Cleanup: Declare variables where initialized
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70e064f111
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ae1e68f514
@ -1943,9 +1943,6 @@ static void scene_collections_build_array(Collection *collection, void *data)
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static void scene_collections_array(Scene *scene, Collection ***collections_array, int *tot)
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{
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Collection *collection;
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Collection **array;
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*collections_array = NULL;
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*tot = 0;
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@ -1953,7 +1950,7 @@ static void scene_collections_array(Scene *scene, Collection ***collections_arra
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return;
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}
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collection = scene->master_collection;
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Collection *collection = scene->master_collection;
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BLI_assert(collection != NULL);
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scene_collection_callback(collection, scene_collections_count, tot);
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@ -1961,7 +1958,8 @@ static void scene_collections_array(Scene *scene, Collection ***collections_arra
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return;
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}
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*collections_array = array = MEM_mallocN(sizeof(Collection *) * (*tot), "CollectionArray");
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Collection **array = MEM_mallocN(sizeof(Collection *) * (*tot), "CollectionArray");
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*collections_array = array;
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scene_collection_callback(collection, scene_collections_build_array, &array);
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}
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@ -224,13 +224,11 @@ void view3d_region_operator_needs_opengl(wmWindow *UNUSED(win), ARegion *region)
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*/
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void ED_view3d_polygon_offset(const RegionView3D *rv3d, const float dist)
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{
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float viewdist;
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if (rv3d->rflag & RV3D_ZOFFSET_DISABLED) {
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return;
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}
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viewdist = rv3d->dist;
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float viewdist = rv3d->dist;
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/* special exception for ortho camera (viewdist isnt used for perspective cameras) */
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if (dist != 0.0f) {
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@ -248,7 +246,6 @@ bool ED_view3d_context_activate(bContext *C)
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{
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bScreen *screen = CTX_wm_screen(C);
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ScrArea *area = CTX_wm_area(C);
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ARegion *region;
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/* area can be NULL when called from python */
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if (area == NULL || area->spacetype != SPACE_VIEW3D) {
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@ -259,7 +256,7 @@ bool ED_view3d_context_activate(bContext *C)
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return false;
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}
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region = BKE_area_find_region_active_win(area);
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ARegion *region = BKE_area_find_region_active_win(area);
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if (region == NULL) {
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return false;
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}
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@ -282,9 +279,7 @@ void ED_view3d_clipping_calc_from_boundbox(float clip[4][4],
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const BoundBox *bb,
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const bool is_flip)
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{
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int val;
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for (val = 0; val < 4; val++) {
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for (int val = 0; val < 4; val++) {
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normal_tri_v3(clip[val], bb->vec[val], bb->vec[val == 3 ? 0 : val + 1], bb->vec[val + 4]);
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if (UNLIKELY(is_flip)) {
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negate_v3(clip[val]);
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@ -752,14 +747,12 @@ bool ED_view3d_camera_lock_autokey(View3D *v3d,
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static void view3d_boxview_clip(ScrArea *area)
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{
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ARegion *region;
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BoundBox *bb = MEM_callocN(sizeof(BoundBox), "clipbb");
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float clip[6][4];
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float x1 = 0.0f, y1 = 0.0f, z1 = 0.0f, ofs[3] = {0.0f, 0.0f, 0.0f};
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int val;
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/* create bounding box */
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for (region = area->regionbase.first; region; region = region->next) {
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LISTBASE_FOREACH (ARegion *, region, &area->regionbase) {
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if (region->regiontype == RGN_TYPE_WINDOW) {
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RegionView3D *rv3d = region->regiondata;
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@ -794,7 +787,7 @@ static void view3d_boxview_clip(ScrArea *area)
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}
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}
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for (val = 0; val < 8; val++) {
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for (int val = 0; val < 8; val++) {
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if (ELEM(val, 0, 3, 4, 7)) {
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bb->vec[val][0] = -x1 - ofs[0];
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}
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@ -826,12 +819,12 @@ static void view3d_boxview_clip(ScrArea *area)
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normal_tri_v3(clip[5], bb->vec[0], bb->vec[2], bb->vec[1]);
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/* then plane equations */
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for (val = 0; val < 6; val++) {
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for (int val = 0; val < 6; val++) {
