forked from bartvdbraak/blender
code cleanup: dont use function calls like dot_v3v3, pow and sqrt within macros which results in calling the function multiple times needlessly.
also added some comments.
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2336aadb80
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@ -2049,7 +2049,8 @@ static void splineik_evaluate_bone(tSplineIK_Tree *tree, Scene *scene, Object *o
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cross_v3_v3v3(raxis, rmat[1], splineVec);
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rangle = dot_v3v3(rmat[1], splineVec);
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rangle = acos(MAX2(-1.0f, MIN2(1.0f, rangle)));
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CLAMP(rangle, -1.0f, 1.0f);
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rangle = acosf(rangle);
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/* multiply the magnitude of the angle by the influence of the constraint to
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* control the influence of the SplineIK effect
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@ -274,7 +274,7 @@ static int cloth_collision_response_static ( ClothModifierData *clmd, CollisionM
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// Decrease in magnitude of relative tangential velocity due to coulomb friction
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// in original formula "magrelVel" should be the "change of relative velocity in normal direction"
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magtangent = MIN2(clmd->coll_parms->friction * 0.01f * magrelVel, sqrtf(dot_v3v3(vrel_t_pre, vrel_t_pre)));
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magtangent = minf(clmd->coll_parms->friction * 0.01f * magrelVel, sqrtf(dot_v3v3(vrel_t_pre, vrel_t_pre)));
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// Apply friction impulse.
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if ( magtangent > ALMOST_ZERO ) {
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@ -1386,17 +1386,18 @@ static void do_makeDispListCurveTypes(Scene *scene, Object *ob, ListBase *dispba
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ListBase top_capbase = {NULL, NULL};
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for (dlb = dlbev.first; dlb; dlb = dlb->next) {
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int i, start, steps;
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float bevfac1 = MIN2(cu->bevfac1, cu->bevfac2), bevfac2 = MAX2(cu->bevfac1, cu->bevfac2);
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const float bevfac1 = minf(cu->bevfac1, cu->bevfac2);
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const float bevfac2 = maxf(cu->bevfac1, cu->bevfac2);
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float firstblend = 0.0f, lastblend = 0.0f;
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int i, start, steps;
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if (cu->bevfac1 - cu->bevfac2 == 0.0f)
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if (bevfac2 - bevfac1 == 0.0f)
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continue;
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start = (int)(bevfac1 * (bl->nr - 1));
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steps = 2 + (int)((bevfac2) * (bl->nr - 1)) - start;
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firstblend = 1.0f - ((float)bevfac1 * (bl->nr - 1) - (int)((float)bevfac1 * (bl->nr - 1)));
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lastblend = (float)bevfac2 * (bl->nr - 1) - (int)((float)bevfac2 * (bl->nr - 1));
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firstblend = 1.0f - (bevfac1 * (bl->nr - 1) - (int)(bevfac1 * (bl->nr - 1)));
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lastblend = bevfac2 * (bl->nr - 1) - (int)(bevfac2 * (bl->nr - 1));
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if (steps > bl->nr) {
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steps = bl->nr;
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@ -699,7 +699,7 @@ makebreak:
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yof -= linedist;
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maxlen = MAX2(maxlen, (xof - tb->x / cu->fsize));
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maxlen = maxf(maxlen, (xof - tb->x / cu->fsize));
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linedata[lnr] = xof - tb->x / cu->fsize;
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linedata2[lnr] = cnr;
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linedata3[lnr] = tb->w / cu->fsize;
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@ -141,7 +141,7 @@ struct SmokeModifierData;
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/* forward declerations */
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static void calcTriangleDivs(Object *ob, MVert *verts, int numverts, MFace *tris, int numfaces, int numtris, int **tridivs, float cell_len);
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static void get_cell(float *p0, int res[3], float dx, float *pos, int *cell, int correct);
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static void get_cell(const float p0[3], const int res[3], float dx, const float pos[3], int cell[3], int correct);
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static void fill_scs_points(Object *ob, DerivedMesh *dm, SmokeCollSettings *scs);
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#else /* WITH_SMOKE */
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@ -1977,7 +1977,7 @@ static void bresenham_linie_3D(int x1, int y1, int z1, int x2, int y2, int z2, f
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cb(result, input, res, pixel, tRay, correct);
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}
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static void get_cell(float *p0, int res[3], float dx, float *pos, int *cell, int correct)
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static void get_cell(const float p0[3], const int res[3], float dx, const float pos[3], int cell[3], int correct)
