code cleanup: remove unused functions

- IsectLLPt2Df
- isect_point_quad_uv_v2
- isect_point_face_uv_v2

These are obsoleted by resolve_tri_uv, resolve_quad_uv

also add attributes for unused function results for some math functions.
This commit is contained in:
Campbell Barton 2013-08-01 17:15:11 +00:00
parent 6fe4ec1bdc
commit e03b1668e0
4 changed files with 69 additions and 307 deletions

@ -147,10 +147,6 @@ int isect_point_tri_v2(const float pt[2], const float v1[2], const float v2[2],
int isect_point_tri_v2_cw(const float pt[2], const float v1[2], const float v2[2], const float v3[2]);
int isect_point_tri_v2_int(const int x1, const int y1, const int x2, const int y2, const int a, const int b);
bool isect_point_tri_prism_v3(const float p[3], const float v1[3], const float v2[3], const float v3[3]);
void isect_point_quad_uv_v2(const float v0[2], const float v1[2], const float v2[2], const float v3[2],
const float pt[2], float r_uv[2]);
void isect_point_face_uv_v2(const int isquad, const float v0[2], const float v1[2], const float v2[2],
const float v3[2], const float pt[2], float r_uv[2]);
/* axis-aligned bounding box */
bool isect_aabb_aabb_v3(const float min1[3], const float max1[3], const float min2[3], const float max2[3]);
@ -198,7 +194,7 @@ void barycentric_weights_v2(const float v1[2], const float v2[2], const float v3
void barycentric_weights_v2_quad(const float v1[2], const float v2[2], const float v3[2], const float v4[2],
const float co[2], float w[4]);
int barycentric_coords_v2(const float v1[2], const float v2[2], const float v3[2], const float co[2], float w[3]);
bool barycentric_coords_v2(const float v1[2], const float v2[2], const float v3[2], const float co[2], float w[3]);
int barycentric_inside_triangle_v2(const float w[3]);
void resolve_tri_uv(float r_uv[2], const float st[2], const float st0[2], const float st1[2], const float st2[2]);
@ -273,9 +269,9 @@ MINLINE void madd_sh_shfl(float r[9], const float sh[3], const float f);
float form_factor_quad(const float p[3], const float n[3],
const float q0[3], const float q1[3], const float q2[3], const float q3[3]);
int form_factor_visible_quad(const float p[3], const float n[3],
const float v0[3], const float v1[3], const float v2[3],
float q0[3], float q1[3], float q2[3], float q3[3]);
bool form_factor_visible_quad(const float p[3], const float n[3],
const float v0[3], const float v1[3], const float v2[3],
float q0[3], float q1[3], float q2[3], float q3[3]);
float form_factor_hemi_poly(float p[3], float n[3],
float v1[3], float v2[3], float v3[3], float v4[3]);

@ -47,6 +47,12 @@ extern "C" {
# pragma GCC diagnostic ignored "-Wredundant-decls"
#endif
#ifdef __GNUC__
# define UNUSED_RESULT_ATTR __attribute__((warn_unused_result))
#else
# define UNUSED_RESULT_ATTR
#endif
MINLINE void zero_v2(float r[2]);
MINLINE void zero_v3(float r[3]);
MINLINE void zero_v4(float r[4]);
@ -115,10 +121,10 @@ MINLINE void mul_v3_v3(float r[3], const float a[3]);
MINLINE void mul_v3_v3v3(float r[3], const float a[3], const float b[3]);
MINLINE void mul_v4_fl(float r[4], float f);
MINLINE void mul_v4_v4fl(float r[3], const float a[3], float f);
MINLINE float mul_project_m4_v3_zfac(float mat[4][4], const float co[3]);
MINLINE float dot_m3_v3_row_x(float M[3][3], const float a[3]);
MINLINE float dot_m3_v3_row_y(float M[3][3], const float a[3]);
MINLINE float dot_m3_v3_row_z(float M[3][3], const float a[3]);
