removed printf and also removed some unneeded stuff, correct angles aren't needed since its only comparing the 2 angles

This commit is contained in:
Campbell Barton 2008-03-09 15:07:01 +00:00
parent c6f423c1d2
commit 47174e94ca

@ -678,20 +678,26 @@ void draw_uvs_sima(void)
VECSUB2D(av2, tface->uv[0], tface->uv[1]); Normalize2(av2);
VECSUB2D(av3, tface->uv[1], tface->uv[2]); Normalize2(av3);
VECSUB2D(av4, tface->uv[2], tface->uv[3]); Normalize2(av4);
uvang1 = 90-((NormalizedVecAngle2_2D(av1, av2) * 180.0/M_PI)-90);
uvang2 = 90-((NormalizedVecAngle2_2D(av2, av3) * 180.0/M_PI)-90);
uvang3 = 90-((NormalizedVecAngle2_2D(av3, av4) * 180.0/M_PI)-90);
uvang4 = 90-((NormalizedVecAngle2_2D(av4, av1) * 180.0/M_PI)-90);
/* This is the correct angle however we are only comparing angles
* uvang1 = 90-((NormalizedVecAngle2_2D(av1, av2) * 180.0/M_PI)-90);*/
uvang1 = NormalizedVecAngle2_2D(av1, av2)*180.0/M_PI;
uvang2 = NormalizedVecAngle2_2D(av2, av3)*180.0/M_PI;
uvang3 = NormalizedVecAngle2_2D(av3, av4)*180.0/M_PI;
uvang4 = NormalizedVecAngle2_2D(av4, av1)*180.0/M_PI;
/* 3d angles */
VECSUB(av1, efa->v4->co, efa->v1->co); Normalize(av1);
VECSUB(av2, efa->v1->co, efa->v2->co); Normalize(av2);
VECSUB(av3, efa->v2->co, efa->v3->co); Normalize(av3);
VECSUB(av4, efa->v3->co, efa->v4->co); Normalize(av4);
ang1 = 90-((NormalizedVecAngle2(av1, av2) * 180.0/M_PI)-90);
ang2 = 90-((NormalizedVecAngle2(av2, av3) * 180.0/M_PI)-90);
ang3 = 90-((NormalizedVecAngle2(av3, av4) * 180.0/M_PI)-90);
ang4 = 90-((NormalizedVecAngle2(av4, av1) * 180.0/M_PI)-90);
/* This is the correct angle however we are only comparing angles
* ang1 = 90-((NormalizedVecAngle2(av1, av2) * 180.0/M_PI)-90);*/
ang1 = NormalizedVecAngle2(av1, av2)*180.0/M_PI;
ang2 = NormalizedVecAngle2(av2, av3)*180.0/M_PI;
ang3 = NormalizedVecAngle2(av3, av4)*180.0/M_PI;
ang4 = NormalizedVecAngle2(av4, av1)*180.0/M_PI;
glBegin(GL_QUADS);
@ -707,7 +713,6 @@ void draw_uvs_sima(void)
weight_to_rgb(fabs(uvang4-ang4)/180.0, col, col+1, col+2);
glColor3fv(col);
glVertex2fv(tface->uv[3]);
printf("%f %f %f %f | %f %f %f %f\n", uvang1,uvang2,uvang3,uvang4, ang1,ang2,ang3,ang4);
} else {
#if 0 /* Simple but slow, better reuse normalized vectors */
@ -725,17 +730,22 @@ void draw_uvs_sima(void)
VECSUB2D(av1, tface->uv[2], tface->uv[0]); Normalize2(av1);
VECSUB2D(av2, tface->uv[0], tface->uv[1]); Normalize2(av2);
VECSUB2D(av3, tface->uv[1], tface->uv[2]); Normalize2(av3);
uvang1 = 90-((NormalizedVecAngle2_2D(av1, av2) * 180.0/M_PI)-90);
uvang2 = 90-((NormalizedVecAngle2_2D(av2, av3) * 180.0/M_PI)-90);
uvang3 = 90-((NormalizedVecAngle2_2D(av3, av1) * 180.0/M_PI)-90);
/* This is the correct angle however we are only comparing angles
* uvang1 = 90-((NormalizedVecAngle2_2D(av1, av2) * 180.0/M_PI)-90); */
uvang1 = NormalizedVecAngle2_2D(av1, av2)*180.0/M_PI;
uvang2 = NormalizedVecAngle2_2D(av2, av3)*180.0/M_PI;
uvang3 = NormalizedVecAngle2_2D(av3, av1)*180.0/M_PI;
/* 3d angles */
VECSUB(av1, efa->v3->co, efa->v1->co); Normalize(av1);
VECSUB(av2, efa->v1->co, efa->v2->co); Normalize(av2);
VECSUB(av3, efa->v2->co, efa->v3->co); Normalize(av3);
ang1 = 90-((NormalizedVecAngle2(av1, av2) * 180.0/M_PI)-90);
ang2 = 90-((NormalizedVecAngle2(av2, av3) * 180.0/M_PI)-90);
ang3 = 90-((NormalizedVecAngle2(av3, av1) * 180.0/M_PI)-90);
/* This is the correct angle however we are only comparing angles
* ang1 = 90-((NormalizedVecAngle2(av1, av2) * 180.0/M_PI)-90); */
ang1 = NormalizedVecAngle2(av1, av2)*180.0/M_PI;
ang2 = NormalizedVecAngle2(av2, av3)*180.0/M_PI;
ang3 = NormalizedVecAngle2(av3, av1)*180.0/M_PI;
glBegin(GL_TRIANGLES);