use inline BLI_math functions for dot product and length calculation.

This commit is contained in:
Campbell Barton 2012-01-22 17:20:37 +00:00
parent 39aaf4f2f0
commit cd4123e1db
14 changed files with 50 additions and 54 deletions

@ -86,7 +86,7 @@ int bone_autoside_name (char name[64], int strip_number, short axis, float head,
struct Bone *get_named_bone (struct bArmature *arm, const char *name);
float distfactor_to_bone (float vec[3], float b1[3], float b2[3], float rad1, float rad2, float rdist);
float distfactor_to_bone(const float vec[3], const float b1[3], const float b2[3], float rad1, float rad2, float rdist);
void where_is_armature (struct bArmature *arm);
void where_is_armature_bone(struct Bone *bone, struct Bone *prevbone);

@ -665,7 +665,7 @@ static void b_bone_deform(bPoseChanDeform *pdef_info, Bone *bone, float *co, Dua
}
/* using vec with dist to bone b1 - b2 */
float distfactor_to_bone (float vec[3], float b1[3], float b2[3], float rad1, float rad2, float rdist)
float distfactor_to_bone(const float vec[3], const float b1[3], const float b2[3], float rad1, float rad2, float rdist)
{
float dist=0.0f;
float bdelta[3];
@ -677,18 +677,18 @@ float distfactor_to_bone (float vec[3], float b1[3], float b2[3], float rad1, fl
sub_v3_v3v3(pdelta, vec, b1);
a = bdelta[0]*pdelta[0] + bdelta[1]*pdelta[1] + bdelta[2]*pdelta[2];
hsqr = ((pdelta[0]*pdelta[0]) + (pdelta[1]*pdelta[1]) + (pdelta[2]*pdelta[2]));
a = dot_v3v3(bdelta, pdelta);
hsqr = dot_v3v3(pdelta, pdelta);
if (a < 0.0F){
if (a < 0.0f) {
/* If we're past the end of the bone, do a spherical field attenuation thing */
dist= ((b1[0]-vec[0])*(b1[0]-vec[0]) +(b1[1]-vec[1])*(b1[1]-vec[1]) +(b1[2]-vec[2])*(b1[2]-vec[2])) ;
dist = len_squared_v3v3(b1, vec);
rad= rad1;
}
else if (a > l){
else if (a > l) {
/* If we're past the end of the bone, do a spherical field attenuation thing */
dist= ((b2[0]-vec[0])*(b2[0]-vec[0]) +(b2[1]-vec[1])*(b2[1]-vec[1]) +(b2[2]-vec[2])*(b2[2]-vec[2])) ;
rad= rad2;
dist = len_squared_v3v3(b2, vec);
rad = rad2;
}
else {
dist= (hsqr - (a*a));
@ -709,7 +709,7 @@ float distfactor_to_bone (float vec[3], float b1[3], float b2[3], float rad1, fl
if(rdist==0.0f || dist >= l)
return 0.0f;
else {
a= (float)sqrt(dist)-rad;
a = sqrtf(dist)-rad;
return 1.0f-( a*a )/( rdist*rdist );
}
}

@ -132,19 +132,18 @@ void BLI_kdtree_balance(KDTree *tree)
tree->root= kdtree_balance(tree->nodes, tree->totnode, 0);
}
static float squared_distance(float *v2, float *v1, float *n1, float *n2)
static float squared_distance(float *v2, float *v1, float *UNUSED(n1), float *n2)
{
float d[3], dist;
(void)n1; /* unused */
d[0]= v2[0]-v1[0];
d[1]= v2[1]-v1[1];
d[2]= v2[2]-v1[2];
dist= d[0]*d[0] + d[1]*d[1] + d[2]*d[2];
dist = dot_v3v3(d, d);
//if(n1 && n2 && n1[0]*n2[0] + n1[1]*n2[1] + n1[2]*n2[2] < 0.0f)
if(n2 && d[0]*n2[0] + d[1]*n2[1] + d[2]*n2[2] < 0.0f)
//if(n1 && n2 && (dot_v3v3(n1, n2) < 0.0f))
if(n2 && (dot_v3v3(d, n2) < 0.0f))
dist *= 10.0f;
return dist;