MINLINE float mul_project_m4_v3_zfac(float mat[4][4], const float co[3]) UNUSED_RESULT_ATTR;
MINLINE float dot_m3_v3_row_x(float M[3][3], const float a[3]) UNUSED_RESULT_ATTR;
MINLINE float dot_m3_v3_row_y(float M[3][3], const float a[3]) UNUSED_RESULT_ATTR;
MINLINE float dot_m3_v3_row_z(float M[3][3], const float a[3]) UNUSED_RESULT_ATTR;
MINLINE void madd_v3_v3fl(float r[3], const float a[3], float f);
MINLINE void madd_v3_v3v3(float r[3], const float a[3], const float b[3]);
@ -137,10 +143,10 @@ MINLINE void negate_v4_v4(float r[4], const float a[3]);
MINLINE void negate_v3_short(short r[3]);
MINLINE float dot_v2v2(const float a[2], const float b[2]);
MINLINE float dot_v3v3(const float a[3], const float b[3]);
MINLINE float dot_v2v2(const float a[2], const float b[2]) UNUSED_RESULT_ATTR;
MINLINE float dot_v3v3(const float a[3], const float b[3]) UNUSED_RESULT_ATTR;
MINLINE float cross_v2v2(const float a[2], const float b[2]);
MINLINE float cross_v2v2(const float a[2], const float b[2]) UNUSED_RESULT_ATTR;
MINLINE void cross_v3_v3v3(float r[3], const float a[3], const float b[3]);
MINLINE void add_newell_cross_v3_v3v3(float n[3], const float v_prev[3], const float v_curr[3]);
@ -149,20 +155,20 @@ MINLINE void star_m3_v3(float rmat[3][3], float a[3]);
/*********************************** Length **********************************/
MINLINE float len_squared_v2(const float v[2]);
MINLINE float len_squared_v3(const float v[3]);
MINLINE float len_manhattan_v2(const float v[2]);
MINLINE int len_manhattan_v2_int(const int v[2]);
MINLINE float len_manhattan_v3(const float v[3]);
MINLINE float len_v2(const float a[2]);
MINLINE float len_v2v2(const float a[2], const float b[2]);
MINLINE float len_squared_v2v2(const float a[2], const float b[2]);
MINLINE float len_squared_v3v3(const float a[3], const float b[3]);
MINLINE float len_manhattan_v2v2(const float a[2], const float b[2]);
MINLINE int len_manhattan_v2v2_int(const int a[2], const int b[2]);
MINLINE float len_manhattan_v3v3(const float a[3], const float b[3]);
MINLINE float len_v3(const float a[3]);
MINLINE float len_v3v3(const float a[3], const float b[3]);
MINLINE float len_squared_v2(const float v[2]) UNUSED_RESULT_ATTR;
MINLINE float len_squared_v3(const float v[3]) UNUSED_RESULT_ATTR;
MINLINE float len_manhattan_v2(const float v[2]) UNUSED_RESULT_ATTR;
MINLINE int len_manhattan_v2_int(const int v[2]) UNUSED_RESULT_ATTR;
MINLINE float len_manhattan_v3(const float v[3]) UNUSED_RESULT_ATTR;
MINLINE float len_v2(const float a[2]) UNUSED_RESULT_ATTR;
MINLINE float len_v2v2(const float a[2], const float b[2]) UNUSED_RESULT_ATTR;
MINLINE float len_squared_v2v2(const float a[2], const float b[2]) UNUSED_RESULT_ATTR;
MINLINE float len_squared_v3v3(const float a[3], const float b[3]) UNUSED_RESULT_ATTR;
MINLINE float len_manhattan_v2v2(const float a[2], const float b[2]) UNUSED_RESULT_ATTR;
MINLINE int len_manhattan_v2v2_int(const int a[2], const int b[2]) UNUSED_RESULT_ATTR;
MINLINE float len_manhattan_v3v3(const float a[3], const float b[3]) UNUSED_RESULT_ATTR;
MINLINE float len_v3(const float a[3]) UNUSED_RESULT_ATTR;
MINLINE float len_v3v3(const float a[3], const float b[3]) UNUSED_RESULT_ATTR;
MINLINE float normalize_v2(float r[2]);
MINLINE float normalize_v2_v2(float r[2], const float a[2]);
@ -194,35 +200,35 @@ void flip_v2_v2v2(float v[2], const float v1[2], const float v2[2]);
