender/editors/sculpt_paint/paint_vertex.c
M       source/blender/editors/sculpt_paint/sculpt.c
M       source/blender/render/intern/source/convertblender.c

===================================================================

diff --git a/source/blender/blenkernel/intern/mball_tessellate.c 
b/source/blender/blenkernel/intern/mball_tessellate.c
index 76965176be8..82d82ce71c4 100644
--- a/source/blender/blenkernel/intern/mball_tessellate.c
+++ b/source/blender/blenkernel/intern/mball_tessellate.c
@@ -423,13 +423,13 @@ static void make_face(PROCESS *process, int i1, int i2, 
int i3, int i4)
 #ifdef USE_ACCUM_NORMAL
        if (i4 == 0) {
                normal_tri_v3(n, process->co[i1], process->co[i2], 
process->co[i3]);
-               accumulate_vertex_normals(
+               accumulate_vertex_normals_v3(
                        process->no[i1], process->no[i2], process->no[i3], 
NULL, n,
                        process->co[i1], process->co[i2], process->co[i3], 
NULL);
        }
        else {
                normal_quad_v3(n, process->co[i1], process->co[i2], 
process->co[i3], process->co[i4]);
-               accumulate_vertex_normals(
+               accumulate_vertex_normals_v3(
                        process->no[i1], process->no[i2], process->no[i3], 
process->no[i4], n,
                        process->co[i1], process->co[i2], process->co[i3], 
process->co[i4]);
        }
diff --git a/source/blender/blenkernel/intern/mesh_evaluate.c 
b/source/blender/blenkernel/intern/mesh_evaluate.c
index 643ca3ee536..b28ec7f4fff 100644
--- a/source/blender/blenkernel/intern/mesh_evaluate.c
+++ b/source/blender/blenkernel/intern/mesh_evaluate.c
@@ -225,7 +225,7 @@ static void mesh_calc_normals_poly_accum_task_cb(void 
*userdata, const int pidx)
        }
 
        /* accumulate angle weighted face normal */
-       /* inline version of #accumulate_vertex_normals_poly */
+       /* inline version of #accumulate_vertex_normals_poly_v3 */
        {
                const float *prev_edge = edgevecbuf[nverts - 1];
 
@@ -334,8 +334,9 @@ void BKE_mesh_calc_normals_tessface(
                else
                        normal_tri_v3(f_no, mverts[mf->v1].co, 
mverts[mf->v2].co, mverts[mf->v3].co);
 
-               accumulate_vertex_normals(tnorms[mf->v1], tnorms[mf->v2], 
tnorms[mf->v3], n4,
-                                         f_no, mverts[mf->v1].co, 
mverts[mf->v2].co, mverts[mf->v3].co, c4);
+               accumulate_vertex_normals_v3(
+                       tnorms[mf->v1], tnorms[mf->v2], tnorms[mf->v3], n4,
+                       f_no, mverts[mf->v1].co, mverts[mf->v2].co, 
mverts[mf->v3].co, c4);
        }
 
        /* following Mesh convention; we use vertex coordinate itself for 
normal in this case */
@@ -379,7 +380,7 @@ void BKE_mesh_calc_normals_looptri(
                        f_no,
                        mverts[vtri[0]].co, mverts[vtri[1]].co, 
mverts[vtri[2]].co);
 
-               accumulate_vertex_normals_tri(
+               accumulate_vertex_normals_tri_v3(
                        tnorms[vtri[0]], tnorms[vtri[1]], tnorms[vtri[2]],
                        f_no, mverts[vtri[0]].co, mverts[vtri[1]].co, 
mverts[vtri[2]].co);
        }
@@ -845,7 +846,7 @@ static void split_loop_nor_fan_do(LoopSplitTaskDataCommon 
*common_data, LoopSpli
 //             printf("\thandling edge %d / loop %d\n", mlfan_curr->e, 
mlfan_curr_index);
 
