forked from bartvdbraak/blender
code cleanup: use const for passing vectors
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7620c27554
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81829f5221
@ -104,7 +104,7 @@ int BLI_bvhtree_find_nearest(BVHTree *tree, const float co[3], BVHTreeNearest *n
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int BLI_bvhtree_ray_cast(BVHTree *tree, const float co[3], const float *dir, float radius, BVHTreeRayHit *hit, BVHTree_RayCastCallback callback, void *userdata);
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float BLI_bvhtree_bb_raycast(float *bv, const float light_start[3], const float light_end[3], float pos[3]);
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float BLI_bvhtree_bb_raycast(const float *bv, const float light_start[3], const float light_end[3], float pos[3]);
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/* range query */
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int BLI_bvhtree_range_query(BVHTree *tree, const float co[3], float radius, BVHTree_RangeQuery callback, void *userdata);
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@ -1343,7 +1343,7 @@ int BLI_bvhtree_find_nearest(BVHTree *tree, const float co[3], BVHTreeNearest *n
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/* Determines the distance that the ray must travel to hit the bounding volume of the given node */
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static float ray_nearest_hit(BVHRayCastData *data, float *bv)
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static float ray_nearest_hit(BVHRayCastData *data, const float *bv)
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{
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int i;
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@ -1521,7 +1521,7 @@ int BLI_bvhtree_ray_cast(BVHTree *tree, const float co[3], const float dir[3], f
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return data.hit.index;
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}
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float BLI_bvhtree_bb_raycast(float *bv, const float light_start[3], const float light_end[3], float pos[3])
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float BLI_bvhtree_bb_raycast(const float *bv, const float light_start[3], const float light_end[3], float pos[3])
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{
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BVHRayCastData data;
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float dist = 0.0;
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@ -583,7 +583,7 @@ static int project_bucket_offset_safe(const ProjPaintState *ps, const float proj
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}
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/* still use 2D X,Y space but this works for verts transformed by a perspective matrix, using their 4th component as a weight */
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static void barycentric_weights_v2_persp(float v1[4], float v2[4], float v3[4], float co[2], float w[3])
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static void barycentric_weights_v2_persp(const float v1[4], const float v2[4], const float v3[4], const float co[2], float w[3])
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{
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float wtot_inv, wtot;
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@ -603,13 +603,17 @@ static void barycentric_weights_v2_persp(float v1[4], float v2[4], float v3[4],
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w[0] = w[1] = w[2] = 1.0f / 3.0f;
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}
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static float VecZDepthOrtho(float pt[2], float v1[3], float v2[3], float v3[3], float w[3])
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static float VecZDepthOrtho(const float pt[2],
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const float v1[3], const float v2[3], const float v3[3],
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float w[3])
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{
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barycentric_weights_v2(v1, v2, v3, pt, w);
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return (v1[2] * w[0]) + (v2[2] * w[1]) + (v3[2] * w[2]);
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}
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static float VecZDepthPersp(float pt[2], float v1[4], float v2[4], float v3[4], float w[3])
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static float VecZDepthPersp(const float pt[2],
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const float v1[4], const float v2[4], const float v3[4],
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float w[3])
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{
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float wtot_inv, wtot;
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float w_tmp[3];
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@ -1618,7 +1618,7 @@ static void execute_scene(Scene *blscene, IK_Scene *ikscene, bItasc *ikparam, fl
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timestep = sts / 1000.0;
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}
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}
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// don't cache if we are reiterating because we don't want to distroy the cache unnecessarily
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// don't cache if we are reiterating because we don't want to destroy the cache unnecessarily
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ikscene->scene->update(timestamp, timestep, numstep, false, !reiterate, simulation);
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if (reiterate) {
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// how many times do we reiterate?
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