/********************************* Comparison ********************************/
MINLINE int is_zero_v3(const float a[3]);
MINLINE int is_zero_v4(const float a[4]);
MINLINE int is_one_v3(const float a[3]);
MINLINE int is_zero_v3(const float a[3]) UNUSED_RESULT_ATTR;
MINLINE int is_zero_v4(const float a[4]) UNUSED_RESULT_ATTR;
MINLINE int is_one_v3(const float a[3]) UNUSED_RESULT_ATTR;
MINLINE int equals_v2v2(const float v1[2], const float v2[2]);
MINLINE int equals_v3v3(const float a[3], const float b[3]);
MINLINE int compare_v2v2(const float a[2], const float b[2], const float limit);
MINLINE int compare_v3v3(const float a[3], const float b[3], const float limit);
MINLINE int compare_len_v3v3(const float a[3], const float b[3], const float limit);
MINLINE int equals_v2v2(const float v1[2], const float v2[2]) UNUSED_RESULT_ATTR;
MINLINE int equals_v3v3(const float a[3], const float b[3]) UNUSED_RESULT_ATTR;
MINLINE int compare_v2v2(const float a[2], const float b[2], const float limit) UNUSED_RESULT_ATTR;
MINLINE int compare_v3v3(const float a[3], const float b[3], const float limit) UNUSED_RESULT_ATTR;
MINLINE int compare_len_v3v3(const float a[3], const float b[3], const float limit) UNUSED_RESULT_ATTR;
MINLINE int compare_v4v4(const float a[4], const float b[4], const float limit);
MINLINE int equals_v4v4(const float a[4], const float b[4]);
MINLINE int compare_v4v4(const float a[4], const float b[4], const float limit) UNUSED_RESULT_ATTR;
MINLINE int equals_v4v4(const float a[4], const float b[4]) UNUSED_RESULT_ATTR;
MINLINE float line_point_side_v2(const float l1[2], const float l2[2], const float pt[2]);
MINLINE float line_point_side_v2(const float l1[2], const float l2[2], const float pt[2]) UNUSED_RESULT_ATTR;
/********************************** Angles ***********************************/
/* - angle with 2 arguments is angle between vector */
/* - angle with 3 arguments is angle between 3 points at the middle point */
/* - angle_normalized_* is faster equivalent if vectors are normalized */
float angle_v2v2(const float a[2], const float b[2]);
float angle_signed_v2v2(const float v1[2], const float v2[2]);
float angle_v2v2v2(const float a[2], const float b[2], const float c[2]);
float angle_normalized_v2v2(const float a[2], const float b[2]);
float angle_v3v3(const float a[3], const float b[3]);
float angle_v3v3v3(const float a[3], const float b[3], const float c[3]);
float cos_v3v3v3(const float p1[3], const float p2[3], const float p3[3]);
float angle_normalized_v3v3(const float v1[3], const float v2[3]);
float angle_on_axis_v3v3v3_v3(const float v1[3], const float v2[3], const float v3[3], const float axis[3]);
float angle_v2v2(const float a[2], const float b[2]) UNUSED_RESULT_ATTR;
float angle_signed_v2v2(const float v1[2], const float v2[2]) UNUSED_RESULT_ATTR;
float angle_v2v2v2(const float a[2], const float b[2], const float c[2]) UNUSED_RESULT_ATTR;
float angle_normalized_v2v2(const float a[2], const float b[2]) UNUSED_RESULT_ATTR;
float angle_v3v3(const float a[3], const float b[3]) UNUSED_RESULT_ATTR;
float angle_v3v3v3(const float a[3], const float b[3], const float c[3]) UNUSED_RESULT_ATTR;
float cos_v3v3v3(const float p1[3], const float p2[3], const float p3[3]) UNUSED_RESULT_ATTR;
float angle_normalized_v3v3(const float v1[3], const float v2[3]) UNUSED_RESULT_ATTR;
