use less confusing array syntax for circle drawing, no functional changes.

This commit is contained in:
Campbell Barton 2011-09-17 05:35:55 +00:00
parent 2636be0ac0
commit 4aefbb77e4

@ -257,7 +257,9 @@ static float cube[8][3] = {
/* ----------------- OpenGL Circle Drawing - Tables for Optimised Drawing Speed ------------------ */
/* 32 values of sin function (still same result!) */
static float sinval[32] = {
#define CIRCLE_RESOL 32
static float sinval[CIRCLE_RESOL] = {
0.00000000,
0.20129852,
0.39435585,
@ -293,7 +295,7 @@ static float sinval[32] = {
};
/* 32 values of cos function (still same result!) */
static float cosval[32] ={
static float cosval[CIRCLE_RESOL] = {
1.00000000,
0.97952994,
0.91895781,
@ -614,16 +616,16 @@ static void draw_empty_image(Object *ob)
void drawcircball(int mode, const float cent[3], float rad, float tmat[][4])
{
float vec[3], vx[3], vy[3];
int a, tot=32;
int a;
mul_v3_v3fl(vx, tmat[0], rad);
mul_v3_v3fl(vy, tmat[1], rad);
glBegin(mode);
for(a=0; a<tot; a++) {
vec[0]= cent[0] + *(sinval+a) * vx[0] + *(cosval+a) * vy[0];
vec[1]= cent[1] + *(sinval+a) * vx[1] + *(cosval+a) * vy[1];
vec[2]= cent[2] + *(sinval+a) * vx[2] + *(cosval+a) * vy[2];
for(a=0; a < CIRCLE_RESOL; a++) {
vec[0]= cent[0] + sinval[a] * vx[0] + cosval[a] * vy[0];
vec[1]= cent[1] + sinval[a] * vx[1] + cosval[a] * vy[1];
vec[2]= cent[2] + sinval[a] * vx[2] + cosval[a] * vy[2];
glVertex3fv(vec);
}
glEnd();
@ -5039,8 +5041,7 @@ static void draw_textcurs(float textcurs[4][2])
static void drawspiral(const float cent[3], float rad, float tmat[][4], int start)
{
float vec[3], vx[3], vy[3];
const int tot=32;
const float tot_inv= (1.0f / 32.0f);
const float tot_inv= (1.0f / (float)CIRCLE_RESOL);
int a;
char inverse= FALSE;
@ -5055,31 +5056,31 @@ static void drawspiral(const float cent[3], float rad, float tmat[][4], int star
copy_v3_v3(vec, cent);
if (inverse==0) {
for(a=0; a<tot; a++) {
for(a=0; a<CIRCLE_RESOL; a++) {
if (a+start>31)
start=-a + 1;
glBegin(GL_LINES);
glVertex3fv(vec);
vec[0]= cent[0] + *(sinval+a+start) * (vx[0] * (float)a * tot_inv) + *(cosval+a+start) * (vy[0] * (float)a * tot_inv);
vec[1]= cent[1] + *(sinval+a+start) * (vx[1] * (float)a * tot_inv) + *(cosval+a+start) * (vy[1] * (float)a * tot_inv);
vec[2]= cent[2] + *(sinval+a+start) * (vx[2] * (float)a * tot_inv) + *(cosval+a+start) * (vy[2] * (float)a * tot_inv);
vec[0]= cent[0] + sinval[a+start] * (vx[0] * (float)a * tot_inv) + cosval[a+start] * (vy[0] * (float)a * tot_inv);
vec[1]= cent[1] + sinval[a+start] * (vx[1] * (float)a * tot_inv) + cosval[a+start] * (vy[1] * (float)a * tot_inv);
vec[2]= cent[2] + sinval[a+start] * (vx[2] * (float)a * tot_inv) + cosval[a+start] * (vy[2] * (float)a * tot_inv);
glVertex3fv(vec);
glEnd();
}
}
else {
a=0;
vec[0]= cent[0] + *(sinval+a+start) * (vx[0] * (float)(-a+31) * tot_inv) + *(cosval+a+start) * (vy[0] * (float)(-a+31) * tot_inv);
vec[1]= cent[1] + *(sinval+a+start) * (vx[1] * (float)(-a+31) * tot_inv) + *(cosval+a+start) * (vy[1] * (float)(-a+31) * tot_inv);
vec[2]= cent[2] + *(sinval+a+start) * (vx[2] * (float)(-a+31) * tot_inv) + *(cosval+a+start) * (vy[2] * (float)(-a+31) * tot_inv);
for(a=0; a<tot; a++) {
vec[0]= cent[0] + sinval[a+start] * (vx[0] * (float)(-a+31) * tot_inv) + cosval[a+start] * (vy[0] * (float)(-a+31) * tot_inv);
vec[1]= cent[1] + sinval[a+start] * (vx[1] * (float)(-a+31) * tot_inv) + cosval[a+start] * (vy[1] * (float)(-a+31) * tot_inv);
vec[2]= cent[2] + sinval[a+start] * (vx[2] * (float)(-a+31) * tot_inv) + cosval[a+start] * (vy[2] * (float)(-a+31) * tot_inv);
for(a=0; a<CIRCLE_RESOL; a++) {
if (a+start>31)
start=-a + 1;
glBegin(GL_LINES);
glVertex3fv(vec);
vec[0]= cent[0] + *(sinval+a+start) * (vx[0] * (float)(-a+31) * tot_inv) + *(cosval+a+start) * (vy[0] * (float)(-a+31) * tot_inv);
vec[1]= cent[1] + *(sinval+a+start) * (vx[1] * (float)(-a+31) * tot_inv) + *(cosval+a+start) * (vy[1] * (float)(-a+31) * tot_inv);
vec[2]= cent[2] + *(sinval+a+start) * (vx[2] * (float)(-a+31) * tot_inv) + *(cosval+a+start) * (vy[2] * (float)(-a+31) * tot_inv);
vec[0]= cent[0] + sinval[a+start] * (vx[0] * (float)(-a+31) * tot_inv) + cosval[a+start] * (vy[0] * (float)(-a+31) * tot_inv);
vec[1]= cent[1] + sinval[a+start] * (vx[1] * (float)(-a+31) * tot_inv) + cosval[a+start] * (vy[1] * (float)(-a+31) * tot_inv);
vec[2]= cent[2] + sinval[a+start] * (vx[2] * (float)(-a+31) * tot_inv) + cosval[a+start] * (vy[2] * (float)(-a+31) * tot_inv);
glVertex3fv(vec);
glEnd();
}
@ -5097,9 +5098,9 @@ static void drawcircle_size(float size)
glBegin(GL_LINE_LOOP);
/* coordinates are: cos(degrees*11.25)=x, sin(degrees*11.25)=y, 0.0f=z */
for (degrees=0; degrees<32; degrees++) {
x= *(cosval + degrees);
y= *(sinval + degrees);
for (degrees=0; degrees<CIRCLE_RESOL; degrees++) {
x= cosval[degrees];
y= sinval[degrees];
glVertex3f(x*size, 0.0f, y*size);
}