moved source and text to american spelling

* colour -> color
* centre -> center
* normalise -> normalize
* modelling -> modeling
This commit is contained in:
Campbell Barton 2007-04-04 13:18:41 +00:00
parent 203e6ed82b
commit afdd54fa37
123 changed files with 715 additions and 715 deletions

@ -389,9 +389,9 @@ processEvent(
}
if (m_translation_settings[m_current_object].m_moving) {
// project current objects bounding box centre into screen space.
// project current objects bounding box center into screen space.
// unproject mouse point into object space using z-value from
// projected bounding box centre.
// projected bounding box center.
GHOST_Rect bounds;
m_window->getClientBounds(bounds);
@ -612,9 +612,9 @@ InitOpenGl(
glMatrixMode(GL_PROJECTION);
// centre of the box + 3* depth of box
// center of the box + 3* depth of box
MT_Vector3 centre = (min + max) * 0.5;
MT_Vector3 center = (min + max) * 0.5;
MT_Vector3 diag = max - min;
float depth = diag.length();
@ -629,8 +629,8 @@ InitOpenGl(
glMatrixMode(GL_MODELVIEW);
gluLookAt(
centre.x(), centre.y(), centre.z() + distance*depth, //eye
centre.x(), centre.y(), centre.z(), //centre
center.x(), center.y(), center.z() + distance*depth, //eye
center.x(), center.y(), center.z(), //center
0.0, 1.0, 0.
); /* up is in positive Y direction */

@ -87,7 +87,7 @@ RecursiveTreeBuild(
}
}
// all of the nodes were on one side of the box centre
// all of the nodes were on one side of the box center
// I'm not sure if this case ever gets reached?
if (mid == 0 || mid == n)
{

@ -107,9 +107,9 @@ init(MT_Vector3 min,MT_Vector3 max)
/* Setup the view of the cube. */
glMatrixMode(GL_PROJECTION);
// centre of the box + 3* depth of box
// center of the box + 3* depth of box
MT_Vector3 centre = (min + max) * 0.5;
MT_Vector3 center = (min + max) * 0.5;
MT_Vector3 diag = max - min;
float depth = diag.length();
@ -125,8 +125,8 @@ init(MT_Vector3 min,MT_Vector3 max)
gluLookAt(
centre.x(), centre.y(), centre.z() + distance*depth, /* eye is at (0,0,5) */
centre.x(), centre.y(), centre.z(), /* center is at (0,0,0) */
center.x(), center.y(), center.z() + distance*depth, /* eye is at (0,0,5) */
center.x(), center.y(), center.z(), /* center is at (0,0,0) */
0.0, 1.0, 0.); /* up is in positive Y direction */
glPushMatrix();

@ -96,7 +96,7 @@ void make_editMesh(void);
struct EditMesh;
void free_editMesh(struct EditMesh *);
void free_editArmature(void);
void docentre_new(void);
void docenter_new(void);
int saveover(char *str);
/* image.c */

@ -142,7 +142,7 @@ Material defmaterial;
void load_editMesh(void){}
void make_editMesh(void){}
void free_editMesh(struct EditMesh *em){}
void docentre_new(void){}
void docenter_new(void){}
int saveover(char *str){ return 0;}
/* image.c */

@ -1001,9 +1001,9 @@ static DerivedMesh *getEditMeshDerivedMesh(EditMesh *em, Object *ob,
float *no = emdm->vertexNos[i];
/* following Mesh convention; we use vertex coordinate itself
* for normal in this case */
if (Normalise(no)==0.0) {
if (Normalize(no)==0.0) {
VECCOPY(no, vertexCos[i]);
Normalise(no);
Normalize(no);
}
}
}
@ -2498,7 +2498,7 @@ void writeBobjgz(char *filename, struct Object *ob, int useGlobalCoords, int app
EulToMat3(ob->rot, rotmat);
for(i=0; i<wri;i++) {
VECCOPY(vec, mvert[i].no);
Normalise(vec);
Normalize(vec);
if(useGlobalCoords) { Mat3MulVecfl(rotmat, vec); }
for(j=0; j<3; j++) {
wrf = vec[j];

@ -438,7 +438,7 @@ Mat4 *b_bone_spline_setup(bPoseChannel *pchan)
Mat4MulVecfl(imat, h1);
/* if previous bone is B-bone too, use average handle direction */
if(prev->bone->segments>1) h1[1]-= length;
Normalise(h1);
Normalize(h1);
VecMulf(h1, -hlength1);
}
else {
@ -466,7 +466,7 @@ Mat4 *b_bone_spline_setup(bPoseChannel *pchan)
roll= atan2(mat3[2][0], mat3[2][2]);
/* and only now negate handle */
Normalise(h2);
Normalize(h2);
VecMulf(h2, -hlength2);
}
@ -548,7 +548,7 @@ float distfactor_to_bone (float vec[3], float b1[3], float b2[3], float rad1, fl
float hsqr, a, l, rad;
VecSubf (bdelta, b2, b1);
l = Normalise (bdelta);
l = Normalize (bdelta);
VecSubf (pdelta, vec, b1);
@ -964,14 +964,14 @@ void vec_roll_to_mat3(float *vec, float roll, float mat[][3])
float rMatrix[3][3], bMatrix[3][3];
VECCOPY (nor, vec);
Normalise (nor);
Normalize (nor);
/* Find Axis & Amount for bone matrix*/
Crossf (axis,target,nor);
if (Inpf(axis,axis) > 0.0000000000001) {
/* if nor is *not* a multiple of target ... */
Normalise (axis);
Normalize (axis);
theta= NormalizedVecAngle2(target, nor);

@ -780,7 +780,7 @@ int brush_painter_paint(BrushPainter *painter, BrushFunc func, float *pos, doubl
/* setup starting time, direction vector and accumulated time */
starttime= painter->accumtime;
Vec2Subf(dmousepos, pos, painter->lastmousepos);
len= Normalise2(dmousepos);
len= Normalize2(dmousepos);
painter->accumtime += curtime - painter->lasttime;
/* do paint op over unpainted time distance */
@ -815,7 +815,7 @@ int brush_painter_paint(BrushPainter *painter, BrushFunc func, float *pos, doubl
/* setup starting distance, direction vector and accumulated distance */
startdistance= painter->accumdistance;
Vec2Subf(dmousepos, pos, painter->lastmousepos);
len= Normalise2(dmousepos);
len= Normalize2(dmousepos);
painter->accumdistance += len;
/* do paint op over unpainted distance */

@ -1002,9 +1002,9 @@ void CDDM_calc_normals(DerivedMesh *dm)
for(i = 0; i < numVerts; i++, mv++) {
float *no = temp_nors[i];
if (Normalise(no) == 0.0) {
if (Normalize(no) == 0.0) {
VECCOPY(no, mv->co);
Normalise(no);
Normalize(no);
}
mv->no[0] = (short)(no[0] * 32767.0);

@ -891,7 +891,7 @@ static void vectomat(float *vec, float *target_up, short axis, short upflag, sho
int right_index;
VecCopyf(n, vec);
if(Normalise(n) == 0.0) {
if(Normalize(n) == 0.0) {
n[0] = 0.0;
n[1] = 0.0;
n[2] = 1.0;
@ -919,15 +919,15 @@ static void vectomat(float *vec, float *target_up, short axis, short upflag, sho
VecSubf(proj, u, proj); /* then onto the plane */
/* proj specifies the transformation of the up axis */
if(Normalise(proj) == 0.0) { /* degenerate projection */
if(Normalize(proj) == 0.0) { /* degenerate projection */
proj[0] = 0.0;
proj[1] = 1.0;
proj[2] = 0.0;
}
/* normalised cross product of n and proj specifies transformation of the right axis */
/* Normalized cross product of n and proj specifies transformation of the right axis */
Crossf(right, proj, n);
Normalise(right);
Normalize(right);
if(axis != upflag) {
right_index = 3 - axis - upflag;
@ -1220,7 +1220,7 @@ short get_constraint_target_matrix (bConstraint *con, short ownertype, void* own
if(data->followflag){
quat= vectoquat(dir, (short) data->trackflag, (short) data->upflag);
Normalise(dir);
Normalize(dir);
q[0]= (float)cos(0.5*vec[3]);
x1= (float)sin(0.5*vec[3]);
q[1]= -x1*dir[0];
@ -1528,13 +1528,13 @@ void evaluate_constraint (bConstraint *constraint, Object *ob, short ownertype,
/* Projection of Vector on the plane */
Projf(vec2, vec, ob->obmat[0]);
VecSubf(totmat[1], vec, vec2);
Normalise(totmat[1]);
Normalize(totmat[1]);
/* the x axis is fixed*/
totmat[0][0] = ob->obmat[0][0];
totmat[0][1] = ob->obmat[0][1];
totmat[0][2] = ob->obmat[0][2];
Normalise(totmat[0]);
Normalize(totmat[0]);
/* the z axis gets mapped onto
a third orthogonal vector */
@ -1546,13 +1546,13 @@ void evaluate_constraint (bConstraint *constraint, Object *ob, short ownertype,
/* Projection of Vector on the plane */
Projf(vec2, vec, ob->obmat[0]);
VecSubf(totmat[2], vec, vec2);
Normalise(totmat[2]);
Normalize(totmat[2]);
/* the x axis is fixed*/
totmat[0][0] = ob->obmat[0][0];
totmat[0][1] = ob->obmat[0][1];
totmat[0][2] = ob->obmat[0][2];
Normalise(totmat[0]);
Normalize(totmat[0]);
/* the z axis gets mapped onto
a third orthogonal vector */
@ -1564,14 +1564,14 @@ void evaluate_constraint (bConstraint *constraint, Object *ob, short ownertype,
/* Projection of Vector on the plane */
Projf(vec2, vec, ob->obmat[0]);
VecSubf(totmat[1], vec, vec2);
Normalise(totmat[1]);
Normalize(totmat[1]);
VecMulf(totmat[1],-1);
/* the x axis is fixed*/
totmat[0][0] = ob->obmat[0][0];
totmat[0][1] = ob->obmat[0][1];
totmat[0][2] = ob->obmat[0][2];
Normalise(totmat[0]);
Normalize(totmat[0]);
/* the z axis gets mapped onto
a third orthogonal vector */
@ -1583,14 +1583,14 @@ void evaluate_constraint (bConstraint *constraint, Object *ob, short ownertype,
/* Projection of Vector on the plane */
Projf(vec2, vec, ob->obmat[0]);
VecSubf(totmat[2], vec, vec2);
Normalise(totmat[2]);
Normalize(totmat[2]);
VecMulf(totmat[2],-1);
/* the x axis is fixed*/
totmat[0][0] = ob->obmat[0][0];
totmat[0][1] = ob->obmat[0][1];
totmat[0][2] = ob->obmat[0][2];
Normalise(totmat[0]);
Normalize(totmat[0]);
/* the z axis gets mapped onto
a third orthogonal vector */
@ -1615,13 +1615,13 @@ void evaluate_constraint (bConstraint *constraint, Object *ob, short ownertype,
/* Projection of Vector on the plane */
Projf(vec2, vec, ob->obmat[1]);
VecSubf(totmat[0], vec, vec2);
Normalise(totmat[0]);
Normalize(totmat[0]);
/* the y axis is fixed*/
totmat[1][0] = ob->obmat[1][0];
totmat[1][1] = ob->obmat[1][1];
totmat[1][2] = ob->obmat[1][2];
Normalise(totmat[1]);
Normalize(totmat[1]);
/* the z axis gets mapped onto
a third orthogonal vector */
@ -1633,13 +1633,13 @@ void evaluate_constraint (bConstraint *constraint, Object *ob, short ownertype,
/* Projection of Vector on the plane */
Projf(vec2, vec, ob->obmat[1]);
VecSubf(totmat[2], vec, vec2);
Normalise(totmat[2]);
Normalize(totmat[2]);
/* the y axis is fixed*/
totmat[1][0] = ob->obmat[1][0];
totmat[1][1] = ob->obmat[1][1];
totmat[1][2] = ob->obmat[1][2];
Normalise(totmat[1]);
Normalize(totmat[1]);
/* the z axis gets mapped onto
a third orthogonal vector */
@ -1651,14 +1651,14 @@ void evaluate_constraint (bConstraint *constraint, Object *ob, short ownertype,
/* Projection of Vector on the plane */
Projf(vec2, vec, ob->obmat[1]);
VecSubf(totmat[0], vec, vec2);
Normalise(totmat[0]);
Normalize(totmat[0]);
VecMulf(totmat[0],-1);
/* the y axis is fixed*/
totmat[1][0] = ob->obmat[1][0];
totmat[1][1] = ob->obmat[1][1];
totmat[1][2] = ob->obmat[1][2];
Normalise(totmat[1]);
Normalize(totmat[1]);
/* the z axis gets mapped onto
a third orthogonal vector */
@ -1670,14 +1670,14 @@ void evaluate_constraint (bConstraint *constraint, Object *ob, short ownertype,
/* Projection of Vector on the plane */
Projf(vec2, vec, ob->obmat[1]);
VecSubf(totmat[2], vec, vec2);
Normalise(totmat[2]);
Normalize(totmat[2]);
VecMulf(totmat[2],-1);
/* the y axis is fixed*/
totmat[1][0] = ob->obmat[1][0];
totmat[1][1] = ob->obmat[1][1];
totmat[1][2] = ob->obmat[1][2];
Normalise(totmat[1]);
Normalize(totmat[1]);
/* the z axis gets mapped onto
a third orthogonal vector */
@ -1702,13 +1702,13 @@ void evaluate_constraint (bConstraint *constraint, Object *ob, short ownertype,
/* Projection of Vector on the plane */
Projf(vec2, vec, ob->obmat[2]);
VecSubf(totmat[0], vec, vec2);
Normalise(totmat[0]);
Normalize(totmat[0]);
/* the z axis is fixed*/
totmat[2][0] = ob->obmat[2][0];
totmat[2][1] = ob->obmat[2][1];
totmat[2][2] = ob->obmat[2][2];
Normalise(totmat[2]);
Normalize(totmat[2]);
/* the x axis gets mapped onto
a third orthogonal vector */
@ -1720,13 +1720,13 @@ void evaluate_constraint (bConstraint *constraint, Object *ob, short ownertype,
/* Projection of Vector on the plane */
Projf(vec2, vec, ob->obmat[2]);
VecSubf(totmat[1], vec, vec2);
Normalise(totmat[1]);
Normalize(totmat[1]);
/* the z axis is fixed*/
totmat[2][0] = ob->obmat[2][0];
totmat[2][1] = ob->obmat[2][1];
totmat[2][2] = ob->obmat[2][2];
Normalise(totmat[2]);
Normalize(totmat[2]);
/* the x axis gets mapped onto
a third orthogonal vector */
@ -1738,14 +1738,14 @@ void evaluate_constraint (bConstraint *constraint, Object *ob, short ownertype,
/* Projection of Vector on the plane */
Projf(vec2, vec, ob->obmat[2]);
VecSubf(totmat[0], vec, vec2);
Normalise(totmat[0]);
Normalize(totmat[0]);
VecMulf(totmat[0],-1);
/* the z axis is fixed*/
totmat[2][0] = ob->obmat[2][0];
totmat[2][1] = ob->obmat[2][1];
totmat[2][2] = ob->obmat[2][2];
Normalise(totmat[2]);
Normalize(totmat[2]);
/* the x axis gets mapped onto
a third orthogonal vector */
@ -1757,14 +1757,14 @@ void evaluate_constraint (bConstraint *constraint, Object *ob, short ownertype,
/* Projection of Vector on the plane */
Projf(vec2, vec, ob->obmat[2]);
VecSubf(totmat[1], vec, vec2);
Normalise(totmat[1]);
Normalize(totmat[1]);
VecMulf(totmat[1],-1);
/* the z axis is fixed*/
totmat[2][0] = ob->obmat[2][0];
totmat[2][1] = ob->obmat[2][1];
totmat[2][2] = ob->obmat[2][2];
Normalise(totmat[2]);
Normalize(totmat[2]);
/* the x axis gets mapped onto
a third orthogonal vector */
@ -1793,9 +1793,9 @@ void evaluate_constraint (bConstraint *constraint, Object *ob, short ownertype,
tmpmat[0][0] = ob->obmat[0][0];tmpmat[0][1] = ob->obmat[0][1];tmpmat[0][2] = ob->obmat[0][2];
tmpmat[1][0] = ob->obmat[1][0];tmpmat[1][1] = ob->obmat[1][1];tmpmat[1][2] = ob->obmat[1][2];
tmpmat[2][0] = ob->obmat[2][0];tmpmat[2][1] = ob->obmat[2][1];tmpmat[2][2] = ob->obmat[2][2];
Normalise(tmpmat[0]);
Normalise(tmpmat[1]);
Normalise(tmpmat[2]);
Normalize(tmpmat[0]);
Normalize(tmpmat[1]);
Normalize(tmpmat[2]);
Mat3Inv(invmat,tmpmat);
Mat3MulMat3(tmpmat,totmat,invmat);
totmat[0][0] = tmpmat[0][0];totmat[0][1] = tmpmat[0][1];totmat[0][2] = tmpmat[0][2];
@ -1865,20 +1865,20 @@ void evaluate_constraint (bConstraint *constraint, Object *ob, short ownertype,
xx[0] = ob->obmat[0][0];
xx[1] = ob->obmat[0][1];
xx[2] = ob->obmat[0][2];
Normalise(xx);
Normalize(xx);
/* store Z orientation before destroying obmat */
zz[0] = ob->obmat[2][0];
zz[1] = ob->obmat[2][1];
zz[2] = ob->obmat[2][2];
Normalise(zz);
Normalize(zz);
VecSubf(vec, ob->obmat[3], targetmat[3]);
vec[0] /= size[0];
vec[1] /= size[1];
vec[2] /= size[2];
dist = Normalise(vec);
dist = Normalize(vec);
//dist = VecLenf( ob->obmat[3], targetmat[3]);
if (data->orglength == 0) data->orglength = dist;
@ -1920,7 +1920,7 @@ void evaluate_constraint (bConstraint *constraint, Object *ob, short ownertype,
ob->obmat[2][2]=size[2]*scale[2];
VecSubf(vec, ob->obmat[3], targetmat[3]);
Normalise(vec);
Normalize(vec);
/* new Y aligns object target connection*/
totmat[1][0] = -vec[0];
totmat[1][1] = -vec[1];
@ -1930,7 +1930,7 @@ void evaluate_constraint (bConstraint *constraint, Object *ob, short ownertype,
/* build new Z vector */
/* othogonal to "new Y" "old X! plane */
Crossf(orth, vec, xx);
Normalise(orth);
Normalize(orth);
/* new Z*/
totmat[2][0] = orth[0];
@ -1939,7 +1939,7 @@ void evaluate_constraint (bConstraint *constraint, Object *ob, short ownertype,
/* we decided to keep X plane*/
Crossf(xx,orth, vec);
Normalise(xx);
Normalize(xx);
totmat[0][0] = xx[0];
totmat[0][1] = xx[1];
totmat[0][2] = xx[2];
@ -1948,7 +1948,7 @@ void evaluate_constraint (bConstraint *constraint, Object *ob, short ownertype,
/* build new X vector */
/* othogonal to "new Y" "old Z! plane */
Crossf(orth, vec, zz);
Normalise(orth);
Normalize(orth);
/* new X*/
totmat[0][0] = -orth[0];
@ -1957,7 +1957,7 @@ void evaluate_constraint (bConstraint *constraint, Object *ob, short ownertype,
/* we decided to keep Z */
Crossf(zz,orth, vec);
Normalise(zz);
Normalize(zz);
totmat[2][0] = zz[0];
totmat[2][1] = zz[1];
totmat[2][2] = zz[2];