float angle_on_axis_v3v3v3_v3(const float v1[3], const float v2[3], const float v3[3], const float axis[3]) UNUSED_RESULT_ATTR;
void angle_tri_v3(float angles[3], const float v1[3], const float v2[3], const float v3[3]);
void angle_quad_v3(float angles[4], const float v1[3], const float v2[3], const float v3[3], const float v4[3]);
void angle_poly_v3(float *angles, const float *verts[3], int len);
@ -258,7 +264,7 @@ void axis_sort_v3(const float axis_values[3], int r_axis_order[3]);
/***************************** Array Functions *******************************/
/* attempted to follow fixed length vertex functions. names could be improved*/
double dot_vn_vn(const float *array_src_a, const float *array_src_b, const int size);
double dot_vn_vn(const float *array_src_a, const float *array_src_b, const int size) UNUSED_RESULT_ATTR;
float normalize_vn_vn(float *array_tar, const float *array_src, const int size);
float normalize_vn(float *array_tar, const int size);
void range_vn_i(int *array_tar, const int size, const int start);
@ -283,6 +289,7 @@ void fill_vn_fl(float *array_tar, const int size, const float val);
#ifdef BLI_MATH_GCC_WARN_PRAGMA
# pragma GCC diagnostic pop
#endif
#undef UNUSED_RESULT_ATTR
#ifdef __cplusplus
}

@ -695,60 +695,6 @@ int isect_line_sphere_v2(const float l1[2], const float l2[2],
}
}
/**
* \return
* -1: collinear
* 1: intersection
*/
static short IsectLLPt2Df(const float x0, const float y0, const float x1, const float y1,
const float x2, const float y2, const float x3, const float y3, float *xi, float *yi)
{
/*
* this function computes the intersection of the sent lines
* and returns the intersection point, note that the function assumes
* the lines intersect. the function can handle vertical as well
* as horizontal lines. note the function isn't very clever, it simply
* applies the math, but we don't need speed since this is a
* pre-processing step
*/
float c1, c2; /* constants of linear equations */
float det_inv; /* the inverse of the determinant of the coefficient */
float m1, m2; /* the slopes of each line */
/*
* compute slopes, note the cludge for infinity, however, this will
* be close enough
*/
if (fabsf(x1 - x0) > 0.000001f)
m1 = (y1 - y0) / (x1 - x0);
else
return -1; /*m1 = (float)1e+10;*/ /* close enough to infinity */
if (fabsf(x3 - x2) > 0.000001f)
m2 = (y3 - y2) / (x3 - x2);
else
return -1; /*m2 = (float)1e+10;*/ /* close enough to infinity */
if (fabsf(m1 - m2) < 0.000001f)
return -1; /* parallel lines */
/* compute constants */
c1 = (y0 - m1 * x0);
c2 = (y2 - m2 * x2);
/* compute the inverse of the determinate */
det_inv = 1.0f / (-m1 + m2);
/* use Kramers rule to compute xi and yi */
*xi = ((-c2 + c1) * det_inv);
*yi = ((m2 * c1 - m1 * c2) * det_inv);
return 1;
}
/* point in polygon (keep float and int versions in sync) */
bool isect_point_poly_v2(const float pt[2], const float verts[][2], const int nr)
{
@ -1718,193 +1664,6 @@ void limit_dist_v3(float v1[3], float v2[3], const float dist)
}
}
/* Similar to LineIntersectsTriangleUV, except it operates on a quad and in 2d, assumes point is in quad */
void isect_point_quad_uv_v2(const float v0[2], const float v1[2], const float v2[2], const float v3[2],
const float pt[2], float r_uv[2])
{
float x0, y0, x1, y1, wtot, v2d[2], w1, w2;
/* used for parallel lines */
float pt3d[3], l1[3], l2[3], pt_on_line[3];
/* compute 2 edges of the quad intersection point */
