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

This commit is contained in:
Campbell Barton 2010-02-26 09:02:52 +00:00
parent 2cf6141e7c
commit 9352c9f0c1
10 changed files with 26 additions and 35 deletions

@ -162,8 +162,7 @@ static int rule_goal_avoid(BoidRule *rule, BoidBrainData *bbd, BoidValues *val,
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 @@ static int rule_fight(BoidRule *rule, BoidBrainData *bbd, BoidValues *val, Parti
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 @@ void boid_body(BoidBrainData *bbd, ParticleData *pa)
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 @@ void boid_body(BoidBrainData *bbd, ParticleData *pa)
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 */

@ -1822,8 +1822,7 @@ void reset_particle(ParticleSimulationData *sim, ParticleData *pa, float dtime,
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]);

@ -186,12 +186,12 @@ float rollBoneByQuatAligned(EditBone *bone, float old_up_axis[3], float qrot[4],
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))

@ -334,8 +334,7 @@ static void viewops_data_create(bContext *C, wmOperator *op, wmEvent *event)
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) {

@ -161,11 +161,9 @@ static void view_settings_from_ob(Object *ob, float *ofs, float *quat, float *di
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 @@ static int initFlyInfo (bContext *C, FlyInfo *fly, wmOperator *op, wmEvent *even
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 @@ static int flyApply(FlyInfo *fly)
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 @@ static int flyApply(FlyInfo *fly)
// 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);

@ -2718,8 +2718,7 @@ void initRotation(TransInfo *t)
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 @@ int Rotation(TransInfo *t, short mval[2])
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);
}

@ -818,9 +818,8 @@ int getTransformOrientation(const bContext *C, float normal[3], float plane[3],
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 @@ int getTransformOrientation(const bContext *C, float normal[3], float plane[3],
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);

@ -2405,7 +2405,7 @@ static void init_render_mball(Render *re, ObjectRen *obr)
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;
}

@ -488,7 +488,7 @@ void vol_shade_one_lamp(struct ShadeInput *shi, float *co, LampRen *lar, float *
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));

@ -654,8 +654,7 @@ ImageRender::ImageRender (KX_Scene * scene, KX_GameObject * observer, KX_GameObj
}
// 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