@ -1778,7 +1778,7 @@ void makeBevelList(Object *ob)
quat= vectoquat(vec, 5, 1);
Normalise(vec);
Normalize(vec);
q[0]= (float)cos(0.5*bevp1->alfa);
x1= (float)sin(0.5*bevp1->alfa);
q[1]= x1*vec[0];
@ -1808,7 +1808,7 @@ void makeBevelList(Object *ob)
vec[1]= bevp2->y - bevp0->y;
vec[2]= bevp2->z - bevp0->z;
Normalise(vec);
Normalize(vec);
quat= vectoquat(vec, 5, 1);
@ -2107,8 +2107,8 @@ void calchandleNurb(BezTriple *bezt, BezTriple *prev, BezTriple *next, int mode)
VecSubf(h1, p2-3, p2);
VecSubf(h2, p2, p2+3);
len1= Normalise(h1);
len2= Normalise(h2);
len1= Normalize(h1);
len2= Normalize(h2);
vz= INPR(h1, h2);

@ -240,7 +240,7 @@ void addnormalsDispList(Object *ob, ListBase *lb)
a= dl->parts*dl->nr;
v1= ndata;
while(a--) {
Normalise(v1);
Normalize(v1);
v1+= 3;
}
}
@ -525,7 +525,7 @@ static void mesh_create_shadedColors(Render *re, Object *ob, int onlyForMesh, un
vn[0]= imat[0][0]*xn+imat[0][1]*yn+imat[0][2]*zn;
vn[1]= imat[1][0]*xn+imat[1][1]*yn+imat[1][2]*zn;
vn[2]= imat[2][0]*xn+imat[2][1]*yn+imat[2][2]*zn;
Normalise(vn);
Normalize(vn);
}
for (i=0; i<totface; i++) {
@ -555,7 +555,7 @@ static void mesh_create_shadedColors(Render *re, Object *ob, int onlyForMesh, un
n1[0]= imat[0][0]*nor[0]+imat[0][1]*nor[1]+imat[0][2]*nor[2];
n1[1]= imat[1][0]*nor[0]+imat[1][1]*nor[1]+imat[1][2]*nor[2];
n1[2]= imat[2][0]*nor[0]+imat[2][1]*nor[1]+imat[2][2]*nor[2];
Normalise(n1);
Normalize(n1);
for (j=0; j<nverts; j++) {
MVert *mv= &mvert[vidx[j]];
@ -666,7 +666,7 @@ void shadeDispList(Base *base)
n1[0]= imat[0][0]*dl->nors[0]+imat[0][1]*dl->nors[1]+imat[0][2]*dl->nors[2];
n1[1]= imat[1][0]*dl->nors[0]+imat[1][1]*dl->nors[1]+imat[1][2]*dl->nors[2];
n1[2]= imat[2][0]*dl->nors[0]+imat[2][1]*dl->nors[1]+imat[2][2]*dl->nors[2];
Normalise(n1);
Normalize(n1);
fp= dl->verts;
@ -694,7 +694,7 @@ void shadeDispList(Base *base)
n1[0]= imat[0][0]*nor[0]+imat[0][1]*nor[1]+imat[0][2]*nor[2];
n1[1]= imat[1][0]*nor[0]+imat[1][1]*nor[1]+imat[1][2]*nor[2];
n1[2]= imat[2][0]*nor[0]+imat[2][1]*nor[1]+imat[2][2]*nor[2];
Normalise(n1);
Normalize(n1);
fastshade(vec, n1, fp, ma, (char *)col1, NULL);
@ -732,7 +732,7 @@ void shadeDispList(Base *base)
n1[0]= imat[0][0]*nor[0]+imat[0][1]*nor[1]+imat[0][2]*nor[2];
n1[1]= imat[1][0]*nor[0]+imat[1][1]*nor[1]+imat[1][2]*nor[2];
n1[2]= imat[2][0]*nor[0]+imat[2][1]*nor[1]+imat[2][2]*nor[2];
Normalise(n1);
Normalize(n1);
fastshade(vec, n1, fp, ma, (char *)col1, NULL);

@ -571,7 +571,7 @@ void pdDoEffectors(ListBase *lb, float *opco, float *force, float *speed, float
distance = VecLength(vect_to_vert);
Crossf(force_vec, ob->obmat[2], vect_to_vert);
Normalise(force_vec);
Normalize(force_vec);
/* Limit minimum distance to vertex so that */
/* the force is not too big */
@ -867,7 +867,7 @@ static int pdDoDeflection(RNG *rng, float opco[3], float npco[3], float opno[3],
VECSUB(edge1, dv1, dv2);
VECSUB(edge2, dv3, dv2);
Crossf(d_nvect, edge2, edge1);
n_mag = Normalise(d_nvect);
n_mag = Normalize(d_nvect);
dk_plane = INPR(d_nvect, nv1);
dk_point1 = INPR(d_nvect,opco);
@ -880,11 +880,11 @@ static int pdDoDeflection(RNG *rng, float opco[3], float npco[3], float opno[3],
d_i_co_above[0] = (d_intersect_co[0] + (0.001f * d_nvect[0]));
d_i_co_above[1] = (d_intersect_co[1] + (0.001f * d_nvect[1]));
d_i_co_above[2] = (d_intersect_co[2] + (0.001f * d_nvect[2]));
mag_iv = Normalise(d_intersect_vect);
mag_iv = Normalize(d_intersect_vect);
VECCOPY(npco, d_intersect_co);
VECSUB(vect_to_int, opco, d_intersect_co);
first_dist = Normalise(vect_to_int);
first_dist = Normalize(vect_to_int);
/* Work out the lengths of time before and after collision*/
time_before = (life*(first_dist / (mag_iv)));
@ -2045,7 +2045,7 @@ void build_particle_system(Object *ob)
VECCOPY(vec, no);
Mat3MulVecfl(mcnow->imat, vec);
Normalise(vec);
Normalize(vec);
VecMulf(vec, paf->normfac);
VECADD(pa->no, pa->no, vec);
}
@ -2053,7 +2053,7 @@ void build_particle_system(Object *ob)
else {
if(paf->normfac!=0.0) {
VECCOPY(pa->no, no);
Normalise(pa->no);
Normalize(pa->no);
VecMulf(pa->no, paf->normfac);
}
}

@ -2250,7 +2250,7 @@ static void displist_to_objects(ListBase *lbase)
/* irst this: is still active */
if(ivsurf) {
where_is_object(ivsurf);
docentre_new();
docenter_new();
}
dl= lbase->first;
@ -3944,7 +3944,7 @@ static void dxf_read_ellipse(int noob)
x = a * sin(phi);
y = b * cos(phi);
#ifndef DEBUG_CENTRE
#ifndef DEBUG_CENTER
epoint[0] = center[0] + x*cos(theta) - y*sin(theta);
epoint[1] = center[1] + x*sin(theta) + y*cos(theta);
epoint[2] = center[2];

@ -943,7 +943,7 @@ struct chartrans *text_to_curve(Object *ob, int mode)
Mat3CpyMat4(cmat, cu->textoncurve->obmat);
Mat3MulMat3(cmat, cmat, imat3);
sizefac= Normalise(cmat[0])/cu->fsize;
sizefac= Normalize(cmat[0])/cu->fsize;
minx=miny= 1.0e20f;
maxx=maxy= -1.0e20f;
@ -983,7 +983,7 @@ struct chartrans *text_to_curve(Object *ob, int mode)
ct= chartransdata;
for (i=0; i<=slen; i++, ct++) {
/* rotate around centre character */
/* rotate around center character */
ascii = mem[i];
// Find the character

@ -405,7 +405,7 @@ static ImBuf *add_ibuf_size(int width, int height, char *name, short uvtestgrid)
}
}
/* 2nd pass, coloured + */
/* 2nd pass, colored + */
rect= (unsigned char*)ibuf->rect;
for(y=0; y<ibuf->y; y++) {

@ -585,7 +585,7 @@ static float *calc_curve_deform(Object *par, float *co, short axis, CurveDeform
/* the tilt */
if(loc[3]!=0.0) {
Normalise(dir);
Normalize(dir);
q[0]= (float)cos(0.5*loc[3]);
fac= (float)sin(0.5*loc[3]);
q[1]= -fac*dir[0];

@ -1072,9 +1072,9 @@ void mesh_calc_normals(MVert *mverts, int numVerts, MFace *mfaces, int numFaces,
MVert *mv= &mverts[i];
float *no= tnorms[i];
if (Normalise(no)==0.0) {
if (Normalize(no)==0.0) {
VECCOPY(no, mv->co);
Normalise(no);
Normalize(no);
}
mv->no[0]= (short)(no[0]*32767.0);

@ -1268,7 +1268,7 @@ static void ob_parcurve(Object *ob, Object *par, float mat[][4])
quat= vectoquat(dir, ob->trackflag, ob->upflag);
/* the tilt */
Normalise(dir);
Normalize(dir);
q[0]= (float)cos(0.5*vec[3]);
x1= (float)sin(0.5*vec[3]);
q[1]= -x1*dir[0];