if (IsectLLPt2Df(v0[0], v0[1], v1[0], v1[1], v2[0], v2[1], v3[0], v3[1], &x0, &y0) == 1) {
/* the intersection point between the quad-edge intersection and the point in the quad we want the uv's for */
/* should never be paralle !! */
/*printf("\tnot parallel 1\n");*/
IsectLLPt2Df(pt[0], pt[1], x0, y0, v0[0], v0[1], v3[0], v3[1], &x1, &y1);
/* Get the weights from the new intersection point, to each edge */
v2d[0] = x1 - v0[0];
v2d[1] = y1 - v0[1];
w1 = len_v2(v2d);
v2d[0] = x1 - v3[0]; /* some but for the other vert */
v2d[1] = y1 - v3[1];
w2 = len_v2(v2d);
wtot = w1 + w2;
/*w1 = w1/wtot;*/
/*w2 = w2/wtot;*/
r_uv[0] = w1 / wtot;
}
else {
/* lines are parallel, lambda_cp_line_ex is 3d grrr */
/*printf("\tparallel1\n");*/
pt3d[0] = pt[0];
pt3d[1] = pt[1];
pt3d[2] = l1[2] = l2[2] = 0.0f;
l1[0] = v0[0];
l1[1] = v0[1];
l2[0] = v1[0];
l2[1] = v1[1];
closest_to_line_v3(pt_on_line, pt3d, l1, l2);
v2d[0] = pt[0] - pt_on_line[0]; /* same, for the other vert */
v2d[1] = pt[1] - pt_on_line[1];
w1 = len_v2(v2d);
l1[0] = v2[0];
l1[1] = v2[1];
l2[0] = v3[0];
l2[1] = v3[1];
closest_to_line_v3(pt_on_line, pt3d, l1, l2);
v2d[0] = pt[0] - pt_on_line[0]; /* same, for the other vert */
v2d[1] = pt[1] - pt_on_line[1];
w2 = len_v2(v2d);
wtot = w1 + w2;
r_uv[0] = w1 / wtot;
}
/* Same as above to calc the uv[1] value, alternate calculation */
if (IsectLLPt2Df(v0[0], v0[1], v3[0], v3[1], v1[0], v1[1], v2[0], v2[1], &x0, &y0) == 1) { /* was v0,v1 v2,v3 now v0,v3 v1,v2*/
/* never paralle if above was not */
/*printf("\tnot parallel2\n");*/
IsectLLPt2Df(pt[0], pt[1], x0, y0, v0[0], v0[1], v1[0], v1[1], &x1, &y1); /* was v0,v3 now v0,v1*/
v2d[0] = x1 - v0[0];
v2d[1] = y1 - v0[1];
w1 = len_v2(v2d);
v2d[0] = x1 - v1[0];
v2d[1] = y1 - v1[1];
w2 = len_v2(v2d);
wtot = w1 + w2;
r_uv[1] = w1 / wtot;
}
else {
/* lines are parallel, lambda_cp_line_ex is 3d grrr */
/*printf("\tparallel2\n");*/
pt3d[0] = pt[0];
pt3d[1] = pt[1];
pt3d[2] = l1[2] = l2[2] = 0.0f;
l1[0] = v0[0];
l1[1] = v0[1];
l2[0] = v3[0];
l2[1] = v3[1];
closest_to_line_v3(pt_on_line, pt3d, l1, l2);
v2d[0] = pt[0] - pt_on_line[0]; /* some but for the other vert */
v2d[1] = pt[1] - pt_on_line[1];
w1 = len_v2(v2d);
l1[0] = v1[0];
l1[1] = v1[1];
l2[0] = v2[0];
l2[1] = v2[1];
closest_to_line_v3(pt_on_line, pt3d, l1, l2);
v2d[0] = pt[0] - pt_on_line[0]; /* some but for the other vert */
v2d[1] = pt[1] - pt_on_line[1];
w2 = len_v2(v2d);
wtot = w1 + w2;
r_uv[1] = w1 / wtot;
}
/* may need to flip UV's here */
}
/* same as above but does tri's and quads, tri's are a bit of a hack */
void isect_point_face_uv_v2(const int isquad,
const float v0[2], const float v1[2], const float v2[2], const float v3[2],
const float pt[2], float r_uv[2])
{
if (isquad) {
isect_point_quad_uv_v2(v0, v1, v2, v3, pt, r_uv);
}
else {
/* not for quads, use for our abuse of LineIntersectsTriangleUV */
float p1_3d[3], p2_3d[3], v0_3d[3], v1_3d[3], v2_3d[3], lambda;
p1_3d[0] = p2_3d[0] = r_uv[0];
p1_3d[1] = p2_3d[1] = r_uv[1];
p1_3d[2] = 1.0f;
p2_3d[2] = -1.0f;
v0_3d[2] = v1_3d[2] = v2_3d[2] = 0.0;
/* generate a new fuv, (this is possibly a non optimal solution,
* since we only need 2d calculation but use 3d func's)
*
* this method makes an imaginary triangle in 2d space using the UV's from the derived mesh face
* Then find new uv coords using the fuv and this face with LineIntersectsTriangleUV.
* This means the new values will be correct in relation to the derived meshes face.