@ -2485,8 +2485,9 @@ void tangent_from_uv(float uv1[2], float uv2[2], float uv3[3], float co1[3], flo
cross_v3_v3v3(ct, tang, tangv);
/* check flip */
if ((ct[0]*n[0] + ct[1]*n[1] + ct[2]*n[2]) < 0.0f)
if (dot_v3v3(ct, n) < 0.0f) {
negate_v3(tang);
}
}
else {
tang[0]= tang[1]= tang[2]= 0.0;

@ -919,10 +919,6 @@ static float g[512+2][3]= {
{-0.944031, -0.326599, -0.045624},
};
#define DOT(a,b) (a[0] * b[0] + a[1] * b[1] + a[2] * b[2])
#define setup(i,b0,b1,r0,r1) \
t = vec[i] + 10000.0f; \
b0 = ((int)t) & 255; \

@ -870,7 +870,7 @@ static void getVerticalAndHorizontalChange(const float norm[3], float d, const f
closest_to_plane_v3(projB, coord, norm, end);
// (vertical and horizontal refer to the plane's y and xz respectively)
// vertical distance
dists[index] = norm[0]*end[0] + norm[1]*end[1] + norm[2]*end[2] + d;
dists[index] = dot_v3v3(norm, end) + d;
// vertical change
changes[index][0] = dists[index] - distToStart;
//printf("vc %f %f\n", distance(end, projB, 3)-distance(start, projA, 3), changes[index][0]);
@ -1111,7 +1111,7 @@ static void vgroup_fix(Scene *scene, Object *ob, float distToBe, float strength,
mag= normalize_v3(norm);
if(mag) { /* zeros fix */
d = -dot_v3v3(norm, coord);
/* dist = (norm[0]*m.co[0] + norm[1]*m.co[1] + norm[2]*m.co[2] + d); */ /* UNUSED */
/* dist = (dot_v3v3(norm, m.co) + d); */ /* UNUSED */
moveCloserToDistanceFromPlane(scene, ob, me, i, norm, coord, d, distToBe, strength, cp);
}
}

@ -634,7 +634,7 @@ static void viewrotate_apply(ViewOpsData *vod, int x, int y)
sub_v3_v3v3(dvec, newvec, vod->trackvec);
si= sqrt(dvec[0]*dvec[0]+ dvec[1]*dvec[1]+ dvec[2]*dvec[2]);
si = len_v3(dvec);
si /= (float)(2.0 * TRACKBALLSIZE);
cross_v3_v3v3(q1+1, vod->trackvec, newvec);