@ -1201,7 +1201,7 @@ int sb_detect_face_collisionCached(float face_v1[3],float face_v2[3],float face_
VECSUB(edge1, nv1, nv2);
VECSUB(edge2, nv3, nv2);
Crossf(d_nvect, edge2, edge1);
Normalise(d_nvect);
Normalize(d_nvect);
if (
LineIntersectsTriangle(nv1, nv2, face_v1, face_v2, face_v3, &t) ||
LineIntersectsTriangle(nv2, nv3, face_v1, face_v2, face_v3, &t) ||
@ -1215,7 +1215,7 @@ int sb_detect_face_collisionCached(float face_v1[3],float face_v2[3],float face_
VECSUB(edge1, nv3, nv4);
VECSUB(edge2, nv1, nv4);
Crossf(d_nvect, edge2, edge1);
Normalise(d_nvect);
Normalize(d_nvect);
if (
LineIntersectsTriangle(nv1, nv3, face_v1, face_v2, face_v3, &t) ||
LineIntersectsTriangle(nv3, nv4, face_v1, face_v2, face_v3, &t) ||
@ -1401,7 +1401,7 @@ int sb_detect_edge_collisionCached(float edge_v1[3],float edge_v2[3],float *damp
VECSUB(edge2, nv3, nv2);
Crossf(d_nvect, edge2, edge1);
Normalise(d_nvect);
Normalize(d_nvect);
if ( LineIntersectsTriangle(edge_v1, edge_v2, nv1, nv2, nv3, &t)){
float v1[3],v2[3];
float intrusiondepth,i1,i2;
@ -1420,7 +1420,7 @@ int sb_detect_edge_collisionCached(float edge_v1[3],float edge_v2[3],float *damp
VECSUB(edge2, nv1, nv4);
Crossf(d_nvect, edge2, edge1);
Normalise(d_nvect);
Normalize(d_nvect);
if (LineIntersectsTriangle( edge_v1, edge_v2,nv1, nv3, nv4, &t)){
float v1[3],v2[3];
float intrusiondepth,i1,i2;
@ -1496,7 +1496,7 @@ void scan_for_ext_spring_forces(Object *ob,float timenow)
else{
VECADD(vel, sb->bpoint[bs->v1].vec , sb->bpoint[bs->v2].vec);
}
f = Normalise(vel);
f = Normalize(vel);
f = -0.0001f*f*f*sb->aeroedge;
/* todo add a nice angle dependant function */
/* look up one at bergman scheafer */
@ -1504,7 +1504,7 @@ void scan_for_ext_spring_forces(Object *ob,float timenow)
VECSUB(sp, sb->bpoint[bs->v1].pos , sb->bpoint[bs->v2].pos);
Projf(pr,vel,sp);
VECSUB(vel,vel,pr);
Normalise(vel);
Normalize(vel);
Vec3PlusStVec(bs->ext_force,f,vel);
}
/* --- springs seeing wind */
@ -1673,7 +1673,7 @@ int sb_detect_vertex_collisionCached(float opco[3], float facenormal[3], float *
VECSUB(dv1,opco,nv2); /* abuse dv1 to have vertex in question at *origin* of triangle */
Crossf(d_nvect, edge2, edge1);
n_mag = Normalise(d_nvect);
n_mag = Normalize(d_nvect);
facedist = Inpf(dv1,d_nvect);
if ((facedist > innerfacethickness) && (facedist < outerfacethickness)){
@ -1703,7 +1703,7 @@ int sb_detect_vertex_collisionCached(float opco[3], float facenormal[3], float *
VECSUB(dv1,opco,nv4); /* abuse dv1 to have vertex in question at *origin* of triangle */
Crossf(d_nvect, edge2, edge1);
n_mag = Normalise(d_nvect);
n_mag = Normalize(d_nvect);
facedist = Inpf(dv1,d_nvect);
if ((facedist > innerfacethickness) && (facedist < outerfacethickness)){
@ -1741,7 +1741,7 @@ int sb_detect_vertex_collisionCached(float opco[3], float facenormal[3], float *
if (ci) *intrusion /= ci;
if (deflected){
VECCOPY(facenormal,force);
Normalise(facenormal);
Normalize(facenormal);
}
return deflected;
}
@ -1882,7 +1882,7 @@ int sb_detect_vertex_collisionCachedEx(float opco[3], float facenormal[3], float
VECSUB(dv1,opco,nv2); /* abuse dv1 to have vertex in question at *origin* of triangle */
Crossf(d_nvect, edge2, edge1);
n_mag = Normalise(d_nvect);
n_mag = Normalize(d_nvect);
facedist = Inpf(dv1,d_nvect);
if ((facedist > closestinside) && (facedist < outerfacethickness)){
@ -1926,7 +1926,7 @@ int sb_detect_vertex_collisionCachedEx(float opco[3], float facenormal[3], float
VECSUB(dv1,opco,nv4); /* abuse dv1 to have vertex in question at *origin* of triangle */
Crossf(d_nvect, edge2, edge1);
n_mag = Normalise(d_nvect);
n_mag = Normalize(d_nvect);
facedist = Inpf(dv1,d_nvect);
if ((facedist > innerfacethickness) && (facedist < outerfacethickness)){
@ -1983,7 +1983,7 @@ int sb_detect_vertex_collisionCachedEx(float opco[3], float facenormal[3], float
*/
if (deflected ==1){
VECCOPY(facenormal,force);
Normalise(facenormal);
Normalize(facenormal);
}
else{
facenormal[0] = facenormal[1] = facenormal[2] = 0.0f;
@ -2075,7 +2075,7 @@ static void softbody_calc_forces(Object *ob, float forcetime, float timenow)
/* mathematically it is completly nuts, but performace is pretty much (3) times faster */
if ((ABS(def[0]) > compare) || (ABS(def[1]) > compare) || (ABS(def[2]) > compare)) continue;
distance = Normalise(def);
distance = Normalize(def);
if (distance < compare ){
/* exclude body points attached with a spring */
attached = 0;
@ -2219,12 +2219,12 @@ static void softbody_calc_forces(Object *ob, float forcetime, float timenow)
if (( (sb->totpoint-a) == bs->v1) ){
actspringlen= VecLenf( (bproot+bs->v2)->pos, bp->pos);
VecSubf(sd,(bproot+bs->v2)->pos, bp->pos);
Normalise(sd);
Normalize(sd);
/* friction stuff V1 */
VecSubf(velgoal,bp->vec,(bproot+bs->v2)->vec);
kd = sb->infrict * sb_fric_force_scale(ob);
absvel = Normalise(velgoal);
absvel = Normalize(velgoal);
projvel = ABS(Inpf(sd,velgoal));
kd *= absvel * projvel;
Vec3PlusStVec(bp->force,-kd,velgoal);
@ -2242,12 +2242,12 @@ static void softbody_calc_forces(Object *ob, float forcetime, float timenow)
if (( (sb->totpoint-a) == bs->v2) ){
actspringlen= VecLenf( (bproot+bs->v1)->pos, bp->pos);
VecSubf(sd,bp->pos,(bproot+bs->v1)->pos);
Normalise(sd);
Normalize(sd);
/* friction stuff V2 */
VecSubf(velgoal,bp->vec,(bproot+bs->v1)->vec);
kd = sb->infrict * sb_fric_force_scale(ob);
absvel = Normalise(velgoal);
absvel = Normalize(velgoal);
projvel = ABS(Inpf(sd,velgoal));
kd *= absvel * projvel;
Vec3PlusStVec(bp->force,-kd,velgoal);

@ -118,10 +118,10 @@ static void recalculate_verseface_normals(VNode *vnode)
vface = vface->next;
}
/* we have to normalise all vertex normals */
/* we have to normalize all vertex normals */
vvert = vert_layer->dl.lb.first;
while(vvert) {
Normalise(vvert->no);
Normalize(vvert->no);
vvert = vvert->next;
}
}

@ -478,7 +478,7 @@ FloatLerpf(
float fac
);
float
Normalise(
Normalize(
float *n
);
float
@ -944,7 +944,7 @@ Inp2f(
float *v2
);
float
Normalise2(
Normalize2(
float *n
);

@ -81,7 +81,7 @@ int MTC_Mat4Invert(float inverse[][4], float mat[][4]);
/**
* Make the set of mat orthonormal (mat should already be orthogonal)?
* (doesn't appear to normalise properly?)
* (doesn't appear to normalize properly?)
*/
void MTC_Mat4Ortho(float mat[][4]);

@ -54,7 +54,7 @@ void MTC_swapInt(int *i1, int *i2);
void MTC_diff3DFF(double v1[3], float v2[3], float v3[3]);
void MTC_cross3Double(double v1[3], double v2[3], double v3[3]);
float MTC_normalise3DF(float n[3]);
float MTC_normalize3DF(float n[3]);
/* ------------------------------------------------------------------------- */
#endif /* VECTOROPS_H */

@ -95,12 +95,12 @@ float sasqrt(float fac)
return (float)sqrt(fac);
}
float Normalise(float *n)
float Normalize(float *n)
{
float d;
d= n[0]*n[0]+n[1]*n[1]+n[2]*n[2];
/* A larger value causes normalise errors in a scaled down models with camera xtreme close */
/* A larger value causes normalize errors in a scaled down models with camera xtreme close */
if(d>1.0e-35F) {
d= (float)sqrt(d);
@ -1220,7 +1220,7 @@ void Mat3ToQuat_is_ok( float wmat[][3], float *q)
nor[0] = mat[2][1]; /* cross product with (0,0,1) */
nor[1] = -mat[2][0];
nor[2] = 0.0;
Normalise(nor);
Normalize(nor);
co= mat[2][2];
angle= 0.5f*saacos(co);
@ -1341,7 +1341,7 @@ float *vectoquat( float *vec, short axis, short upflag)
}
co/= len1;
Normalise(nor);
Normalize(nor);
angle= 0.5f*saacos(co);
si= (float)sin(angle);
@ -1414,14 +1414,14 @@ void VecUpMat3old( float *vec, float mat[][3], short axis)
mat[coz][0]= vec[0];
mat[coz][1]= vec[1];
mat[coz][2]= vec[2];
Normalise((float *)mat[coz]);
Normalize((float *)mat[coz]);
inp= mat[coz][0]*up[0] + mat[coz][1]*up[1] + mat[coz][2]*up[2];
mat[coy][0]= up[0] - inp*mat[coz][0];
mat[coy][1]= up[1] - inp*mat[coz][1];
mat[coy][2]= up[2] - inp*mat[coz][2];
Normalise((float *)mat[coy]);
Normalize((float *)mat[coy]);
Crossf(mat[cox], mat[coy], mat[coz]);
@ -1460,14 +1460,14 @@ void VecUpMat3(float *vec, float mat[][3], short axis)
mat[coz][0]= vec[0];
mat[coz][1]= vec[1];
mat[coz][2]= vec[2];
Normalise((float *)mat[coz]);
Normalize((float *)mat[coz]);
inp= mat[coz][2];
mat[coy][0]= - inp*mat[coz][0];
mat[coy][1]= - inp*mat[coz][1];
mat[coy][2]= 1.0f - inp*mat[coz][2];
Normalise((float *)mat[coy]);
Normalize((float *)mat[coy]);
Crossf(mat[cox], mat[coy], mat[coz]);
@ -1751,20 +1751,20 @@ void i_lookat(float vx, float vy, float vz, float px, float py, float pz, float
void Mat3Ortho(float mat[][3])
{
Normalise(mat[0]);
Normalise(mat[1]);
Normalise(mat[2]);
Normalize(mat[0]);
Normalize(mat[1]);
Normalize(mat[2]);
}
void Mat4Ortho(float mat[][4])
{
float len;
len= Normalise(mat[0]);
len= Normalize(mat[0]);
if(len!=0.0) mat[0][3]/= len;
len= Normalise(mat[1]);
len= Normalize(mat[1]);
if(len!=0.0) mat[1][3]/= len;
len= Normalise(mat[2]);
len= Normalize(mat[2]);
if(len!=0.0) mat[2][3]/= len;
}
@ -1876,7 +1876,7 @@ void CalcNormShort( short *v1, short *v2, short *v3, float *n) /* is also cross
n[0]= n1[1]*n2[2]-n1[2]*n2[1];
n[1]= n1[2]*n2[0]-n1[0]*n2[2];
n[2]= n1[0]*n2[1]-n1[1]*n2[0];
Normalise(n);
Normalize(n);
}
void CalcNormLong( int* v1, int*v2, int*v3, float *n)
@ -1892,7 +1892,7 @@ void CalcNormLong( int* v1, int*v2, int*v3, float *n)
n[0]= n1[1]*n2[2]-n1[2]*n2[1];
n[1]= n1[2]*n2[0]-n1[0]*n2[2];
n[2]= n1[0]*n2[1]-n1[1]*n2[0];
Normalise(n);
Normalize(n);
}
float CalcNormFloat( float *v1, float *v2, float *v3, float *n)
@ -1908,7 +1908,7 @@ float CalcNormFloat( float *v1, float *v2, float *v3, float *n)
n[0]= n1[1]*n2[2]-n1[2]*n2[1];
n[1]= n1[2]*n2[0]-n1[0]*n2[2];
n[2]= n1[0]*n2[1]-n1[1]*n2[0];
return Normalise(n);
return Normalize(n);
}
float CalcNormFloat4( float *v1, float *v2, float *v3, float *v4, float *n)
@ -1928,7 +1928,7 @@ float CalcNormFloat4( float *v1, float *v2, float *v3, float *v4, float *n)
n[1]= n1[2]*n2[0]-n1[0]*n2[2];
n[2]= n1[0]*n2[1]-n1[1]*n2[0];
return Normalise(n);
return Normalize(n);
}
@ -2022,12 +2022,12 @@ float AreaQ3Dfl( float *v1, float *v2, float *v3, float *v4) /* only convex Qu
VecSubf(vec1, v2, v1);
VecSubf(vec2, v4, v1);
Crossf(n, vec1, vec2);
len= Normalise(n);
len= Normalize(n);
VecSubf(vec1, v4, v3);
VecSubf(vec2, v2, v3);
Crossf(n, vec1, vec2);
len+= Normalise(n);
len+= Normalize(n);
return (len/2.0f);
}
@ -2039,7 +2039,7 @@ float AreaT3Dfl( float *v1, float *v2, float *v3) /* Triangles */
VecSubf(vec1, v3, v2);
VecSubf(vec2, v1, v2);
Crossf(n, vec1, vec2);
len= Normalise(n);
len= Normalize(n);
return (len/2.0f);
}
@ -2403,7 +2403,7 @@ void VecRotToQuat( float *vec, float phi, float *quat)
quat[2]= vec[1];
quat[3]= vec[2];
if( Normalise(quat+1) == 0.0) {
if( Normalize(quat+1) == 0.0) {
QuatOne(quat);
}
else {
@ -2424,8 +2424,8 @@ float VecAngle3(float *v1, float *v2, float *v3)
VecSubf(vec1, v2, v1);
VecSubf(vec2, v2, v3);
Normalise(vec1);
Normalise(vec2);
Normalize(vec1);
Normalize(vec2);
return NormalizedVecAngle2(vec1, vec2) * 180.0/M_PI;
}
@ -2437,8 +2437,8 @@ float VecAngle2(float *v1, float *v2)
VecCopyf(vec1, v1);
VecCopyf(vec2, v2);
Normalise(vec1);
Normalise(vec2);
Normalize(vec1);
Normalize(vec2);
return NormalizedVecAngle2(vec1, vec2)* 180.0/M_PI;
}
@ -2585,11 +2585,11 @@ void Mat3ToSize( float mat[][3], float *size)
float vec[3];
VecCopyf(vec, mat[0]);
size[0]= Normalise(vec);
size[0]= Normalize(vec);
VecCopyf(vec, mat[1]);
size[1]= Normalise(vec);
size[1]= Normalize(vec);
VecCopyf(vec, mat[2]);
size[2]= Normalise(vec);
size[2]= Normalize(vec);
}
@ -2599,11 +2599,11 @@ void Mat4ToSize( float mat[][4], float *size)
VecCopyf(vec, mat[0]);
size[0]= Normalise(vec);
size[0]= Normalize(vec);
VecCopyf(vec, mat[1]);
size[1]= Normalise(vec);
size[1]= Normalize(vec);
VecCopyf(vec, mat[2]);
size[2]= Normalise(vec);
size[2]= Normalize(vec);
}
/* ************* SPECIALS ******************* */
@ -2619,7 +2619,7 @@ void triatoquat( float *v1, float *v2, float *v3, float *quat)
n[0]= vec[1];
n[1]= -vec[0];
n[2]= 0.0;
Normalise(n);
Normalize(n);
if(n[0]==0.0 && n[1]==0.0) n[0]= 1.0;
@ -2639,7 +2639,7 @@ void triatoquat( float *v1, float *v2, float *v3, float *quat)
/* what angle has this line with x-axis? */
vec[2]= 0.0;
Normalise(vec);
Normalize(vec);
angle= (float)(0.5*atan2(vec[1], vec[0]));
co= (float)cos(angle);
@ -2700,7 +2700,7 @@ float Inp2f(float *v1, float *v2)
return v1[0]*v2[0]+v1[1]*v2[1];
}
float Normalise2(float *n)
float Normalize2(float *n)
{
float d;