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clip[val][3] = -dot_v3v3(clip[val], bb->vec[val % 5]);
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}
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/* create bounding box */
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for (region = area->regionbase.first; region; region = region->next) {
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LISTBASE_FOREACH (ARegion *, region, &area->regionbase) {
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if (region->regiontype == RGN_TYPE_WINDOW) {
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RegionView3D *rv3d = region->regiondata;
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@ -950,11 +943,10 @@ void ED_view3d_quadview_update(ScrArea *area, ARegion *region, bool do_clip)
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{
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ARegion *region_sync = NULL;
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RegionView3D *rv3d = region->regiondata;
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short viewlock;
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/* this function copies flags from the first of the 3 other quadview
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* regions to the 2 other, so it assumes this is the region whose
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* properties are always being edited, weak */
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viewlock = rv3d->viewlock;
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short viewlock = rv3d->viewlock;
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if ((viewlock & RV3D_LOCK_ROTATION) == 0) {
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do_clip = (viewlock & RV3D_BOXCLIP) != 0;
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@ -1015,10 +1007,7 @@ void ED_view3d_quadview_update(ScrArea *area, ARegion *region, bool do_clip)
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static float view_autodist_depth_margin(ARegion *region, const int mval[2], int margin)
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{
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ViewDepths depth_temp = {0};
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rcti rect;
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float depth_close;
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if (margin == 0) {
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/* Get Z Depths, needed for perspective, nice for ortho */
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rect.xmin = mval[0];
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@ -1030,8 +1019,9 @@ static float view_autodist_depth_margin(ARegion *region, const int mval[2], int
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BLI_rcti_init_pt_radius(&rect, mval, margin);
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}
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ViewDepths depth_temp = {0};
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view3d_update_depths_rect(region, &depth_temp, &rect);
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depth_close = view3d_depth_near(&depth_temp);
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float depth_close = view3d_depth_near(&depth_temp);
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MEM_SAFE_FREE(depth_temp.depths);
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return depth_close;
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}
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@ -1053,14 +1043,13 @@ bool ED_view3d_autodist(Depsgraph *depsgraph,
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{
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float depth_close;
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int margin_arr[] = {0, 2, 4};
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int i;
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bool depth_ok = false;
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/* Get Z Depths, needed for perspective, nice for ortho */
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ED_view3d_draw_depth(depsgraph, region, v3d, alphaoverride);
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/* Attempt with low margin's first */
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i = 0;
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int i = 0;
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do {
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depth_close = view_autodist_depth_margin(region, mval, margin_arr[i++] * U.pixelsize);
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depth_ok = (depth_close != FLT_MAX);
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@ -1104,9 +1093,8 @@ bool ED_view3d_autodist_simple(ARegion *region,
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int margin,
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const float *force_depth)
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{
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float depth;
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/* Get Z Depths, needed for perspective, nice for ortho */
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float depth;
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if (force_depth) {
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depth = *force_depth;
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}
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@ -1237,7 +1225,6 @@ float ED_view3d_radius_to_dist(const View3D *v3d,
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}
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else {
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float lens, sensor_size, zoom;
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float angle;
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if (persp == RV3D_CAMOB) {
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CameraParams params;
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@ -1259,7 +1246,7 @@ float ED_view3d_radius_to_dist(const View3D *v3d,
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zoom = CAMERA_PARAM_ZOOM_INIT_PERSP;
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}
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angle = focallength_to_fov(lens, sensor_size);
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float angle = focallength_to_fov(lens, sensor_size);
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/* zoom influences lens, correct this by scaling the angle as a distance
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* (by the zoom-level) */
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@ -1319,14 +1306,13 @@ float ED_view3d_offset_distance(const float mat[4][4],
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{
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float pos[4] = {0.0f, 0.0f, 0.0f, 1.0f};
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float dir[4] = {0.0f, 0.0f, 1.0f, 0.0f};
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float dist;
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mul_m4_v4(mat, pos);
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add_v3_v3(pos, ofs);
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mul_m4_v4(mat, dir);
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normalize_v3(dir);
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dist = dot_v3v3(pos, dir);
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float dist = dot_v3v3(pos, dir);
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if ((dist < FLT_EPSILON) && (fallback_dist != 0.0f)) {
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dist = fallback_dist;
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