                {
-                       /* Code similar to accumulate_vertex_normals_poly. */
+                       /* Code similar to accumulate_vertex_normals_poly_v3. */
                        /* Calculate angle between the two poly edges incident 
on this vertex. */
                        const float fac = saacos(dot_v3v3(vec_curr, vec_prev));
                        /* Accumulate */
diff --git a/source/blender/blenkernel/intern/pbvh.c 
b/source/blender/blenkernel/intern/pbvh.c
index d739f804fef..aa8ab07518f 100644
--- a/source/blender/blenkernel/intern/pbvh.c
+++ b/source/blender/blenkernel/intern/pbvh.c
@@ -1837,7 +1837,7 @@ static bool nearest_to_ray_aabb_dist_sq(PBVHNode *node, 
void *data_v)
        }
 
        float co_dummy[3], depth;
-       node->tmin = dist_squared_ray_to_aabb(&rcd->dist_ray_to_aabb_precalc, 
bb_min, bb_max, co_dummy, &depth);
+       node->tmin = 
dist_squared_ray_to_aabb_v3(&rcd->dist_ray_to_aabb_precalc, bb_min, bb_max, 
co_dummy, &depth);
        /* Ideally we would skip distances outside the range. */
        return depth > 0.0f;
 }
@@ -1849,7 +1849,7 @@ void BKE_pbvh_find_nearest_to_ray(
 {
        FindNearestRayData ncd;
 
-       dist_squared_ray_to_aabb_precalc(&ncd.dist_ray_to_aabb_precalc, 
ray_start, ray_normal);
+       dist_squared_ray_to_aabb_v3_precalc(&ncd.dist_ray_to_aabb_precalc, 
ray_start, ray_normal);
        ncd.original = original;
 
        BKE_pbvh_search_callback_occluded(bvh, nearest_to_ray_aabb_dist_sq, 
&ncd, cb, data);
diff --git a/source/blender/blenkernel/intern/softbody.c 
b/source/blender/blenkernel/intern/softbody.c
index 600bc3f453d..3052a708137 100644
--- a/source/blender/blenkernel/intern/softbody.c
+++ b/source/blender/blenkernel/intern/softbody.c
@@ -3412,7 +3412,7 @@ static void softbody_update_positions(Object *ob, 
SoftBody *sb, float (*vertexCo
  * lloc, lrot, lscale are allowed to be NULL, just in case you don't need it.
  * should be pretty useful for pythoneers :)
  * not! velocity .. 2nd order stuff
- * vcloud_estimate_transform see
+ * vcloud_estimate_transform_v3 see
  */
 
 void SB_estimate_transform(Object *ob, float lloc[3], float lrot[3][3], float 
lscale[3][3])
@@ -3436,7 +3436,7 @@ void SB_estimate_transform(Object *ob, float lloc[3], 
float lrot[3][3], float ls
                copy_v3_v3(opos[a], bp->pos);
        }
 
-       vcloud_estimate_transform(sb->totpoint, opos, NULL, rpos, NULL, com, 
rcom, lrot, lscale);
+       vcloud_estimate_transform_v3(sb->totpoint, opos, NULL, rpos, NULL, com, 
rcom, lrot, lscale);
        //sub_v3_v3(com, rcom);
        if (lloc) copy_v3_v3(lloc, com);
        copy_v3_v3(sb->lcom, com);
diff --git a/source/blender/blenlib/BLI_math_geom.h 
b/source/blender/blenlib/BLI_math_geom.h
index d0b59244384..933e31ba84b 100644
--- a/source/blender/blenlib/BLI_math_geom.h
+++ b/source/blender/blenlib/BLI_math_geom.h
@@ -126,15 +126,15 @@ struct DistRayAABB_Precalc {
        float ray_inv_dir[3];
        bool sign[3];
 };
-void dist_squared_ray_to_aabb_precalc(
+void dist_squared_ray_to_aabb_v3_precalc(
         struct DistRayAABB_Precalc *neasrest_precalc,
         const float ray_origin[3], const float ray_direction[3]);
-float dist_squared_ray_to_aabb(
+float dist_squared_ray_to_aabb_v3(
         const struct DistRayAABB_Precalc *data,
         const float bb_min[3], const float bb_max[3],
         float r_point[3], float *r_depth);
 /* when there is no advantage to precalc. */
-float dist_squared_to_ray_to_aabb_simple(
+float dist_squared_ray_to_aabb_v3_simple(
         const float ray_origin[3], const float ray_direction[3],
         const float bb_min[3], const float bb_max[3],
         float r_point[3], float *r_depth);
@@ -407,23 +407,23 @@ void map_to_plane_axis_angle_v2_v3v3fl(float r_co[2], 
const float co[3], const f
 
 /********************************** Normals **********************************/
 
-void accumulate_vertex_normals_tri(
+void accumulate_vertex_normals_tri_v3(
         float n1[3], float n2[3], float n3[3],
         const float f_no[3],
         const float co1[3], const float co2[3], const float co3[3]);
 