@ -267,11 +267,11 @@ void MTC_Mat4Ortho(float mat[][4])
{
float len;
len= MTC_normalise3DF(mat[0]);
len= MTC_normalize3DF(mat[0]);
if(len!=0.0) mat[0][3]/= len;
len= MTC_normalise3DF(mat[1]);
len= MTC_normalize3DF(mat[1]);
if(len!=0.0) mat[1][3]/= len;
len= MTC_normalise3DF(mat[2]);
len= MTC_normalize3DF(mat[2]);
if(len!=0.0) mat[2][3]/= len;
}

@ -141,12 +141,12 @@ void MTC_diff3DFF(double v1[3], float v2[3], float v3[3])
}
/* ------------------------------------------------------------------------- */
float MTC_normalise3DF(float n[3])
float MTC_normalize3DF(float n[3])
{
float d;
d= n[0]*n[0]+n[1]*n[1]+n[2]*n[2];
/* FLT_EPSILON is too large! A larger value causes normalise errors in */
/* FLT_EPSILON is too large! A larger value causes normalize errors in */
/* a scaled down utah teapot */
if(d>0.0000000000001) {

@ -389,16 +389,16 @@ void IMB_rect_from_float(struct ImBuf *ibuf);
void IMB_float_from_rect(struct ImBuf *ibuf);
/**
* Change the ordering of the colour bytes pointed to by rect from
* rgba to abgr. size * 4 colour bytes are reordered.
* Change the ordering of the color bytes pointed to by rect from
* rgba to abgr. size * 4 color bytes are reordered.
*
* @attention Defined in imageprocess.c
*/
void IMB_convert_rgba_to_abgr(struct ImBuf *ibuf);
/**
* Change the ordering of the colour bytes pointed to by rect from
* rgba to abgr. size * 4 colour bytes are reordered.
* Change the ordering of the color bytes pointed to by rect from
* rgba to abgr. size * 4 color bytes are reordered.
*
* @attention Defined in imageprocess.c
*/
@ -492,14 +492,14 @@ void IMB_dit0(struct ImBuf * ibuf, short ofs, short bits);
/**
* boolean toggle that tells whether or not to
* scale the colour map in the y-direction.
* scale the color map in the y-direction.
*
* @attention declared in hamx.c
*/
extern int scalecmapY;
/**
* This 'matrix' defines the transformation from rgb to bw colour
* This 'matrix' defines the transformation from rgb to bw color
* maps. You need to do a sort of dot-product for that. It is a matrix
* with fixed coefficients, extracted from some book.
*

@ -61,7 +61,7 @@ void lattice_foreachScreenVert(void (*func)(void *userData, struct BPoint *bp, i
void nurbs_foreachScreenVert(void (*func)(void *userData, struct Nurb *nu, struct BPoint *bp, struct BezTriple *bezt, int beztindex, int x, int y), void *userData);
void drawcircball(int mode, float *cent, float rad, float tmat[][4]);
void get_local_bounds(struct Object *ob, float *centre, float *size);
void get_local_bounds(struct Object *ob, float *center, float *size);
/* drawing flags: */
#define DRAW_PICKING 1

@ -65,9 +65,9 @@ void exit_editmode(int flag);
void check_editmode(int type);
void enter_editmode(int wc);
void docentre(int centremode);
void docentre_new(void);
void docentre_cursor(void);
void docenter(int centermode);
void docenter_new(void);
void docenter_cursor(void);
void movetolayer(void);
void special_editmenu(void);
void convertmenu(void);

@ -48,7 +48,7 @@ void image_changed(struct SpaceImage *sima, int dotile);
void image_home(void);
void image_viewmove(int mode);
void image_viewzoom(unsigned short event, int invert);
void image_viewcentre(void);
void image_viewcenter(void);
void uvco_to_areaco(float *vec, short *mval);
void uvco_to_areaco_noclip(float *vec, int *mval);
void what_image(struct SpaceImage *sima);

@ -76,7 +76,7 @@ void adduplicate_armature(void);
void addvert_armature(void);
void add_primitiveArmature(int type);
void apply_rot_armature (struct Object *ob, float mat[3][3]);
void docentre_armature (struct Object *ob, int centremode);
void docenter_armature (struct Object *ob, int centermode);
void clear_armature(struct Object *ob, char mode);

@ -68,7 +68,7 @@
/*
*
* This define converts a numerical value to the equivalent 24-bit
* colour, while not being endian-sensitive. On little-endians, this
* color, while not being endian-sensitive. On little-endians, this
* is the same as doing a 'naive'indexing, on big-endian, it is not!
* */
#define cpack(x) glColor3ub( ((x)&0xFF), (((x)>>8)&0xFF), (((x)>>16)&0xFF) )

@ -52,7 +52,7 @@ struct ScrArea;
#define UI_LEFT 4
#define UI_RIGHT 8
#define UI_DIRECTION 15
#define UI_CENTRE 16
#define UI_CENTER 16
#define UI_SHIFT_FLIPPED 32
/* uiBlock->autofill */

@ -85,10 +85,10 @@ void setviewmatrixview3d(void);
float *give_cursor(void);
unsigned int free_localbit(void);
void initlocalview(void);
void centreview(void);
void centerview(void);
void restore_localviewdata(struct View3D *vd);
void endlocalview(struct ScrArea *sa);
void view3d_home(int centre);
void view3d_home(int center);
short view3d_opengl_select(unsigned int *buffer, unsigned int buffsize, short x1, short y1, short x2, short y2);
void view3d_align_axis_to_vector(struct View3D *v3d, int axisidx, float vec[3]);

@ -358,9 +358,9 @@ void curvemap_buttons(struct uiBlock *block, struct CurveMapping *cumap, char la
#define B_SETSMOOTH 2012
#define B_SETSOLID 2013
#define B_AUTOTEX 2014
#define B_DOCENTRE 2015
#define B_DOCENTRENEW 2016
#define B_DOCENTRECURSOR 2017
#define B_DOCENTER 2015
#define B_DOCENTERNEW 2016
#define B_DOCENTERCURSOR 2017
/* 20 values! */
#define B_OBLAY 2019

@ -82,7 +82,7 @@ typedef struct TransCon {
float mtx[3][3]; /* Matrix of the Constraint space */
float imtx[3][3]; /* Inverse Matrix of the Constraint space */
float pmtx[3][3]; /* Projection Constraint Matrix (same as imtx with some axis == 0) */
float center[3]; /* transformation centre to define where to draw the view widget
float center[3]; /* transformation center to define where to draw the view widget
ALWAYS in global space. Unlike the transformation center */
short imval[2]; /* initial mouse value for visual calculation */
/* the one in TransInfo is not garanty to stay the same (Rotates change it) */

@ -171,7 +171,7 @@ typedef struct RenderData {
float ctime; /* use for calcutions */
float framelen, blurfac;
/** For UR edge rendering: give the edges this colour */
/** For UR edge rendering: give the edges this color */
float edgeR, edgeG, edgeB;
short fullscreen, xplay, yplay, freqplay; /* standalone player */

@ -99,7 +99,7 @@ typedef struct View3D {
struct RetopoViewData *retopo_view_data;
struct ViewDepths *depths;
char ob_centre_bone[32]; /* optional string for armature bone to define centre */
char ob_centre_bone[32]; /* optional string for armature bone to define center */
/**
* The drawing mode for the 3d display. Set to OB_WIRE, OB_SOLID,
@ -176,7 +176,7 @@ typedef struct View3D {
/* View3D->around */
#define V3D_CENTRE 0
#define V3D_CENTER 0
#define V3D_CENTROID 3
#define V3D_CURSOR 1
#define V3D_LOCAL 2

@ -46,9 +46,9 @@ struct MTex;
/**
* World defines general modelling data such as a background fill,
* gravity, colour model, stars, etc. It mixes game-data, rendering
* data and modelling data. */
* World defines general modeling data such as a background fill,
* gravity, color model, stars, etc. It mixes game-data, rendering
* data and modeling data. */
typedef struct World {
ID id;

@ -45,7 +45,7 @@ static void node_shader_exec_camera(void *data, bNode *node, bNodeStack **in, bN
VECCOPY(out[0]->vec, shi->co); /* get view vector */
out[1]->vec[0]= fabs(shi->co[2]); /* get view z-depth */
out[2]->vec[0]= Normalise(out[0]->vec); /* get view distance */
out[2]->vec[0]= Normalize(out[0]->vec); /* get view distance */
}
}

@ -79,7 +79,7 @@ static void node_shader_exec_material(void *data, bNode *node, bNodeStack **in,
/* retrieve normal */
if(in[MAT_IN_NORMAL]->hasinput) {
nodestack_get_vec(shi->vn, SOCK_VECTOR, in[MAT_IN_NORMAL]);
Normalise(shi->vn);
Normalize(shi->vn);
}
else
VECCOPY(shi->vn, shi->vno);

@ -70,7 +70,7 @@ static void node_shader_exec_vect_math(void *data, bNode *node, bNodeStack **in,
out[0]->vec[1]= vec1[1] + vec2[1];
out[0]->vec[2]= vec1[2] + vec2[2];
out[1]->vec[0] = Normalise( out[0]->vec );
out[1]->vec[0] = Normalize( out[0]->vec );
}
else if(node->custom1 == 3) { /* Dot product */
out[1]->vec[0]= (vec1[0] * vec2[0]) + (vec1[1] * vec2[1]) + (vec1[2] * vec2[2]);
@ -80,7 +80,7 @@ static void node_shader_exec_vect_math(void *data, bNode *node, bNodeStack **in,
out[0]->vec[1]= (vec1[2] * vec2[0]) - (vec1[0] * vec2[2]);
out[0]->vec[2]= (vec1[0] * vec2[1]) - (vec1[1] * vec2[0]);
out[1]->vec[0] = Normalise( out[0]->vec );
out[1]->vec[0] = Normalize( out[0]->vec );
}
else if(node->custom1 == 5) { /* Normalize */
if(in[0]->hasinput || !in[1]->hasinput) { /* This one only takes one input, so we've got to choose. */
@ -94,7 +94,7 @@ static void node_shader_exec_vect_math(void *data, bNode *node, bNodeStack **in,
out[0]->vec[2]= vec2[2];
}
out[1]->vec[0] = Normalise( out[0]->vec );
out[1]->vec[0] = Normalize( out[0]->vec );
}
}

@ -1389,7 +1389,7 @@ PyObject *M_Mathutils_Intersect( PyObject * self, PyObject * args )
VECCOPY(v3, vec3->vec);
VECCOPY(dir, ray->vec);
Normalise(dir);
Normalize(dir);
VECCOPY(orig, ray_off->vec);
@ -1485,9 +1485,9 @@ PyObject *M_Mathutils_LineIntersect( PyObject * self, PyObject * args )
VecSubf(b, v4, v3);
VECCOPY(dir1, a);
Normalise(dir1);
Normalize(dir1);
VECCOPY(dir2, b);
Normalise(dir2);
Normalize(dir2);
d = Inpf(dir1, dir2);
if (d == 1.0f || d == -1.0f) {
/* colinear */
@ -1577,18 +1577,18 @@ PyObject *M_Mathutils_QuadNormal( PyObject * self, PyObject * args )
VecSubf(e2, v3, v2);
Crossf(n1, e2, e1);
Normalise(n1);
Normalize(n1);
/* find vectors for two edges sharing v4 */
VecSubf(e1, v3, v4);
VecSubf(e2, v1, v4);
Crossf(n2, e2, e1);
Normalise(n2);
Normalize(n2);
/* adding and averaging the normals of both triangles */
VecAddf(n1, n2, n1);
Normalise(n1);
Normalize(n1);
return newVectorObject(n1, 3, Py_NEW);
}
@ -1620,7 +1620,7 @@ PyObject *M_Mathutils_TriangleNormal( PyObject * self, PyObject * args )
VecSubf(e2, v3, v2);
Crossf(n, e2, e1);
Normalise(n);
Normalize(n);
return newVectorObject(n, 3, Py_NEW);
}

@ -1018,7 +1018,7 @@ static int MVert_setNormal( BPy_MVert * self, VectorObject * value )
for( i=0; i<3 ; ++i)
normal[i] = value->vec[i];
Normalise(normal);
Normalize(normal);
for( i=0; i<3 ; ++i)
v->no[i] = (short)(normal[i]*32767.0);
@ -5857,7 +5857,7 @@ static PyObject *Mesh_transform( BPy_Mesh *self, PyObject *args )
vec[0] = nx*invmat[0][0] + ny*invmat[0][1] + nz*invmat[0][2];
vec[1] = nx*invmat[1][0] + ny*invmat[1][1] + nz*invmat[1][2];
vec[2] = nx*invmat[2][0] + ny*invmat[2][1] + nz*invmat[2][2];
Normalise( vec );
Normalize( vec );
mv->no[0] = (short)(vec[0] * 32767.0);
mv->no[1] = (short)(vec[1] * 32767.0);
mv->no[2] = (short)(vec[2] * 32767.0);

@ -234,8 +234,8 @@ static char NMesh_hasFaceUV_doc[] =
The optional argument sets the textured faces flag";
static char NMesh_hasVertexColours_doc[] =
"(flag = None) - returns 1 if Mesh has vertex colours.\n\
The optional argument sets the vertex colour flag";
"(flag = None) - returns 1 if Mesh has vertex colors.\n\
The optional argument sets the vertex color flag";
static char NMesh_getVertexInfluences_doc[] =
"Return a list of the influences of bones in the vertex \n\
@ -4171,7 +4171,7 @@ static PyObject *NMesh_transform (PyObject *self, PyObject *args)
mv->no[0] = vx*invmat[0][0] + vy*invmat[0][1] + vz*invmat[0][2];
mv->no[1] = vx*invmat[1][0] + vy*invmat[1][1] + vz*invmat[1][2];
mv->no[2] = vx*invmat[2][0] + vy*invmat[2][1] + vz*invmat[2][2];
Normalise(mv->no);
Normalize(mv->no);
Py_DECREF(mv);
}
}

@ -195,7 +195,7 @@ static PyObject *Quaternion_getattr(QuaternionObject * self, char *name)
for(x = 0; x < 3; x++) {
vec[x] = (float)(self->quat[x + 1] / mag);
}
Normalise(vec);
Normalize(vec);
//If the axis of rotation is 0,0,0 set it to 1,0,0 - for zero-degree rotations
if( EXPP_FloatsAreEqual(vec[0], 0.0f, 10) &&
EXPP_FloatsAreEqual(vec[1], 0.0f, 10) &&