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{
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float tmp[3];
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@ -1718,15 +1718,15 @@ static int choose_winner(float*w, float* pos, float*a, float*b, float*c, float*c
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{
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float mindist, cp;
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int winner =1;
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mindist = ABS(dot_v3v3(pos, a));
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mindist = fabsf(dot_v3v3(pos, a));
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cp = ABS(dot_v3v3(pos, b));
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cp = fabsf(dot_v3v3(pos, b));
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if ( mindist < cp ) {
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mindist = cp;
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winner =2;
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}
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cp = ABS(dot_v3v3(pos, c));
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cp = fabsf(dot_v3v3(pos, c));
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if (mindist < cp ) {
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mindist = cp;
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winner =3;
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@ -2315,10 +2315,10 @@ static int tracking_check_marker_margin(MovieTrackingTrack *track, MovieTracking
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/* margin from frame boundaries */
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BKE_tracking_marker_pattern_minmax(marker, pat_min, pat_max);
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sub_v2_v2v2(dim, pat_max, pat_min);
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margin[0] = margin[1] = MAX2(dim[0], dim[1]) / 2.0f;
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margin[0] = margin[1] = maxf(dim[0], dim[1]) / 2.0f;
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margin[0] = MAX2(margin[0], (float)track->margin / frame_width);
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margin[1] = MAX2(margin[1], (float)track->margin / frame_height);
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margin[0] = maxf(margin[0], (float)track->margin / frame_width);
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margin[1] = maxf(margin[1], (float)track->margin / frame_height);
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/* do not track markers which are too close to boundary */
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if (marker->pos[0] < margin[0] || marker->pos[0] > 1.0f - margin[0] ||
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@ -266,17 +266,19 @@ static void freetypechar_to_vchar(FT_Face face, FT_ULong charcode, VFontData *vf
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}
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}
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// get the handles that are aligned, tricky...
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// dist_to_line_v2, check if the three beztriple points are on one line
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// len_squared_v2v2, see if there's a distance between the three points
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// len_squared_v2v2 again, to check the angle between the handles
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// finally, check if one of them is a vector handle
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if ((dist_to_line_v2(bezt->vec[0], bezt->vec[1], bezt->vec[2]) < 0.001f) &&
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/* get the handles that are aligned, tricky...
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* dist_to_line_v2, check if the three beztriple points are on one line
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* len_squared_v2v2, see if there's a distance between the three points
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* len_squared_v2v2 again, to check the angle between the handles
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* finally, check if one of them is a vector handle */
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if ((bezt->h1 != HD_VECT && bezt->h2 != HD_VECT) &&
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(dist_to_line_v2(bezt->vec[0], bezt->vec[1], bezt->vec[2]) < 0.001f) &&
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(len_squared_v2v2(bezt->vec[0], bezt->vec[1]) > 0.0001f * 0.0001f) &&
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(len_squared_v2v2(bezt->vec[1], bezt->vec[2]) > 0.0001f * 0.0001f) &&
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(len_squared_v2v2(bezt->vec[0], bezt->vec[2]) > 0.0002f * 0.0001f) &&
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(len_squared_v2v2(bezt->vec[0], bezt->vec[2]) > MAX2(len_squared_v2v2(bezt->vec[0], bezt->vec[1]), len_squared_v2v2(bezt->vec[1], bezt->vec[2]))) &&
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bezt->h1 != HD_VECT && bezt->h2 != HD_VECT)
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(len_squared_v2v2(bezt->vec[0], bezt->vec[2]) >
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maxf(len_squared_v2v2(bezt->vec[0], bezt->vec[1]),
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len_squared_v2v2(bezt->vec[1], bezt->vec[2]))))
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{
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bezt->h1 = bezt->h2 = HD_ALIGN;
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}
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@ -31,6 +31,13 @@
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#include "BLI_math.h"
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#include "BLI_utildefines.h"
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/*XXX: This operator doesn't work well (at all?) for flat surfaces with
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* >3 sides - creating overlapping faces at times.