-void accumulate_vertex_normals(
+void accumulate_vertex_normals_v3(
         float n1[3], float n2[3], float n3[3], float n4[3],
         const float f_no[3],
         const float co1[3], const float co2[3], const float co3[3], const 
float co4[3]);
 
-void accumulate_vertex_normals_poly(
+void accumulate_vertex_normals_poly_v3(
         float **vertnos, const float polyno[3],
         const float **vertcos, float vdiffs[][3], const int nverts);
 
 /********************************* Tangents **********************************/
 
-void tangent_from_uv(
+void tangent_from_uv_v3(
         const float uv1[2], const float uv2[2], const float uv3[2],
         const float co1[3], const float co2[3], const float co3[3],
         const float n[3],
@@ -431,9 +431,9 @@ void tangent_from_uv(
 
 /******************************** Vector Clouds ******************************/
 
-void vcloud_estimate_transform(int list_size, float (*pos)[3], float *weight,
-                               float (*rpos)[3], float *rweight,
-                               float lloc[3], float rloc[3], float lrot[3][3], 
float lscale[3][3]);
+void vcloud_estimate_transform_v3(
+        const int list_size, const float (*pos)[3], const float *weight, const 
float (*rpos)[3], const float *rweight,
+        float lloc[3], float rloc[3], float lrot[3][3], float lscale[3][3]);
 
 /****************************** Spherical Harmonics *************************/
 
@@ -464,7 +464,7 @@ float form_factor_hemi_poly(float p[3], float n[3],
                             float v1[3], float v2[3], float v3[3], float 
v4[3]);
 
 void axis_dominant_v3_to_m3_negate(float r_mat[3][3], const float normal[3]);
-void  axis_dominant_v3_to_m3(float r_mat[3][3], const float normal[3]);
+void axis_dominant_v3_to_m3(float r_mat[3][3], const float normal[3]);
 
 MINLINE void  axis_dominant_v3(int *r_axis_a, int *r_axis_b, const float 
axis[3]);
 MINLINE float axis_dominant_v3_max(int *r_axis_a, int *r_axis_b, const float 
axis[3]) ATTR_WARN_UNUSED_RESULT;
diff --git a/source/blender/blenlib/intern/math_geom.c 
b/source/blender/blenlib/intern/math_geom.c
index dbbc1adb534..d3080e5530f 100644
--- a/source/blender/blenlib/intern/math_geom.c
+++ b/source/blender/blenlib/intern/math_geom.c
@@ -623,7 +623,7 @@ float dist_squared_ray_to_seg_v3(
 /** \name dist_squared_to_ray_to_aabb and helpers
  * \{ */
 
-void dist_squared_ray_to_aabb_precalc(
+void dist_squared_ray_to_aabb_v3_precalc(
         struct DistRayAABB_Precalc *neasrest_precalc,
         const float ray_origin[3], const float ray_direction[3])
 {
@@ -641,7 +641,7 @@ void dist_squared_ray_to_aabb_precalc(
 /**
  * Returns the distance from a ray to a bound-box (projected on ray)
  */
-float dist_squared_ray_to_aabb(
+float dist_squared_ray_to_aabb_v3(
         const struct DistRayAABB_Precalc *data,
         const float bb_min[3], const float bb_max[3],
         float r_point[3], float *r_depth)
@@ -753,14 +753,14 @@ float dist_squared_ray_to_aabb(
                r_point, r_depth);
 }
 
-float dist_squared_to_ray_to_aabb_simple(
+float dist_squared_ray_to_aabb_v3_simple(
         const float ray_origin[3], const float ray_direction[3],
         const float bbmin[3], const float bbmax[3],
         float r_point[3], float *r_depth)
 {
        struct DistRayAABB_Precalc data;
-       dist_squared_ray_to_aabb_precalc(&data, ray_origin, ray_direction);
-       return dist_squared_ray_to_aabb(&data, bbmin, bbmax, r_point, r_depth);
+       dist_squared_ray_to_aabb_v3_precalc(&data, ray_origin, ray_direction);
+       return dist_squared_ray_to_aabb_v3(&data, bbmin, bbmax, r_point, 
r_depth);
 }
 /** \} */
 
@@ -40

@@ Diff output truncated at 10240 characters. @@

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