@ -671,7 +671,7 @@ static void calc_vertexnormals(Render *UNUSED(re), ObjectRen *obr, int do_tangen
float *tav= RE_vertren_get_tangent(obr, ver, 0);
if (tav) {
/* orthonorm. */
float tdn = tav[0]*ver->n[0] + tav[1]*ver->n[1] + tav[2]*ver->n[2];
const float tdn = dot_v3v3(tav, ver->n);
tav[0] -= ver->n[0]*tdn;
tav[1] -= ver->n[1]*tdn;
tav[2] -= ver->n[2]*tdn;
@ -767,7 +767,7 @@ static int as_testvertex(VlakRen *vlr, VertRen *UNUSED(ver), ASvert *asv, float
while(asf) {
for(a=0; a<4; a++) {
if(asf->vlr[a] && asf->vlr[a]!=vlr) {
inp= fabs( vlr->n[0]*asf->vlr[a]->n[0] + vlr->n[1]*asf->vlr[a]->n[1] + vlr->n[2]*asf->vlr[a]->n[2] );
inp = fabsf(dot_v3v3(vlr->n, asf->vlr[a]->n));
if(inp < thresh) return 1;
}
}
@ -790,7 +790,7 @@ static VertRen *as_findvertex(VlakRen *vlr, VertRen *UNUSED(ver), ASvert *asv, f
if(asf->vlr[a] && asf->vlr[a]!=vlr) {
/* this face already made a copy for this vertex! */
if(asf->nver[a]) {
inp= fabs( vlr->n[0]*asf->vlr[a]->n[0] + vlr->n[1]*asf->vlr[a]->n[1] + vlr->n[2]*asf->vlr[a]->n[2] );
inp = fabsf(dot_v3v3(vlr->n, asf->vlr[a]->n));
if(inp >= thresh) {
return asf->nver[a];
}
@ -2158,7 +2158,7 @@ static void make_render_halos(Render *re, ObjectRen *obr, Mesh *UNUSED(me), int
copy_v3_v3(view, vec);
normalize_v3(view);
zn= nor[0]*view[0]+nor[1]*view[1]+nor[2]*view[2];
zn = dot_v3v3(nor, view);
if(zn>=0.0f) hasize= 0.0f;
else hasize*= zn*zn*zn*zn;
}
@ -2240,9 +2240,9 @@ static void displace_render_vert(Render *re, ObjectRen *obr, ShadeInput *shi, Ve
mul_m4_v3(mat, shi->co);
if(imat) {
shi->vn[0]= imat[0][0]*vr->n[0]+imat[0][1]*vr->n[1]+imat[0][2]*vr->n[2];
shi->vn[1]= imat[1][0]*vr->n[0]+imat[1][1]*vr->n[1]+imat[1][2]*vr->n[2];
shi->vn[2]= imat[2][0]*vr->n[0]+imat[2][1]*vr->n[1]+imat[2][2]*vr->n[2];
shi->vn[0] = dot_v3v3(imat[0], vr->n);
shi->vn[1] = dot_v3v3(imat[1], vr->n);
shi->vn[2] = dot_v3v3(imat[2], vr->n);
}
if (texco & TEXCO_UV) {
@ -4241,7 +4241,7 @@ static void check_non_flat_quads(ObjectRen *obr)
flen= normal_tri_v3( nor,vlr->v4->co, vlr->v3->co, vlr->v1->co);
if(flen==0.0f) normal_tri_v3( nor,vlr->v4->co, vlr->v2->co, vlr->v1->co);
xn= nor[0]*vlr->n[0] + nor[1]*vlr->n[1] + nor[2]*vlr->n[2];
xn = dot_v3v3(nor, vlr->n);
if(ABS(xn) < 0.999995f ) { // checked on noisy fractal grid
@ -4252,10 +4252,10 @@ static void check_non_flat_quads(ObjectRen *obr)
/* split direction based on vnorms */
normal_tri_v3( nor,vlr->v1->co, vlr->v2->co, vlr->v3->co);
d1= nor[0]*vlr->v1->n[0] + nor[1]*vlr->v1->n[1] + nor[2]*vlr->v1->n[2];
d1 = dot_v3v3(nor, vlr->v1->n);
normal_tri_v3( nor,vlr->v2->co, vlr->v3->co, vlr->v4->co);
d2= nor[0]*vlr->v2->n[0] + nor[1]*vlr->v2->n[1] + nor[2]*vlr->v2->n[2];
d2 = dot_v3v3(nor, vlr->v2->n);
if( fabs(d1) < fabs(d2) ) vlr->flag |= R_DIVIDE_24;
else vlr->flag &= ~R_DIVIDE_24;
@ -5267,7 +5267,7 @@ static void speedvector_project(Render *re, float zco[2], const float co[3], con
if(vec[0]<0.0f) ang= -ang;
zco[0]= ang/pixelphix + zmulx;
ang= 0.5f*(float)M_PI - saacos(vec[1]/sqrtf(vec[0]*vec[0] + vec[1]*vec[1] + vec[2]*vec[2]));
ang= 0.5f*(float)M_PI - saacos(vec[1] / len_v3(vec));
zco[1]= ang/pixelphiy + zmuly;
}
@ -5487,9 +5487,9 @@ static int load_fluidsimspeedvectors(Render *re, ObjectInstanceRen *obi, float *
}
// transform (=rotate) to cam space
camco[0]= imat[0][0]*fsvec[0] + imat[0][1]*fsvec[1] + imat[0][2]*fsvec[2];
camco[1]= imat[1][0]*fsvec[0] + imat[1][1]*fsvec[1] + imat[1][2]*fsvec[2];
camco[2]= imat[2][0]*fsvec[0] + imat[2][1]*fsvec[1] + imat[2][2]*fsvec[2];
camco[0] = dot_v3v3(imat[0], fsvec);
camco[1] = dot_v3v3(imat[1], fsvec);
camco[2] = dot_v3v3(imat[2], fsvec);
// get homogenous coordinates
projectvert(camco, winmat, hoco);

