From 9352c9f0c14aff78ad7c9eba980528bcb1be1575 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Fri, 26 Feb 2010 09:02:52 +0000 Subject: [PATCH] use negate_v3 rather then multiplying a vector by -1.0 (no functional changes) --- source/blender/blenkernel/intern/boids.c | 12 +++++------ .../blenkernel/intern/particle_system.c | 3 +-- .../editors/armature/editarmature_retarget.c | 4 ++-- .../editors/space_view3d/view3d_edit.c | 3 +-- .../editors/space_view3d/view3d_view.c | 21 +++++++++---------- source/blender/editors/transform/transform.c | 6 ++---- .../transform/transform_orientations.c | 5 ++--- .../render/intern/source/convertblender.c | 2 +- .../blender/render/intern/source/volumetric.c | 2 +- .../gameengine/VideoTexture/ImageRender.cpp | 3 +-- 10 files changed, 26 insertions(+), 35 deletions(-) diff --git a/source/blender/blenkernel/intern/boids.c b/source/blender/blenkernel/intern/boids.c index 89c3da9b3e9..b521ec41cba 100644 --- a/source/blender/blenkernel/intern/boids.c +++ b/source/blender/blenkernel/intern/boids.c @@ -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 */ diff --git a/source/blender/blenkernel/intern/particle_system.c b/source/blender/blenkernel/intern/particle_system.c index 54f0148646c..9b1d48ac8c3 100644 --- a/source/blender/blenkernel/intern/particle_system.c +++ b/source/blender/blenkernel/intern/particle_system.c @@ -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]); diff --git a/source/blender/editors/armature/editarmature_retarget.c b/source/blender/editors/armature/editarmature_retarget.c index a9be4b346f0..b3960c3cfd5 100644 --- a/source/blender/editors/armature/editarmature_retarget.c +++ b/source/blender/editors/armature/editarmature_retarget.c @@ -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)) diff --git a/source/blender/editors/space_view3d/view3d_edit.c b/source/blender/editors/space_view3d/view3d_edit.c index c07d457f164..f09b127bfdd 100644 --- a/source/blender/editors/space_view3d/view3d_edit.c +++ b/source/blender/editors/space_view3d/view3d_edit.c @@ -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) { diff --git a/source/blender/editors/space_view3d/view3d_view.c b/source/blender/editors/space_view3d/view3d_view.c index cbebbd5cc91..1674c135008 100644 --- a/source/blender/editors/space_view3d/view3d_view.c +++ b/source/blender/editors/space_view3d/view3d_view.c @@ -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); diff --git a/source/blender/editors/transform/transform.c b/source/blender/editors/transform/transform.c index 6013ff5f105..f19265679f9 100644 --- a/source/blender/editors/transform/transform.c +++ b/source/blender/editors/transform/transform.c @@ -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); } diff --git a/source/blender/editors/transform/transform_orientations.c b/source/blender/editors/transform/transform_orientations.c index 76df012565e..db7d31bae56 100644 --- a/source/blender/editors/transform/transform_orientations.c +++ b/source/blender/editors/transform/transform_orientations.c @@ -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); diff --git a/source/blender/render/intern/source/convertblender.c b/source/blender/render/intern/source/convertblender.c index c44d83f4f06..0a292c7acd5 100644 --- a/source/blender/render/intern/source/convertblender.c +++ b/source/blender/render/intern/source/convertblender.c @@ -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; } diff --git a/source/blender/render/intern/source/volumetric.c b/source/blender/render/intern/source/volumetric.c index 1622ee2bf4c..70e0fd41b7d 100644 --- a/source/blender/render/intern/source/volumetric.c +++ b/source/blender/render/intern/source/volumetric.c @@ -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)); diff --git a/source/gameengine/VideoTexture/ImageRender.cpp b/source/gameengine/VideoTexture/ImageRender.cpp index d654bc14114..7580563a74f 100644 --- a/source/gameengine/VideoTexture/ImageRender.cpp +++ b/source/gameengine/VideoTexture/ImageRender.cpp @@ -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