@ -2292,7 +2292,7 @@ static PyMethodDef BPy_RenderData_methods[] = {
METH_NOARGS,
"() - enable premultiply alpha"},
{"enableKey", ( PyCFunction ) RenderData_EnableKey, METH_NOARGS,
"() - enable alpha and colour values remain unchanged"},
"() - enable alpha and color values remain unchanged"},
{"enableShadow", ( PyCFunction ) RenderData_EnableShadow, METH_VARARGS,
"(bool) - enable/disable shadow calculation"},
{"enablePanorama", ( PyCFunction ) RenderData_EnablePanorama,

@ -317,7 +317,7 @@ void drawsquare(float *cent, float size, short cox, short coy)
void drawlimits()
{
/* centre around cent */
/* center around cent */
short cox=0, coy=1;
if((RG.flag & 3)==2) coy= 2;

@ -82,20 +82,20 @@ float calcStokefactor(RPatch *shoot, RPatch *rp, RNode *rn, float *area)
VecSubf(vec[2], shoot->cent, rn->v3);
VecSubf(vec[3], shoot->cent, rn->v4);
Normalise(vec[0]);
Normalise(vec[1]);
Normalise(vec[2]);
Normalise(vec[3]);
Normalize(vec[0]);
Normalize(vec[1]);
Normalize(vec[2]);
Normalize(vec[3]);
/* cross product */
Crossf(cross[0], vec[0], vec[1]);
Crossf(cross[1], vec[1], vec[2]);
Crossf(cross[2], vec[2], vec[3]);
Crossf(cross[3], vec[3], vec[0]);
Normalise(cross[0]);
Normalise(cross[1]);
Normalise(cross[2]);
Normalise(cross[3]);
Normalize(cross[0]);
Normalize(cross[1]);
Normalize(cross[2]);
Normalize(cross[3]);
/* angles */
rad[0]= vec[0][0]*vec[1][0]+ vec[0][1]*vec[1][1]+ vec[0][2]*vec[1][2];
@ -126,17 +126,17 @@ float calcStokefactor(RPatch *shoot, RPatch *rp, RNode *rn, float *area)
VecSubf(vec[1], shoot->cent, rn->v2);
VecSubf(vec[2], shoot->cent, rn->v3);
Normalise(vec[0]);
Normalise(vec[1]);
Normalise(vec[2]);
Normalize(vec[0]);
Normalize(vec[1]);
Normalize(vec[2]);
/* cross product */
Crossf(cross[0], vec[0], vec[1]);
Crossf(cross[1], vec[1], vec[2]);
Crossf(cross[2], vec[2], vec[0]);
Normalise(cross[0]);
Normalise(cross[1]);
Normalise(cross[2]);
Normalize(cross[0]);
Normalize(cross[1]);
Normalize(cross[2]);
/* angles */
rad[0]= vec[0][0]*vec[1][0]+ vec[0][1]*vec[1][1]+ vec[0][2]*vec[1][2];
@ -322,7 +322,7 @@ int makeformfactors(RPatch *shoot)
vec[1]= (float)BLI_drand();
vec[2]= (float)BLI_drand();
Crossf(up, shoot->norm, vec);
len= Normalise(up);
len= Normalize(up);
/* this safety for input normals that are zero or illegal sized */
if(a>3) return 0;
} while(len==0.0 || len>1.0);

@ -124,9 +124,9 @@ void triaweight(Face *face, int *w1, int *w2, int *w3)
n3[0]= face->v1[0]-face->v3[0];
n3[1]= face->v1[1]-face->v3[1];
n3[2]= face->v1[2]-face->v3[2];
Normalise(n1);
Normalise(n2);
Normalise(n3);
Normalize(n1);
Normalize(n2);
Normalize(n3);
temp= 32.0/(PI);
*w1= 0.5+temp*acos(-n1[0]*n3[0]-n1[1]*n3[1]-n1[2]*n3[2]);
*w2= 0.5+temp*acos(-n1[0]*n2[0]-n1[1]*n2[1]-n1[2]*n2[2]);
@ -785,7 +785,7 @@ void rad_addmesh(void)
BLI_ghash_free(verthash, NULL, NULL);
/* boundbox and centre new */
/* boundbox and center new */
INIT_MINMAX(min, max);
mvert= me->mvert;

@ -177,7 +177,7 @@ static void makeformfactors_rr(Render *re, VlakRen *shoot)
VecSubf(vec, shoot->v1->co, shoot->radface->cent);
Crossf(up, shoot->radface->norm, vec);
len= Normalise(up);
len= Normalize(up);
VECCOPY(hemitop.up, up);
VECCOPY(hemiside.up, shoot->radface->norm);

@ -27,7 +27,7 @@
/* pixelshading.h
*
* These functions determine what actual colour a pixel will have.
* These functions determine what actual color a pixel will have.
*/

@ -549,12 +549,12 @@ static void calc_vertexnormals(Render *re, int startvert, int startvlak, int do_
vlr->flag |= R_NOPUNOFLIP;
VecSubf(n1, v2->co, v1->co);
Normalise(n1);
Normalize(n1);
VecSubf(n2, v3->co, v2->co);
Normalise(n2);
Normalize(n2);
if(v4==NULL) {
VecSubf(n3, v1->co, v3->co);
Normalise(n3);
Normalize(n3);
fac1= saacos(-n1[0]*n3[0]-n1[1]*n3[1]-n1[2]*n3[2]);
fac2= saacos(-n1[0]*n2[0]-n1[1]*n2[1]-n1[2]*n2[2]);
@ -562,9 +562,9 @@ static void calc_vertexnormals(Render *re, int startvert, int startvlak, int do_
}
else {
VecSubf(n3, v4->co, v3->co);
Normalise(n3);
Normalize(n3);
VecSubf(n4, v1->co, v4->co);
Normalise(n4);
Normalize(n4);
fac1= saacos(-n4[0]*n1[0]-n4[1]*n1[1]-n4[2]*n1[2]);
fac2= saacos(-n1[0]*n2[0]-n1[1]*n2[1]-n1[2]*n2[2]);
@ -623,10 +623,10 @@ static void calc_vertexnormals(Render *re, int startvert, int startvlak, int do_
}
}
/* normalise vertex normals */
/* normalize vertex normals */
for(a=startvert; a<re->totvert; a++) {
VertRen *ver= RE_findOrAddVert(re, a);
Normalise(ver->n);
Normalize(ver->n);
if(do_tangent) {
float *tav= RE_vertren_get_tangent(re, ver, 0);
if (tav) {
@ -635,7 +635,7 @@ static void calc_vertexnormals(Render *re, int startvert, int startvlak, int do_
tav[0] -= ver->n[0]*tdn;
tav[1] -= ver->n[1]*tdn;
tav[2] -= ver->n[2]*tdn;
Normalise(tav);
Normalize(tav);
}
}
}
@ -685,21 +685,21 @@ static void calc_fluidsimnormals(Render *re, int startvert, int startvlak, int d
vlr->flag |= R_NOPUNOFLIP;
VecSubf(n1, v2->co, v1->co);
Normalise(n1);
Normalize(n1);
VecSubf(n2, v3->co, v2->co);
Normalise(n2);
Normalize(n2);
if(v4==NULL) {
VecSubf(n3, v1->co, v3->co);
Normalise(n3);
Normalize(n3);
fac1= saacos(-n1[0]*n3[0]-n1[1]*n3[1]-n1[2]*n3[2]);
fac2= saacos(-n1[0]*n2[0]-n1[1]*n2[1]-n1[2]*n2[2]);
fac3= saacos(-n2[0]*n3[0]-n2[1]*n3[1]-n2[2]*n3[2]);
}
else {
VecSubf(n3, v4->co, v3->co);
Normalise(n3);
Normalize(n3);
VecSubf(n4, v1->co, v4->co);
Normalise(n4);
Normalize(n4);
fac1= saacos(-n4[0]*n1[0]-n4[1]*n1[1]-n4[2]*n1[2]);
fac2= saacos(-n1[0]*n2[0]-n1[1]*n2[1]-n1[2]*n2[2]);
@ -738,13 +738,13 @@ static void calc_fluidsimnormals(Render *re, int startvert, int startvlak, int d
}
}
/* normalise vertex normals */
/* normalize vertex normals */
for(a=startvert; a<re->totvert; a++) {
VertRen *ver= RE_findOrAddVert(re, a);
Normalise(ver->n);
Normalize(ver->n);
if(do_tangent) {
float *tav= RE_vertren_get_tangent(re, ver, 0);
if(tav) Normalise(tav);
if(tav) Normalize(tav);
}
}
@ -1025,10 +1025,10 @@ static void make_render_halos(Render *re, Object *ob, Mesh *me, int totvert, MVe
nor[0]= imat[0][0]*xn+imat[0][1]*yn+imat[0][2]*zn;
nor[1]= imat[1][0]*xn+imat[1][1]*yn+imat[1][2]*zn;
nor[2]= imat[2][0]*xn+imat[2][1]*yn+imat[2][2]*zn;
Normalise(nor);
Normalize(nor);
VECCOPY(view, vec);
Normalise(view);
Normalize(view);
zn= nor[0]*view[0]+nor[1]*view[1]+nor[2]*view[2];
if(zn>=0.0) hasize= 0.0;
@ -1180,10 +1180,10 @@ static void render_particle_system(Render *re, Object *ob, Object *par, PartEff
nor[0]= imat[0][0]*xn+imat[0][1]*yn+imat[0][2]*zn;
nor[1]= imat[1][0]*xn+imat[1][1]*yn+imat[1][2]*zn;
nor[2]= imat[2][0]*xn+imat[2][1]*yn+imat[2][2]*zn;
Normalise(nor);
Normalize(nor);
VECCOPY(view, vec);
Normalise(view);
Normalize(view);
zn= nor[0]*view[0]+nor[1]*view[1]+nor[2]*view[2];
if(zn>=0.0) hasize= 0.0;
@ -1195,7 +1195,7 @@ static void render_particle_system(Render *re, Object *ob, Object *par, PartEff
har= RE_inithalo(re, ma, vec, NULL, pa->co, hasize, 0.0, seed);
if(har && ma->mode & MA_HALO_SHADE) {
VecSubf(har->no, vec, vec1);
Normalise(har->no);
Normalize(har->no);
}
}
if(har) har->lay= ob->lay;
@ -1227,7 +1227,7 @@ static void static_particle_strand(Render *re, Object *ob, Material *ma, float *
int flag;
VecSubf(nor, vec, vec1);
Normalise(nor); // nor needed as tangent
Normalize(nor); // nor needed as tangent
Crossf(cross, vec, nor);
/* turn cross in pixelsize */
@ -1405,7 +1405,7 @@ static void render_static_particle_system(Render *re, Object *ob, PartEff *paf)
VECCOPY(v1->co, vec);
VecSubf(vlr->n, vec, vec1);
Normalise(vlr->n);
Normalize(vlr->n);
VECCOPY(v1->n, vlr->n);
vlr->mat= ma;
@ -1433,10 +1433,10 @@ static void render_static_particle_system(Render *re, Object *ob, PartEff *paf)
nor[0]= imat[0][0]*xn+imat[0][1]*yn+imat[0][2]*zn;
nor[1]= imat[1][0]*xn+imat[1][1]*yn+imat[1][2]*zn;
nor[2]= imat[2][0]*xn+imat[2][1]*yn+imat[2][2]*zn;
Normalise(nor);
Normalize(nor);
VECCOPY(view, vec);
Normalise(view);
Normalize(view);
zn= nor[0]*view[0]+nor[1]*view[1]+nor[2]*view[2];
if(zn>=0.0) hasize= 0.0;
@ -1448,7 +1448,7 @@ static void render_static_particle_system(Render *re, Object *ob, PartEff *paf)
har= RE_inithalo(re, ma, vec, NULL, pa->co, hasize, 0.0, seed);
if(har && (ma->mode & MA_HALO_SHADE)) {
VecSubf(har->no, vec, vec1);
Normalise(har->no);
Normalize(har->no);
har->lay= ob->lay;
}
}
@ -1583,7 +1583,7 @@ static void init_render_mball(Render *re, Object *ob)
ver->n[0]= imat[0][0]*xn+imat[0][1]*yn+imat[0][2]*zn;
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;
Normalise(ver->n);
Normalize(ver->n);
//if(ob->transflag & OB_NEG_SCALE) VecMulf(ver->n. -1.0);
if(need_orco) ver->orco= data;
@ -2045,7 +2045,7 @@ static void init_render_mesh(Render *re, Object *ob, Object *par, int only_verts
vlr->n[0]= imat[0][0]*xn+imat[0][1]*yn+imat[0][2]*zn;
vlr->n[1]= imat[1][0]*xn+imat[1][1]*yn+imat[1][2]*zn;
vlr->n[2]= imat[2][0]*xn+imat[2][1]*yn+imat[2][2]*zn;
Normalise(vlr->n);
Normalize(vlr->n);
vlr->mat= ma;
vlr->flag= 0;
@ -2222,7 +2222,7 @@ static GroupObject *add_render_lamp(Render *re, Object *ob)
lar->vec[0]= -mat[2][0];
lar->vec[1]= -mat[2][1];
lar->vec[2]= -mat[2][2];
Normalise(lar->vec);
Normalize(lar->vec);
lar->co[0]= mat[3][0];
lar->co[1]= mat[3][1];
lar->co[2]= mat[3][2];
@ -2304,9 +2304,9 @@ static GroupObject *add_render_lamp(Render *re, Object *ob)
if(lar->type==LA_SPOT) {
Normalise(lar->imat[0]);
Normalise(lar->imat[1]);
Normalise(lar->imat[2]);
Normalize(lar->imat[0]);
Normalize(lar->imat[1]);
Normalize(lar->imat[2]);
xn= saacos(lar->spotsi);
xn= sin(xn)/cos(xn);
@ -2556,7 +2556,7 @@ static int dl_surf_to_renderdata(Render *re, Object *ob, DispList *dl, Material
}
for(a = startvert; a < re->totvert; a++) {
ver= RE_findOrAddVert(re, a);
Normalise(ver->n);
Normalize(ver->n);
}
@ -2663,7 +2663,7 @@ static void init_render_curve(Render *re, Object *ob, int only_verts)
n[0]= ob->imat[0][2];
n[1]= ob->imat[1][2];
n[2]= ob->imat[2][2];
Normalise(n);
Normalize(n);
for(a=0; a<dl->nr; a++, data+=3) {
ver= RE_findOrAddVert(re, re->totvert++);
@ -2804,7 +2804,7 @@ static void init_render_curve(Render *re, Object *ob, int only_verts)
}
for(a=startvert; a<re->totvert; a++) {
ver= RE_findOrAddVert(re, a);
len= Normalise(ver->n);
len= Normalize(ver->n);
if(len==0.0) ver->flag= 1; /* flag abuse, its only used in zbuf now */
else ver->flag= 0;
}
@ -3207,7 +3207,7 @@ void init_render_world(Render *re)
cp[3]= 1;
VECCOPY(re->grvec, re->viewmat[2]);
Normalise(re->grvec);
Normalize(re->grvec);
Mat3CpyMat4(re->imat, re->viewinv);
for(a=0; a<MAX_MTEX; a++)