@ -1413,7 +1413,7 @@ static void sample_occ_tree(Render *re, OcclusionTree *tree, OccFace *exclude, f
if(env) {
/* sky shading using bent normal */
if(ELEM(envcolor, WO_AOSKYCOL, WO_AOSKYTEX)) {
fac= 0.5f*(1.0f+bn[0]*re->grvec[0]+ bn[1]*re->grvec[1]+ bn[2]*re->grvec[2]);
fac= 0.5f * (1.0f + dot_v3v3(bn, re->grvec));
env[0]= (1.0f-fac)*re->wrld.horr + fac*re->wrld.zenr;
env[1]= (1.0f-fac)*re->wrld.horg + fac*re->wrld.zeng;
env[2]= (1.0f-fac)*re->wrld.horb + fac*re->wrld.zenb;

@ -104,7 +104,7 @@ static void render_lighting_halo(HaloRen *har, float col_r[3])
lv[0]= rco[0]-lar->co[0];
lv[1]= rco[1]-lar->co[1];
lv[2]= rco[2]-lar->co[2];
ld= sqrt(lv[0]*lv[0]+lv[1]*lv[1]+lv[2]*lv[2]);
ld = len_v3(lv);
lv[0]/= ld;
lv[1]/= ld;
lv[2]/= ld;
@ -210,7 +210,7 @@ static void render_lighting_halo(HaloRen *har, float col_r[3])
/* dot product and reflectivity*/
inp= 1.0-fabs(vn[0]*lv[0] + vn[1]*lv[1] + vn[2]*lv[2]);
inp = 1.0 - fabs(dot_v3v3(vn, lv));
/* inp= cos(0.5*M_PI-acos(inp)); */
@ -511,7 +511,7 @@ void shadeSkyView(float col_r[3], const float rco[3], const float view[3], const
/* Some view vector stuff. */
if(R.wrld.skytype & WO_SKYREAL) {
blend= view[0]*R.grvec[0]+ view[1]*R.grvec[1]+ view[2]*R.grvec[2];
blend = dot_v3v3(view, R.grvec);
if(blend<0.0f) skyflag= 0;

@ -471,7 +471,7 @@ void makeraytree(Render *re)
sub[i] = max[i]-min[i];
}
re->maxdist= sub[0]*sub[0] + sub[1]*sub[1] + sub[2]*sub[2];
re->maxdist = dot_v3v3(sub, sub);
if(re->maxdist > 0.0f) re->maxdist= sqrt(re->maxdist);
re->i.infostr= "Raytree finished";
@ -598,7 +598,7 @@ static int refraction(float refract[3], const float n[3], const float view[3], f
copy_v3_v3(refract, view);
dot= view[0]*n[0] + view[1]*n[1] + view[2]*n[2];
dot = dot_v3v3(view, n);
if(dot>0.0f) {
index = 1.0f/index;
@ -1708,7 +1708,7 @@ static int UNUSED_FUNCTION(ray_trace_shadow_rad)(ShadeInput *ship, ShadeResult *
counter+=3;
counter %= 768;
copy_v3_v3(vec, hashvectf+counter);
if(ship->vn[0]*vec[0]+ship->vn[1]*vec[1]+ship->vn[2]*vec[2]>0.0f) {
if (dot_v3v3(ship->vn, vec) > 0.0f) {
vec[0]-= vec[0];
vec[1]-= vec[1];
vec[2]-= vec[2];
@ -1771,7 +1771,7 @@ static void DS_energy(float *sphere, int tot, float vec[3])
for(a=0, fp=sphere; a<tot; a++, fp+=3) {
sub_v3_v3v3(force, vec, fp);
fac= force[0]*force[0] + force[1]*force[1] + force[2]*force[2];
fac = dot_v3v3(force, force);
if(fac!=0.0f) {
fac= 1.0f/fac;
res[0]+= fac*force[0];
@ -1997,7 +1997,7 @@ static void ray_ao_qmc(ShadeInput *shi, float ao[3], float env[3])
normalize_v3(view);
if(envcolor==WO_AOSKYCOL) {
const float skyfac= 0.5f*(1.0f+view[0]*R.grvec[0]+ view[1]*R.grvec[1]+ view[2]*R.grvec[2]);
const float skyfac= 0.5f * (1.0f + dot_v3v3(view, R.grvec));
env[0]+= (1.0f-skyfac)*R.wrld.horr + skyfac*R.wrld.zenr;
env[1]+= (1.0f-skyfac)*R.wrld.horg + skyfac*R.wrld.zeng;
env[2]+= (1.0f-skyfac)*R.wrld.horb + skyfac*R.wrld.zenb;
@ -2101,7 +2101,7 @@ static void ray_ao_spheresamp(ShadeInput *shi, float ao[3], float env[3])
while(tot--) {
if ((vec[0]*nrm[0] + vec[1]*nrm[1] + vec[2]*nrm[2]) > bias) {
if (dot_v3v3(vec, nrm) > bias) {
/* only ao samples for mask */
if(R.r.mode & R_OSA) {
j++;
@ -2135,7 +2135,7 @@ static void ray_ao_spheresamp(ShadeInput *shi, float ao[3], float env[3])
normalize_v3(view);
if(envcolor==WO_AOSKYCOL) {
const float fac= 0.5f*(1.0f+view[0]*R.grvec[0]+ view[1]*R.grvec[1]+ view[2]*R.grvec[2]);
const float fac = 0.5f * (1.0f + dot_v3v3(view, R.grvec));
env[0]+= (1.0f-fac)*R.wrld.horr + fac*R.wrld.zenr;
env[1]+= (1.0f-fac)*R.wrld.horg + fac*R.wrld.zeng;
env[2]+= (1.0f-fac)*R.wrld.horb + fac*R.wrld.zenb;