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* An easy workaround is to add in some noise but this is
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* weak and unreliable, ideally this would detect flat surfaces
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* (possibly making them into ngons) - see
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*/
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/* XXX: using 128 for totelem and pchunk of mempool, no idea what good
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* values would be though */
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#include "BLI_mempool.h"
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@ -3833,7 +3833,7 @@ static int ui_numedit_but_HISTOGRAM(uiBut *but, uiHandleButtonData *data, int mx
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}
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else {
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/* scale histogram values */
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const float yfac = MIN2(powf(hist->ymax, 2.f), 1.f) * 0.5f;
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const float yfac = minf(powf(hist->ymax, 2.0f), 1.0f) * 0.5f;
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hist->ymax += dy * yfac;
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CLAMP(hist->ymax, 1.f, 100.f);
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@ -1400,9 +1400,10 @@ static float knife_snap_size(KnifeTool_OpData *kcd, float maxsize)
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{
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float density = (float)knife_sample_screen_density(kcd, maxsize * 2.0f);
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density = MAX2(density, 1);
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if (density < 1.0f)
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density = 1.0f;
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return MIN2(maxsize / (density * 0.5f), maxsize);
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return minf(maxsize / (density * 0.5f), maxsize);
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}
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/* p is closest point on edge to the mouse cursor */
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@ -1574,6 +1574,8 @@ static void view3d_draw_bgpic(Scene *scene, ARegion *ar, View3D *v3d,
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else if (bgpic->source == V3D_BGPIC_MOVIE) {
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clip = NULL;
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/* TODO: skip drawing when out of frame range (as image sequences do above) */
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if (bgpic->flag & V3D_BGPIC_CAMERACLIP) {
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if (scene->camera)
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clip = BKE_object_movieclip_get(scene, scene->camera, 1);
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@ -1392,8 +1392,8 @@ static void drawHelpline(bContext *UNUSED(C), int x, int y, void *customdata)
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float dx = t->mval[0] - cent[0], dy = t->mval[1] - cent[1];
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float angle = atan2f(dy, dx);
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float dist = sqrtf(dx * dx + dy * dy);
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float delta_angle = MIN2(15.0f / dist, (float)M_PI / 4.0f);
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float spacing_angle = MIN2(5.0f / dist, (float)M_PI / 12.0f);
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float delta_angle = minf(15.0f / dist, (float)M_PI / 4.0f);
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float spacing_angle = minf(5.0f / dist, (float)M_PI / 12.0f);
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UI_ThemeColor(TH_WIRE);
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setlinestyle(3);
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@ -1829,7 +1829,7 @@ static void editmesh_set_connectivity_distance(BMEditMesh *em, float mtx[][3], f
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d2 = d + len_v3(vec);
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if (dists[BM_elem_index_get(v3)] != FLT_MAX)
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dists[BM_elem_index_get(v3)] = MIN2(d2, dists[BM_elem_index_get(v3)]);
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dists[BM_elem_index_get(v3)] = minf(d2, dists[BM_elem_index_get(v3)]);
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else
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dists[BM_elem_index_get(v3)] = d2;
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@ -403,7 +403,9 @@ static void stitch_island_calculate_edge_rotation(UvEdge *edge, StitchState *sta
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edgecos = uv1[0] * uv2[0] + uv1[1] * uv2[1];
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edgesin = uv1[0] * uv2[1] - uv2[0] * uv1[1];
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rotation = (edgesin > 0.0f) ? acosf(MAX2(-1.0f, MIN2(1.0f, edgecos))) : -acosf(MAX2(-1.0f, MIN2(1.0f, edgecos)));
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rotation = (edgesin > 0.0f) ?
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+acosf(maxf(-1.0f, minf(1.0f, edgecos))) :
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-acosf(maxf(-1.0f, minf(1.0f, edgecos)));
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island_stitch_data[element1->island].num_rot_elements++;
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island_stitch_data[element1->island].rotation += rotation;
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@ -798,7 +798,6 @@ static float OrenNayar_Diff(float nl, const float n[3], const float l[3], const
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/* Minnaert diffuse */
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static float Minnaert_Diff(float nl, const float n[3], const float v[3], float darkness)
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{
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float i, nv;
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/* nl = dot product between surface normal and light vector */
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@ -806,12 +805,12 @@ static float Minnaert_Diff(float nl, const float n[3], const float v[3], float d
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return 0.0f;
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/* nv = dot product between surface normal and view vector */
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nv = n[0]*v[0]+n[1]*v[1]+n[2]*v[2];
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nv = dot_v3v3(n, v);
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if (nv < 0.0f)
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nv = 0.0f;
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if (darkness <= 1.0f)
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i = nl * pow(MAX2(nv*nl, 0.1f), (darkness - 1.0f) ); /*The Real model*/
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i = nl * pow(maxf(nv * nl, 0.1f), (darkness - 1.0f) ); /*The Real model*/
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else
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i = nl * pow( (1.001f - nv), (darkness - 1.0f) ); /*Nvidia model*/
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@ -311,7 +311,7 @@ int SCA_Joystick::pAxisTest(int axisnum)
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short i2= m_axis_array[(axisnum*2)+1];
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/* long winded way to do
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* return MAX2(abs(i1), abs(i2))
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* return maxf(absf(i1), absf(i2))
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* avoid abs from math.h */
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if (i1 < 0) i1 = -i1;
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if (i2 < 0) i2 = -i2;
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@ -378,10 +378,11 @@ static MT_Point3 nearestPointToObstacle(MT_Point3& pos ,KX_Obstacle* obstacle)
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MT_Vector3 ab = obstacle->m_pos2 - obstacle->m_pos;
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if (!ab.fuzzyZero())
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{
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const MT_Scalar dist = ab.length();
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MT_Vector3 abdir = ab.normalized();
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MT_Vector3 v = pos - obstacle->m_pos;
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MT_Scalar proj = abdir.dot(v);
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CLAMP(proj, 0, ab.length());
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CLAMP(proj, 0, dist);
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MT_Point3 res = obstacle->m_pos + abdir*proj;
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return res;
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}
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