@ -249,7 +249,7 @@ static void env_rotate_scene(Render *re, float mat[][4], int mode)
ver->n[0]= imat[0][0]*xn+imat[1][0]*yn+imat[2][0]*zn;
ver->n[1]= imat[0][1]*xn+imat[1][1]*yn+imat[2][1]*zn;
ver->n[2]= imat[0][2]*xn+imat[1][2]*yn+imat[2][2]*zn;
Normalise(ver->n);
Normalize(ver->n);
}
for(a=0; a<re->tothalo; a++) {
@ -270,7 +270,7 @@ static void env_rotate_scene(Render *re, float mat[][4], int mode)
vlr->n[0]= imat[0][0]*xn+imat[1][0]*yn+imat[2][0]*zn;
vlr->n[1]= imat[0][1]*xn+imat[1][1]*yn+imat[2][1]*zn;
vlr->n[2]= imat[0][2]*xn+imat[1][2]*yn+imat[2][2]*zn;
Normalise(vlr->n);
Normalize(vlr->n);
}
set_normalflags(re);

@ -57,9 +57,9 @@ static float gamma_range_table[RE_GAMMA_TABLE_SIZE + 1];
static float gamfactor_table[RE_GAMMA_TABLE_SIZE];
static float inv_gamma_range_table[RE_GAMMA_TABLE_SIZE + 1];
static float inv_gamfactor_table[RE_GAMMA_TABLE_SIZE];
static float colour_domain_table[RE_GAMMA_TABLE_SIZE + 1];
static float colour_step;
static float inv_colour_step;
static float color_domain_table[RE_GAMMA_TABLE_SIZE + 1];
static float color_step;
static float inv_color_step;
static float valid_gamma;
static float valid_inv_gamma;
@ -70,15 +70,15 @@ float gammaCorrect(float c)
int i;
float res = 0.0;
i = floor(c * inv_colour_step);
i = floor(c * inv_color_step);
/* Clip to range [0,1]: outside, just do the complete calculation. */
/* We may have some performance problems here. Stretching up the LUT */
/* may help solve that, by exchanging LUT size for the interpolation. */
/* Negative colours are explicitly handled. */
/* Negative colors are explicitly handled. */
if (i < 0) res = -pow(abs(c), valid_gamma);
else if (i >= RE_GAMMA_TABLE_SIZE ) res = pow(c, valid_gamma);
else res = gamma_range_table[i] +
( (c - colour_domain_table[i]) * gamfactor_table[i]);
( (c - color_domain_table[i]) * gamfactor_table[i]);
return res;
} /* end of float gammaCorrect(float col) */
@ -90,12 +90,12 @@ float invGammaCorrect(float col)
int i;
float res = 0.0;
i = floor(col*inv_colour_step);
/* Negative colours are explicitly handled. */
i = floor(col*inv_color_step);
/* Negative colors are explicitly handled. */
if (i < 0) res = -pow(abs(col), valid_inv_gamma);
else if (i >= RE_GAMMA_TABLE_SIZE) res = pow(col, valid_inv_gamma);
else res = inv_gamma_range_table[i] +
( (col - colour_domain_table[i]) * inv_gamfactor_table[i]);
( (col - color_domain_table[i]) * inv_gamfactor_table[i]);
return res;
} /* end of float invGammaCorrect(float col) */
@ -110,15 +110,15 @@ void makeGammaTables(float gamma)
valid_gamma = gamma;
valid_inv_gamma = 1.0 / gamma;
colour_step = 1.0 / RE_GAMMA_TABLE_SIZE;
inv_colour_step = (float) RE_GAMMA_TABLE_SIZE;
color_step = 1.0 / RE_GAMMA_TABLE_SIZE;
inv_color_step = (float) RE_GAMMA_TABLE_SIZE;
/* We could squeeze out the two range tables to gain some memory. */
for (i = 0; i < RE_GAMMA_TABLE_SIZE; i++) {
colour_domain_table[i] = i * colour_step;
gamma_range_table[i] = pow(colour_domain_table[i],
color_domain_table[i] = i * color_step;
gamma_range_table[i] = pow(color_domain_table[i],
valid_gamma);
inv_gamma_range_table[i] = pow(colour_domain_table[i],
inv_gamma_range_table[i] = pow(color_domain_table[i],
valid_inv_gamma);
}
@ -126,16 +126,16 @@ void makeGammaTables(float gamma)
/* rounding errors, we just set this explicitly. The last segment may */
/* have a different lenght than the other segments, but our */
/* interpolation is insensitive to that. */
colour_domain_table[RE_GAMMA_TABLE_SIZE] = 1.0;
color_domain_table[RE_GAMMA_TABLE_SIZE] = 1.0;
gamma_range_table[RE_GAMMA_TABLE_SIZE] = 1.0;
inv_gamma_range_table[RE_GAMMA_TABLE_SIZE] = 1.0;
/* To speed up calculations, we make these calc factor tables. They are */
/* multiplication factors used in scaling the interpolation. */
for (i = 0; i < RE_GAMMA_TABLE_SIZE; i++ ) {
gamfactor_table[i] = inv_colour_step
gamfactor_table[i] = inv_color_step
* (gamma_range_table[i + 1] - gamma_range_table[i]) ;
inv_gamfactor_table[i] = inv_colour_step
inv_gamfactor_table[i] = inv_color_step
* (inv_gamma_range_table[i + 1] - inv_gamma_range_table[i]) ;
}

@ -51,8 +51,8 @@ extern struct Render R;
/* ------------------------------------------------------------------------- */
/* Debug/behaviour defines */
/* if defined: alpha blending with floats clips colour, as with shorts */
/* #define RE_FLOAT_COLOUR_CLIPPING */
/* if defined: alpha blending with floats clips color, as with shorts */
/* #define RE_FLOAT_COLOR_CLIPPING */
/* if defined: alpha values are clipped */
/* For now, we just keep alpha clipping. We run into thresholding and */
/* blending difficulties otherwise. Be careful here. */
@ -62,11 +62,11 @@ extern struct Render R;
/* Threshold for a 'full' pixel: pixels with alpha above this level are */
/* considered opaque This is the decimal value for 0xFFF0 / 0xFFFF */
#define RE_FULL_COLOUR_FLOAT 0.9998
#define RE_FULL_COLOR_FLOAT 0.9998
/* Threshold for an 'empty' pixel: pixels with alpha above this level are */
/* considered completely transparent. This is the decimal value */
/* for 0x000F / 0xFFFF */
#define RE_EMPTY_COLOUR_FLOAT 0.0002
#define RE_EMPTY_COLOR_FLOAT 0.0002
/* ------------------------------------------------------------------------- */
@ -92,8 +92,8 @@ void addAlphaUnderFloat(float *dest, float *source)
{
float mul;
if( (-RE_EMPTY_COLOUR_FLOAT < dest[3])
&& (dest[3] < RE_EMPTY_COLOUR_FLOAT) ) {
if( (-RE_EMPTY_COLOR_FLOAT < dest[3])
&& (dest[3] < RE_EMPTY_COLOR_FLOAT) ) {
dest[0] = source[0];
dest[1] = source[1];
dest[2] = source[2];
@ -114,37 +114,37 @@ void addAlphaUnderFloat(float *dest, float *source)
void addalphaAddfacFloat(float *dest, float *source, char addfac)
{
float m; /* weiging factor of destination */
float c; /* intermediate colour */
float c; /* intermediate color */
/* Addfac is a number between 0 and 1: rescale */
/* final target is to diminish the influence of dest when addfac rises */
m = 1.0 - ( source[3] * ((255.0 - addfac) / 255.0));
/* blend colours*/
/* blend colors*/
c= (m * dest[0]) + source[0];
#ifdef RE_FLOAT_COLOUR_CLIPPING
if(c >= RE_FULL_COLOUR_FLOAT) dest[0] = RE_FULL_COLOUR_FLOAT;
#ifdef RE_FLOAT_COLOR_CLIPPING
if(c >= RE_FULL_COLOR_FLOAT) dest[0] = RE_FULL_COLOR_FLOAT;
else
#endif
dest[0]= c;
c= (m * dest[1]) + source[1];
#ifdef RE_FLOAT_COLOUR_CLIPPING
if(c >= RE_FULL_COLOUR_FLOAT) dest[1] = RE_FULL_COLOUR_FLOAT;
#ifdef RE_FLOAT_COLOR_CLIPPING
if(c >= RE_FULL_COLOR_FLOAT) dest[1] = RE_FULL_COLOR_FLOAT;
else
#endif
dest[1]= c;
c= (m * dest[2]) + source[2];
#ifdef RE_FLOAT_COLOUR_CLIPPING
if(c >= RE_FULL_COLOUR_FLOAT) dest[2] = RE_FULL_COLOUR_FLOAT;
#ifdef RE_FLOAT_COLOR_CLIPPING
if(c >= RE_FULL_COLOR_FLOAT) dest[2] = RE_FULL_COLOR_FLOAT;
else
#endif
dest[2]= c;
c= (m * dest[3]) + source[3];
#ifdef RE_ALPHA_CLIPPING
if(c >= RE_FULL_COLOUR_FLOAT) dest[3] = RE_FULL_COLOUR_FLOAT;
if(c >= RE_FULL_COLOR_FLOAT) dest[3] = RE_FULL_COLOR_FLOAT;
else
#endif
dest[3]= c;
@ -263,7 +263,7 @@ void addalphaAddFloat(float *dest, float *source)
{
/* Makes me wonder whether this is required... */
if( dest[3] < RE_EMPTY_COLOUR_FLOAT) {
if( dest[3] < RE_EMPTY_COLOR_FLOAT) {
dest[0] = source[0];
dest[1] = source[1];
dest[2] = source[2];

@ -379,7 +379,7 @@ void shadeHaloFloat(HaloRen *har, float *col, int zz,
ringf*= dist;
linef*= alpha;
/* The colour is either the rgb spec-ed by the user, or extracted from */
/* The color is either the rgb spec-ed by the user, or extracted from */
/* the texture */
if(har->tex) {
col[0]= har->r;
@ -483,7 +483,7 @@ void shadeSkyView(float *colf, float *rco, float *view, float *dxyview)
zen[0]= R.wrld.zenr; zen[1]= R.wrld.zeng; zen[2]= R.wrld.zenb;
/* Careful: SKYTEX and SKYBLEND are NOT mutually exclusive! If */
/* SKYBLEND is active, the texture and colour blend are added. */
/* SKYBLEND is active, the texture and color blend are added. */
if(R.wrld.skytype & WO_SKYTEX) {
VECCOPY(lo, view);
if(R.wrld.skytype & WO_SKYREAL) {
@ -513,7 +513,7 @@ void shadeSkyView(float *colf, float *rco, float *view, float *dxyview)
}
/*
Stuff the sky colour into the collector.
Stuff the sky color into the collector.
*/
void shadeSkyPixel(float *collector, float fx, float fy)
{
@ -522,7 +522,7 @@ void shadeSkyPixel(float *collector, float fx, float fy)
/*
The rules for sky:
1. Draw an image, if a background image was provided. Stop
2. get texture and colour blend, and combine these.
2. get texture and color blend, and combine these.
*/
float fac;
@ -553,7 +553,7 @@ void shadeSkyPixel(float *collector, float fx, float fy)
}
else {
calc_view_vector(view, fx, fy);
fac= Normalise(view);
fac= Normalize(view);
if(R.wrld.skytype & WO_SKYTEX) {
dxyview[0]= -R.viewdx/fac;
@ -561,7 +561,7 @@ void shadeSkyPixel(float *collector, float fx, float fy)
}
}
/* get sky colour in the collector */
/* get sky color in the collector */
shadeSkyView(collector, NULL, view, dxyview);
collector[3] = 0.0f;
}

@ -1414,7 +1414,7 @@ static void shade_ray(Isect *is, ShadeInput *shi, ShadeResult *shr)
shi->co[1]= is->start[1]+is->labda*(shi->view[1]);
shi->co[2]= is->start[2]+is->labda*(shi->view[2]);
Normalise(shi->view);
Normalize(shi->view);
shi->vlr= vlr;
shi->mat= vlr->mat;
@ -1714,7 +1714,7 @@ static void traceray(ShadeInput *origshi, short depth, float *start, float *vec,
}
else { /* sky */
VECCOPY(shi.view, vec);
Normalise(shi.view);
Normalize(shi.view);
shadeSkyView(col, isec.start, shi.view, NULL);
}
@ -2078,7 +2078,7 @@ static void DS_energy(float *sphere, int tot, float *vec)
VecMulf(res, 0.5);
VecAddf(vec, vec, res);
Normalise(vec);
Normalize(vec);
}
@ -2257,7 +2257,7 @@ void ray_ao(ShadeInput *shi, float *shadfac)
view[0]= -vec[0];
view[1]= -vec[1];
view[2]= -vec[2];
Normalise(view);
Normalize(view);
if(aocolor==WO_AOSKYCOL) {
fac= 0.5*(1.0f+view[0]*R.grvec[0]+ view[1]*R.grvec[1]+ view[2]*R.grvec[2]);

@ -1373,7 +1373,7 @@ static void do_bake_shade(void *handle, int x, int y, float u, float v)
/* set up view vector */
VECCOPY(shi->view, shi->co);
Normalise(shi->view);
Normalize(shi->view);
/* no face normal flip */
shi->puno= 0;

@ -660,7 +660,7 @@ HaloRen *RE_inithalo(Render *re, Material *ma, float *vec, float *vec1,
har->hasize= vectsize*zn + (1.0-vectsize)*hasize;
VecSubf(har->no, vec, vec1);
Normalise(har->no);
Normalize(har->no);
}
if(ma->mode & MA_HALO_XALPHA) har->type |= HA_XALPHA;

@ -335,7 +335,7 @@ static void shadowbuf_autoclip(Render *re, LampRen *lar)
/* since vec is rotated in lampspace, this is how to get the cosine of angle */
/* precision is set 20% larger */
vec[2]*= 1.2f;
Normalise(vec);
Normalize(vec);
inpr= - vec[2];
if(inpr>=lar->spotsi) {