@ -2068,7 +2068,7 @@ static int viewpixel_to_lampbuf(ShadBuf *shb, ObjectInstanceRen *obi, VlakRen *v
mul_m4_v3(obi->mat, v1);
/* from shadepixel() */
dface= v1[0]*nor[0] + v1[1]*nor[1] + v1[2]*nor[2];
dface = dot_v3v3(v1, nor);
hoco[3]= 1.0f;
/* ortho viewplane cannot intersect using view vector originating in (0,0,0) */
@ -2091,7 +2091,7 @@ static int viewpixel_to_lampbuf(ShadBuf *shb, ObjectInstanceRen *obi, VlakRen *v
calc_view_vector(view, x, y);
div= nor[0]*view[0] + nor[1]*view[1] + nor[2]*view[2];
div = dot_v3v3(nor, view);
if (div==0.0f)
return 0;

@ -608,7 +608,7 @@ void shade_input_calc_viewco(ShadeInput *shi, float x, float y, float z, float v
if(shi->obi->flag & R_TRANSFORMED)
mul_m4_v3(shi->obi->mat, v1);
dface= v1[0]*shi->facenor[0]+v1[1]*shi->facenor[1]+v1[2]*shi->facenor[2];
dface = dot_v3v3(v1, shi->facenor);
/* ortho viewplane cannot intersect using view vector originating in (0,0,0) */
if(R.r.mode & R_ORTHO) {
@ -650,7 +650,7 @@ void shade_input_calc_viewco(ShadeInput *shi, float x, float y, float z, float v
else {
float div;
div= shi->facenor[0]*view[0] + shi->facenor[1]*view[1] + shi->facenor[2]*view[2];
div = dot_v3v3(shi->facenor, view);
if (div!=0.0f) fac= dface/div;
else fac= 0.0f;

@ -274,7 +274,7 @@ static float metadensity(Object* ob, const float co[3])
}
/* ml->rad2 is not set */
dist2 = 1.f - ((tp[0]*tp[0] + tp[1]*tp[1] + tp[2]*tp[2]) / (ml->rad*ml->rad));
dist2 = 1.0f - (dot_v3v3(tp, tp) / (ml->rad * ml->rad));
if (dist2 > 0.f)
dens += (ml->flag & MB_NEGATIVE) ? -ml->s*dist2*dist2*dist2 : ml->s*dist2*dist2*dist2;
}