*/
copy_v2_v2(v0_3d, v0);
copy_v2_v2(v1_3d, v1);
copy_v2_v2(v2_3d, v2);
/* Doing this in 3D is not nice */
isect_line_tri_v3(p1_3d, p2_3d, v0_3d, v1_3d, v2_3d, &lambda, r_uv);
}
}
#if 0 /* XXX this version used to be used in isect_point_tri_v2_int() and was called IsPointInTri2D */
int isect_point_tri_v2(float pt[2], float v1[2], float v2[2], float v3[2])
{
float inp1, inp2, inp3;
inp1 = (v2[0] - v1[0]) * (v1[1] - pt[1]) + (v1[1] - v2[1]) * (v1[0] - pt[0]);
inp2 = (v3[0] - v2[0]) * (v2[1] - pt[1]) + (v2[1] - v3[1]) * (v2[0] - pt[0]);
inp3 = (v1[0] - v3[0]) * (v3[1] - pt[1]) + (v3[1] - v1[1]) * (v3[0] - pt[0]);
if (inp1 <= 0.0f && inp2 <= 0.0f && inp3 <= 0.0f) return 1;
if (inp1 >= 0.0f && inp2 >= 0.0f && inp3 >= 0.0f) return 1;
return 0;
}
#endif
#if 0
int isect_point_tri_v2(float v0[2], float v1[2], float v2[2], float pt[2])
{
/* not for quads, use for our abuse of LineIntersectsTriangleUV */
float p1_3d[3], p2_3d[3], v0_3d[3], v1_3d[3], v2_3d[3];
/* not used */
float lambda, uv[3];
p1_3d[0] = p2_3d[0] = uv[0] = pt[0];
p1_3d[1] = p2_3d[1] = uv[1] = uv[2] = pt[1];
p1_3d[2] = 1.0f;
p2_3d[2] = -1.0f;
v0_3d[2] = v1_3d[2] = v2_3d[2] = 0.0;
/* generate a new fuv, (this is possibly a non optimal solution,
* since we only need 2d calculation but use 3d func's)
*
* this method makes an imaginary triangle in 2d space using the UV's from the derived mesh face
* Then find new uv coords using the fuv and this face with LineIntersectsTriangleUV.
* This means the new values will be correct in relation to the derived meshes face.
*/
copy_v2_v2(v0_3d, v0);
copy_v2_v2(v1_3d, v1);
copy_v2_v2(v2_3d, v2);
/* Doing this in 3D is not nice */
return isect_line_tri_v3(p1_3d, p2_3d, v0_3d, v1_3d, v2_3d, &lambda, uv);
}
#endif
/*
* x1,y2
* | \
@ -2326,7 +2085,7 @@ int barycentric_inside_triangle_v2(const float w[3])
}
/* returns 0 for degenerated triangles */
int barycentric_coords_v2(const float v1[2], const float v2[2], const float v3[2], const float co[2], float w[3])
bool barycentric_coords_v2(const float v1[2], const float v2[2], const float v3[2], const float co[2], float w[3])
{
float x = co[0], y = co[1];
float x1 = v1[0], y1 = v1[1];
@ -2339,10 +2098,10 @@ int barycentric_coords_v2(const float v1[2], const float v2[2], const float v3[2
w[1] = ((y3 - y1) * (x - x3) + (x1 - x3) * (y - y3)) / det;
w[2] = 1.0f - w[0] - w[1];
return 1;
return true;
}
return 0;
return false;
}
/* used by projection painting
@ -3384,9 +3143,9 @@ static void vec_add_dir(float r[3], const float v1[3], const float v2[3], const
r[2] = v1[2] + fac * (v2[2] - v1[2]);
}
int form_factor_visible_quad(const float p[3], const float n[3],
const float v0[3], const float v1[3], const float v2[3],
float q0[3], float q1[3], float q2[3], float q3[3])
bool form_factor_visible_quad(const float p[3], const float n[3],
const float v0[3], const float v1[3], const float v2[3],
float q0[3], float q1[3], float q2[3], float q3[3])
{
static const float epsilon = 1e-6f;
float c, sd[3];
@ -3507,11 +3266,11 @@ int form_factor_visible_quad(const float p[3], const float n[3],
}
else if (sd[2] < 0) {
/* --- */
return 0;
return false;
}
else {
/* --0 */
return 0;
return false;
}
}
else {
@ -3524,11 +3283,11 @@ int form_factor_visible_quad(const float p[3], const float n[3],
}
else if (sd[2] < 0) {
/* -0- */
return 0;
return false;
}
else {
/* -00 */
return 0;
return false;
}
}
}
@ -3566,11 +3325,11 @@ int form_factor_visible_quad(const float p[3], const float n[3],
}
else if (sd[2] < 0) {
/* 0-- */
return 0;
return false;
}
else {
/* 0-0 */
return 0;
return false;
}
}
else {
@ -3583,16 +3342,16 @@ int form_factor_visible_quad(const float p[3], const float n[3],
}
else if (sd[2] < 0) {
/* 00- */
return 0;
return false;
}
else {
/* 000 */
return 0;
return false;
}
}
}
return 1;
return true;
}
/* altivec optimization, this works, but is unused */

@ -1039,7 +1039,7 @@ static int isect_ray_poly(const float ray_start[3],
v_first = v;
else if (v_prev != v_first) {
float dist;
int curhit;
bool curhit;
curhit = isect_ray_tri_v3(ray_start, ray_dir,
v_first->co, v_prev->co, v->co,