@ -391,8 +391,8 @@ void shade_input_set_viewco(ShadeInput *shi, float x, float y, float z)
}
}
/* cannot normalise earlier, code above needs it at viewplane level */
Normalise(shi->view);
/* cannot normalize earlier, code above needs it at viewplane level */
Normalize(shi->view);
}
/* calculate U and V, for scanline (silly render face u and v are in range -1 to 0) */
@ -496,7 +496,7 @@ void shade_input_set_normals(ShadeInput *shi)
shi->vn[1]= l*n3[1]-u*n1[1]-v*n2[1];
shi->vn[2]= l*n3[2]-u*n1[2]-v*n2[2];
Normalise(shi->vn);
Normalize(shi->vn);
}
else {
VECCOPY(shi->vn, shi->facenor);
@ -544,7 +544,7 @@ void shade_input_set_shade_texco(ShadeInput *shi)
shi->tang[1]= (l*s3[1] - u*s1[1] - v*s2[1]);
shi->tang[2]= (l*s3[2] - u*s1[2] - v*s2[2]);
/* qdn: normalize just in case */
Normalise(shi->tang);
Normalize(shi->tang);
}
else shi->tang[0]= shi->tang[1]= shi->tang[2]= 0.0f;
}
@ -561,7 +561,7 @@ void shade_input_set_shade_texco(ShadeInput *shi)
shi->tang[0] = (s1[0] + s2[0] + s3[0]);
shi->tang[1] = (s1[1] + s2[1] + s3[1]);
shi->tang[2] = (s1[2] + s2[2] + s3[2]);
Normalise(shi->tang);
Normalize(shi->tang);
}
}
}
@ -765,7 +765,7 @@ void shade_input_set_shade_texco(ShadeInput *shi)
}
if(texco & TEXCO_REFL) {
/* mirror reflection colour textures (and envmap) */
/* mirror reflection color textures (and envmap) */
calc_R_ref(shi); /* wrong location for normal maps! XXXXXXXXXXXXXX */
}

@ -370,7 +370,7 @@ void renderspothalo(ShadeInput *shi, float *col, float alpha)
/* ---------------- shaders ----------------------- */
static double Normalise_d(double *n)
static double Normalize_d(double *n)
{
double d;
@ -427,10 +427,10 @@ static float area_lamp_energy(float *co, float *vn, LampRen *lar)
VECSUB(vec[2], co, lar->area[2]);
VECSUB(vec[3], co, lar->area[3]);
Normalise_d(vec[0]);
Normalise_d(vec[1]);
Normalise_d(vec[2]);
Normalise_d(vec[3]);
Normalize_d(vec[0]);
Normalize_d(vec[1]);
Normalize_d(vec[2]);
Normalize_d(vec[3]);
/* cross product */
CROSS(cross[0], vec[0], vec[1]);
@ -438,10 +438,10 @@ static float area_lamp_energy(float *co, float *vn, LampRen *lar)
CROSS(cross[2], vec[2], vec[3]);
CROSS(cross[3], vec[3], vec[0]);
Normalise_d(cross[0]);
Normalise_d(cross[1]);
Normalise_d(cross[2]);
Normalise_d(cross[3]);
Normalize_d(cross[0]);
Normalize_d(cross[1]);
Normalize_d(cross[2]);
Normalize_d(cross[3]);
/* angles */
rad[0]= vec[0][0]*vec[1][0]+ vec[0][1]*vec[1][1]+ vec[0][2]*vec[1][2];
@ -512,7 +512,7 @@ static float Phong_Spec( float *n, float *l, float *v, int hard, int tangent )
h[0] = l[0] + v[0];
h[1] = l[1] + v[1];
h[2] = l[2] + v[2];
Normalise(h);
Normalize(h);
rslt = h[0]*n[0] + h[1]*n[1] + h[2]*n[2];
if(tangent) rslt= sasqrt(1.0f - rslt*rslt);
@ -532,7 +532,7 @@ static float CookTorr_Spec(float *n, float *l, float *v, int hard, int tangent)
h[0]= v[0]+l[0];
h[1]= v[1]+l[1];
h[2]= v[2]+l[2];
Normalise(h);
Normalize(h);
nh= n[0]*h[0]+n[1]*h[1]+n[2]*h[2];
if(tangent) nh= sasqrt(1.0f - nh*nh);
@ -565,7 +565,7 @@ static float Blinn_Spec(float *n, float *l, float *v, float refrac, float spec_p
h[0]= v[0]+l[0];
h[1]= v[1]+l[1];
h[2]= v[2]+l[2];
Normalise(h);
Normalize(h);
nh= n[0]*h[0]+n[1]*h[1]+n[2]*h[2]; /* Dot product between surface normal and half-way vector */
if(tangent) nh= sasqrt(1.0f - nh*nh);
@ -612,7 +612,7 @@ static float Toon_Spec( float *n, float *l, float *v, float size, float smooth,
h[0] = l[0] + v[0];
h[1] = l[1] + v[1];
h[2] = l[2] + v[2];
Normalise(h);
Normalize(h);
rslt = h[0]*n[0] + h[1]*n[1] + h[2]*n[2];
if(tangent) rslt = sasqrt(1.0f - rslt*rslt);
@ -636,7 +636,7 @@ static float WardIso_Spec( float *n, float *l, float *v, float rms, int tangent)
h[0] = l[0] + v[0];
h[1] = l[1] + v[1];
h[2] = l[2] + v[2];
Normalise(h);
Normalize(h);
nh = n[0]*h[0]+n[1]*h[1]+n[2]*h[2]; /* Dot product between surface normal and half-way vector */
if(tangent) nh = sasqrt(1.0f - nh*nh);
@ -687,7 +687,7 @@ static float OrenNayar_Diff(float nl, float *n, float *l, float *v, float rough
h[0]= v[0]+l[0];
h[1]= v[1]+l[1];
h[2]= v[2]+l[2];
Normalise(h);
Normalize(h);
nh= n[0]*h[0]+n[1]*h[1]+n[2]*h[2]; /* Dot product between surface normal and half-way vector */
if(nh<0.0f) nh = 0.0f;
@ -708,12 +708,12 @@ static float OrenNayar_Diff(float nl, float *n, float *l, float *v, float rough
Lit_B[0] = l[0] - (realnl * n[0]);
Lit_B[1] = l[1] - (realnl * n[1]);
Lit_B[2] = l[2] - (realnl * n[2]);
Normalise( Lit_B );
Normalize( Lit_B );
View_B[0] = v[0] - (nv * n[0]);
View_B[1] = v[1] - (nv * n[1]);
View_B[2] = v[2] - (nv * n[2]);
Normalise( View_B );
Normalize( View_B );
t = Lit_B[0]*View_B[0] + Lit_B[1]*View_B[1] + Lit_B[2]*View_B[2];
if( t < 0 ) t = 0;
@ -1290,7 +1290,7 @@ static void shade_one_light(LampRen *lar, ShadeInput *shi, ShadeResult *shr, int
lv[1]+= view[1];
lv[2]+= view[2];
Normalise(lv);
Normalize(lv);
t= vn[0]*lv[0]+vn[1]*lv[1]+vn[2]*lv[2];

@ -1652,11 +1652,11 @@ void do_material_tex(ShadeInput *shi)
// rotate to global coords
if(mtex->texco==TEXCO_ORCO || mtex->texco==TEXCO_UV) {
if(shi->vlr && shi->vlr->ob) {
float len= Normalise(texres.nor);
float len= Normalize(texres.nor);
// can be optimized... (ton)
Mat4Mul3Vecfl(shi->vlr->ob->obmat, texres.nor);
Mat4Mul3Vecfl(R.viewmat, texres.nor);
Normalise(texres.nor);
Normalize(texres.nor);
VecMulf(texres.nor, len);
}
}
@ -1762,7 +1762,7 @@ void do_material_tex(ShadeInput *shi)
shi->vn[2]+= dot*nor[2];
}
}
Normalise(shi->vn);
Normalize(shi->vn);
/* this makes sure the bump is passed on to the next texture */
shi->orn[0]= -shi->vn[0];
@ -2157,7 +2157,7 @@ void do_sky_tex(float *rco, float *lo, float *dxyview, float *hor, float *zen, f
else texres.tin*= stencilTin;
}
/* colour mapping */
/* color mapping */
if(mtex->mapto & (WOMAP_HORIZ+WOMAP_ZENUP+WOMAP_ZENDOWN)) {
float tcol[3];

@ -1740,7 +1740,7 @@ void zbuffer_solid(RenderPart *pa, unsigned int lay, short layflag)
zspan.zofsx= -pa->disprect.xmin;
zspan.zofsy= -pa->disprect.ymin;
}
/* to centre the sample position */
/* to center the sample position */
zspan.zofsx -= 0.5f;
zspan.zofsy -= 0.5f;
@ -2579,7 +2579,7 @@ static int zbuffer_abuf(RenderPart *pa, APixstr *APixbuf, ListBase *apsmbase, un
zspan.zofsx= -pa->disprect.xmin;
zspan.zofsy= -pa->disprect.ymin;
}
/* to centre the sample position */
/* to center the sample position */
zspan.zofsx -= 0.5f;
zspan.zofsy -= 0.5f;

@ -549,14 +549,14 @@ void do_common_editbuts(unsigned short event) // old name, is a mix of object an
if(ELEM3(ob->type, OB_CURVE, OB_SURF, OB_FONT)) tex_space_curve(ob->data);
}
break;
case B_DOCENTRE:
docentre(0);
case B_DOCENTER:
docenter(0);
break;
case B_DOCENTRENEW:
docentre_new();
case B_DOCENTERNEW:
docenter_new();
break;
case B_DOCENTRECURSOR:
docentre_cursor();
case B_DOCENTERCURSOR:
docenter_cursor();
break;
case B_SETSMOOTH:
case B_SETSOLID:
@ -824,9 +824,9 @@ static void editing_panel_mesh_type(Object *ob, Mesh *me)
}
uiBlockBeginAlign(block);
uiDefBut(block, BUT,B_DOCENTRE, "Center", 10, 80, 65, 19, 0, 0, 0, 0, 0, "Shifts object data to be centered about object's origin");
uiDefBut(block, BUT,B_DOCENTRENEW, "Center New", 75, 80, 105, 19, 0, 0, 0, 0, 0, "Shifts object's origin to center of object data");
uiDefBut(block, BUT,B_DOCENTRECURSOR, "Center Cursor", 10, 60, 170, 19, 0, 0, 0, 0, 0, "Shifts object's origin to cursor location");
uiDefBut(block, BUT,B_DOCENTER, "Center", 10, 80, 65, 19, 0, 0, 0, 0, 0, "Shifts object data to be centered about object's origin");
uiDefBut(block, BUT,B_DOCENTERNEW, "Center New", 75, 80, 105, 19, 0, 0, 0, 0, 0, "Shifts object's origin to center of object data");
uiDefBut(block, BUT,B_DOCENTERCURSOR, "Center Cursor", 10, 60, 170, 19, 0, 0, 0, 0, 0, "Shifts object's origin to cursor location");
uiBlockEndAlign(block);
uiBlockBeginAlign(block);
@ -2918,9 +2918,9 @@ static void editing_panel_curve_type(Object *ob, Curve *cu)
uiDefButBitS(block, TOG, CU_NOPUNOFLIP, REDRAWVIEW3D, "No Puno Flip", 600,140,150,19, &cu->flag, 0, 0, 0, 0, "Don't flip vertex normals while render");
uiBlockBeginAlign(block);
uiDefBut(block, BUT,B_DOCENTRE, "Center", 600, 115, 55, 19, 0, 0, 0, 0, 0, "Shifts object data to be centered about object's origin");
uiDefBut(block, BUT,B_DOCENTRENEW, "Center New", 655, 115, 95, 19, 0, 0, 0, 0, 0, "Shifts object's origin to center of object data");
uiDefBut(block, BUT,B_DOCENTRECURSOR, "Center Cursor", 600, 95, 150, 19, 0, 0, 0, 0, 0, "Shifts object's origin to cursor location");
uiDefBut(block, BUT,B_DOCENTER, "Center", 600, 115, 55, 19, 0, 0, 0, 0, 0, "Shifts object data to be centered about object's origin");
uiDefBut(block, BUT,B_DOCENTERNEW, "Center New", 655, 115, 95, 19, 0, 0, 0, 0, 0, "Shifts object's origin to center of object data");
uiDefBut(block, BUT,B_DOCENTERCURSOR, "Center Cursor", 600, 95, 150, 19, 0, 0, 0, 0, 0, "Shifts object's origin to cursor location");
uiBlockEndAlign(block);
if(cu->key) {

@ -1727,7 +1727,7 @@ void do_object_panels(unsigned short event)
do_ob_ipo(ob);
where_is_object(ob);
VecSubf(vec, vec, ob->obmat[3]);
prspeed= Normalise(vec);
prspeed= Normalize(vec);
scrarea_queue_winredraw(curarea);
}
break;

@ -858,16 +858,16 @@ static uiBlock *edge_render_menu(void *arg_unused)
uiDefButS(block, NUM, 0,"Eint:", 45,75,175,19, &G.scene->r.edgeint, 0.0, 255.0, 0, 0,
"Sets edge intensity for Toon shading");
/* colour settings for the toon shading */
/* color settings for the toon shading */
uiDefButF(block, COL, 0, "", 10, 10,30,60, &(G.scene->r.edgeR), 0, 0, 0, B_EDGECOLSLI, "");
uiBlockBeginAlign(block);
uiDefButF(block, NUMSLI, 0, "R ", 45, 50, 175,19, &G.scene->r.edgeR, 0.0, 1.0, B_EDGECOLSLI, 0,
"Colour for edges in toon shading mode.");
"Color for edges in toon shading mode.");
uiDefButF(block, NUMSLI, 0, "G ", 45, 30, 175,19, &G.scene->r.edgeG, 0.0, 1.0, B_EDGECOLSLI, 0,
"Colour for edges in toon shading mode.");
"Color for edges in toon shading mode.");
uiDefButF(block, NUMSLI, 0, "B ", 45, 10, 175,19, &G.scene->r.edgeB, 0.0, 1.0, B_EDGECOLSLI, 0,
"Colour for edges in toon shading mode.");
"Color for edges in toon shading mode.");
uiBlockSetDirection(block, UI_TOP);
@ -1289,7 +1289,7 @@ static void render_panel_render(void)
uiBlockBeginAlign(block);
uiDefButS(block, ROW,800,"Sky", 369,13,35,20,&G.scene->r.alphamode,3.0,0.0, 0, 0, "Fill background with sky");
uiDefButS(block, ROW,800,"Premul", 405,13,50,20,&G.scene->r.alphamode,3.0,1.0, 0, 0, "Multiply alpha in advance");
uiDefButS(block, ROW,800,"Key", 456,13,35,20,&G.scene->r.alphamode,3.0,2.0, 0, 0, "Alpha and colour values remain unchanged");
uiDefButS(block, ROW,800,"Key", 456,13,35,20,&G.scene->r.alphamode,3.0,2.0, 0, 0, "Alpha and color values remain unchanged");
uiBlockEndAlign(block);
if(G.scene->r.mode & R_RAYTRACE)

@ -1238,7 +1238,7 @@ static void texture_panel_image_map(Tex *tex)
/* crop extend clip */
uiBlockBeginAlign(block);
uiDefButS(block, ROW, B_TEXREDR_PRV, "Extend", 10,90,63,19, &tex->extend, 4.0, 1.0, 0, 0, "Extends the colour of the edge pixels");
uiDefButS(block, ROW, B_TEXREDR_PRV, "Extend", 10,90,63,19, &tex->extend, 4.0, 1.0, 0, 0, "Extends the color of the edge pixels");
uiDefButS(block, ROW, B_TEXREDR_PRV, "Clip", 73,90,48,19, &tex->extend, 4.0, 2.0, 0, 0, "Sets alpha 0.0 outside Image edges");
uiDefButS(block, ROW, B_TEXREDR_PRV, "ClipCube", 121,90,63,19, &tex->extend, 4.0, 4.0, 0, 0, "Sets alpha to 0.0 outside cubeshaped area around Image");
uiDefButS(block, ROW, B_TEXREDR_PRV, "Repeat", 184,90,63,19, &tex->extend, 4.0, 3.0, 0, 0, "Causes Image to repeat horizontally and vertically");
@ -1431,9 +1431,9 @@ static void draw_colorband_buts(uiBlock *block, ColorBand *coba, int xoffs, int
if(coba==NULL) return;
bt= uiDefBut(block, BUT, redraw, "Add", 80+xoffs,95+yoffs,37,20, 0, 0, 0, 0, 0, "Adds a new colour position to the colorband");
bt= uiDefBut(block, BUT, redraw, "Add", 80+xoffs,95+yoffs,37,20, 0, 0, 0, 0, 0, "Adds a new color position to the colorband");
uiButSetFunc(bt, colorband_add_cb, coba, NULL);
uiDefButS(block, NUM, redraw, "Cur:", 117+xoffs,95+yoffs,81,20, &coba->cur, 0.0, (float)(coba->tot-1), 0, 0, "Displays the active colour from the colorband");
uiDefButS(block, NUM, redraw, "Cur:", 117+xoffs,95+yoffs,81,20, &coba->cur, 0.0, (float)(coba->tot-1), 0, 0, "Displays the active color from the colorband");
bt= uiDefBut(block, BUT, redraw, "Del", 199+xoffs,95+yoffs,37,20, 0, 0, 0, 0, 0, "Deletes the active position");
uiButSetFunc(bt, colorband_del_cb, coba, NULL);
uiDefButS(block, ROW, redraw, "E", 236+xoffs,95+yoffs,16,20, &coba->ipotype, 5.0, 1.0, 0, 0, "Sets interpolation type 'Ease' (quadratic) ");
@ -1446,15 +1446,15 @@ static void draw_colorband_buts(uiBlock *block, ColorBand *coba, int xoffs, int
cbd= coba->data + coba->cur;
uiBlockBeginAlign(block);
bt= uiDefButF(block, NUM, redraw, "Pos", xoffs,40+yoffs,110,20, &cbd->pos, 0.0, 1.0, 10, 0, "Sets the position of the active colour");
bt= uiDefButF(block, NUM, redraw, "Pos", xoffs,40+yoffs,110,20, &cbd->pos, 0.0, 1.0, 10, 0, "Sets the position of the active color");
uiButSetFunc(bt, colorband_pos_cb, coba, NULL);
uiDefButF(block, COL, redraw, "", xoffs,20+yoffs,110,20, &(cbd->r), 0, 0, 0, B_BANDCOL, "");
uiDefButF(block, NUMSLI, redraw, "A ", xoffs,yoffs,110,20, &cbd->a, 0.0, 1.0, 10, 0, "Sets the alpha value for this position");
uiBlockBeginAlign(block);
uiDefButF(block, NUMSLI, redraw, "R ", 115+xoffs,40+yoffs,185,20, &cbd->r, 0.0, 1.0, B_BANDCOL, 0, "Sets the red value for the active colour");
uiDefButF(block, NUMSLI, redraw, "G ", 115+xoffs,20+yoffs,185,20, &cbd->g, 0.0, 1.0, B_BANDCOL, 0, "Sets the green value for the active colour");
uiDefButF(block, NUMSLI, redraw, "B ", 115+xoffs,yoffs,185,20, &cbd->b, 0.0, 1.0, B_BANDCOL, 0, "Sets the blue value for the active colour");
uiDefButF(block, NUMSLI, redraw, "R ", 115+xoffs,40+yoffs,185,20, &cbd->r, 0.0, 1.0, B_BANDCOL, 0, "Sets the red value for the active color");
uiDefButF(block, NUMSLI, redraw, "G ", 115+xoffs,20+yoffs,185,20, &cbd->g, 0.0, 1.0, B_BANDCOL, 0, "Sets the green value for the active color");
uiDefButF(block, NUMSLI, redraw, "B ", 115+xoffs,yoffs,185,20, &cbd->b, 0.0, 1.0, B_BANDCOL, 0, "Sets the blue value for the active color");
uiBlockEndAlign(block);
}
@ -1470,7 +1470,7 @@ void draw_colorband_buts_small(uiBlock *block, ColorBand *coba, rctf *butr, int
uiBlockBeginAlign(block);
uiDefButF(block, COL, event, "", xs,butr->ymin+20.0f,2.0f*unit,20, &(cbd->r), 0, 0, 0, B_BANDCOL, "");
uiDefButF(block, NUM, event, "A:", xs+2.0f*unit,butr->ymin+20.0f,4.0f*unit,20, &(cbd->a), 0.0f, 1.0f, 10, 2, "");
bt= uiDefBut(block, BUT, event, "Add", xs+6.0f*unit,butr->ymin+20.0f,2.0f*unit,20, NULL, 0, 0, 0, 0, "Adds a new colour position to the colorband");
bt= uiDefBut(block, BUT, event, "Add", xs+6.0f*unit,butr->ymin+20.0f,2.0f*unit,20, NULL, 0, 0, 0, 0, "Adds a new color position to the colorband");
uiButSetFunc(bt, colorband_add_cb, coba, NULL);
bt= uiDefBut(block, BUT, event, "Del", xs+8.0f*unit,butr->ymin+20.0f,2.0f*unit,20, NULL, 0, 0, 0, 0, "Deletes the active position");
uiButSetFunc(bt, colorband_del_cb, coba, NULL);
@ -1510,8 +1510,8 @@ static void texture_panel_colors(Tex *tex)
}
uiBlockBeginAlign(block);
uiDefButF(block, NUMSLI, B_TEXPRV, "Bright", 10,10,150,20, &tex->bright, 0.0, 2.0, 0, 0, "Changes the brightness of the colour or intensity of a texture");
uiDefButF(block, NUMSLI, B_TEXPRV, "Contr", 160,10,150,20, &tex->contrast, 0.01, 5.0, 0, 0, "Changes the contrast of the colour or intensity of a texture");
uiDefButF(block, NUMSLI, B_TEXPRV, "Bright", 10,10,150,20, &tex->bright, 0.0, 2.0, 0, 0, "Changes the brightness of the color or intensity of a texture");
uiDefButF(block, NUMSLI, B_TEXPRV, "Contr", 160,10,150,20, &tex->contrast, 0.01, 5.0, 0, 0, "Changes the contrast of the color or intensity of a texture");
}
@ -1825,8 +1825,8 @@ static void radio_panel_tool(Radio *rad, int flag)
if(flag & RAD_PHASE_FACES) uiBlockSetCol(block, TH_AUTO);
else uiBlockSetCol(block, TH_BUT_NEUTRAL);
uiDefBut(block, BUT, B_RAD_REPLACE, "Replace Meshes", 1, 0, 10, 12, NULL, 0, 0, 0, 0, "Converts meshes to Mesh objects with vertex colours, changing input-meshes");
uiDefBut(block, BUT, B_RAD_ADDMESH, "Add new Meshes", 1, 0, 10, 12, NULL, 0, 0, 0, 0, "Converts meshes to Mesh objects with vertex colours, unchanging input-meshes");
uiDefBut(block, BUT, B_RAD_REPLACE, "Replace Meshes", 1, 0, 10, 12, NULL, 0, 0, 0, 0, "Converts meshes to Mesh objects with vertex colors, changing input-meshes");
uiDefBut(block, BUT, B_RAD_ADDMESH, "Add new Meshes", 1, 0, 10, 12, NULL, 0, 0, 0, 0, "Converts meshes to Mesh objects with vertex colors, unchanging input-meshes");
uiBlockSetCol(block, TH_AUTO);
uiDefButS(block, ROW, B_RAD_DRAW, "Wire", 2, 0, 10, 10, &rad->drawtype, 0.0, 0.0, 0, 0, "Enables wireframe drawmode");
@ -1957,10 +1957,10 @@ static void world_panel_mapto(World *wrld)
/* MAP TO */
uiBlockBeginAlign(block);
uiDefButBitS(block, TOG, WOMAP_BLEND, B_WORLDPRV, "Blend", 10,180,75,19, &(mtex->mapto), 0, 0, 0, 0, "Causes the texture to affect the colour progression of the background");
uiDefButBitS(block, TOG, WOMAP_HORIZ, B_WORLDPRV, "Hori", 85,180,75,19, &(mtex->mapto), 0, 0, 0, 0, "Causes the texture to affect the colour of the horizon");
uiDefButBitS(block, TOG, WOMAP_ZENUP, B_WORLDPRV, "ZenUp", 160,180,75,19, &(mtex->mapto), 0, 0, 0, 0, "Causes the texture to affect the colour of the zenith above");
uiDefButBitS(block, TOG, WOMAP_ZENDOWN, B_WORLDPRV, "ZenDo", 235,180,75,19, &(mtex->mapto), 0, 0, 0, 0, "Causes the texture to affect the colour of the zenith below");
uiDefButBitS(block, TOG, WOMAP_BLEND, B_WORLDPRV, "Blend", 10,180,75,19, &(mtex->mapto), 0, 0, 0, 0, "Causes the texture to affect the color progression of the background");
uiDefButBitS(block, TOG, WOMAP_HORIZ, B_WORLDPRV, "Hori", 85,180,75,19, &(mtex->mapto), 0, 0, 0, 0, "Causes the texture to affect the color of the horizon");
uiDefButBitS(block, TOG, WOMAP_ZENUP, B_WORLDPRV, "ZenUp", 160,180,75,19, &(mtex->mapto), 0, 0, 0, 0, "Causes the texture to affect the color of the zenith above");
uiDefButBitS(block, TOG, WOMAP_ZENDOWN, B_WORLDPRV, "ZenDo", 235,180,75,19, &(mtex->mapto), 0, 0, 0, 0, "Causes the texture to affect the color of the zenith below");
uiBlockEndAlign(block);
uiBlockBeginAlign(block);
@ -1968,7 +1968,7 @@ static void world_panel_mapto(World *wrld)
uiBlockEndAlign(block);
uiBlockBeginAlign(block);
uiDefButF(block, NUMSLI, B_WORLDPRV, "Col ", 155,100,155,19, &(mtex->colfac), 0.0, 1.0, 0, 0, "Sets the amount the texture affects colour values");
uiDefButF(block, NUMSLI, B_WORLDPRV, "Col ", 155,100,155,19, &(mtex->colfac), 0.0, 1.0, 0, 0, "Sets the amount the texture affects color values");
uiDefButF(block, NUMSLI, B_WORLDPRV, "Nor ", 155,80,155,19, &(mtex->norfac), 0.0, 1.0, 0, 0, "Sets the amount the texture affects normal values");
uiDefButF(block, NUMSLI, B_WORLDPRV, "Var ", 155,60,155,19, &(mtex->varfac), 0.0, 1.0, 0, 0, "Sets the amount the texture affects other values");
@ -2105,7 +2105,7 @@ static void world_panel_mistaph(World *wrld)
uiDefButF(block, NUM,B_DIFF,"StarDist:", 160,70,140,19, &(wrld->stardist), 2.0, 1000.0, 100, 0, "Specifies the average distance between any two stars");
uiDefButF(block, NUM,B_DIFF,"MinDist:", 160,50,140,19, &(wrld->starmindist), 0.0, 1000.0, 100, 0, "Specifies the minimum distance to the camera for stars");
uiDefButF(block, NUMSLI,B_DIFF,"Size:", 160,30,140,19, &(wrld->starsize), 0.0, 10.0, 10, 0, "Specifies the average screen dimension of stars");
uiDefButF(block, NUMSLI,B_DIFF,"Colnoise:", 160,10,140,19, &(wrld->starcolnoise), 0.0, 1.0, 100, 0, "Randomizes starcolour");
uiDefButF(block, NUMSLI,B_DIFF,"Colnoise:", 160,10,140,19, &(wrld->starcolnoise), 0.0, 1.0, 100, 0, "Randomizes star color");
uiBlockEndAlign(block);
}
@ -2177,19 +2177,19 @@ static void world_panel_world(World *wrld)
uiDefButF(block, COL, B_WORLDPRV, "", 160,150,145,19, &wrld->zenr, 0, 0, 0, B_COLZEN, "");
uiBlockBeginAlign(block);
uiDefButF(block, NUMSLI,B_WORLDPRV,"HoR ", 10,130,145,19, &(wrld->horr), 0.0, 1.0, B_COLHOR,0, "Sets the amount of red colour at the horizon");
uiDefButF(block, NUMSLI,B_WORLDPRV,"HoG ", 10,110,145,19, &(wrld->horg), 0.0, 1.0, B_COLHOR,0, "Sets the amount of green colour at the horizon");
uiDefButF(block, NUMSLI,B_WORLDPRV,"HoB ", 10,90,145,19, &(wrld->horb), 0.0, 1.0, B_COLHOR,0, "Sets the amount of blue colour at the horizon");
uiDefButF(block, NUMSLI,B_WORLDPRV,"HoR ", 10,130,145,19, &(wrld->horr), 0.0, 1.0, B_COLHOR,0, "Sets the amount of red color at the horizon");
uiDefButF(block, NUMSLI,B_WORLDPRV,"HoG ", 10,110,145,19, &(wrld->horg), 0.0, 1.0, B_COLHOR,0, "Sets the amount of green color at the horizon");
uiDefButF(block, NUMSLI,B_WORLDPRV,"HoB ", 10,90,145,19, &(wrld->horb), 0.0, 1.0, B_COLHOR,0, "Sets the amount of blue color at the horizon");
uiBlockBeginAlign(block);
uiDefButF(block, NUMSLI,B_WORLDPRV,"ZeR ", 160,130,145,19, &(wrld->zenr), 0.0, 1.0, B_COLZEN,0, "Sets the amount of red colour at the zenith");
uiDefButF(block, NUMSLI,B_WORLDPRV,"ZeG ", 160,110,145,19, &(wrld->zeng), 0.0, 1.0, B_COLZEN,0, "Sets the amount of green colour at the zenith");
uiDefButF(block, NUMSLI,B_WORLDPRV,"ZeB ", 160,90,145,19, &(wrld->zenb), 0.0, 1.0, B_COLZEN,0, "Sets the amount of blue colour at the zenith");
uiDefButF(block, NUMSLI,B_WORLDPRV,"ZeR ", 160,130,145,19, &(wrld->zenr), 0.0, 1.0, B_COLZEN,0, "Sets the amount of red color at the zenith");
uiDefButF(block, NUMSLI,B_WORLDPRV,"ZeG ", 160,110,145,19, &(wrld->zeng), 0.0, 1.0, B_COLZEN,0, "Sets the amount of green color at the zenith");
uiDefButF(block, NUMSLI,B_WORLDPRV,"ZeB ", 160,90,145,19, &(wrld->zenb), 0.0, 1.0, B_COLZEN,0, "Sets the amount of blue color at the zenith");
uiBlockBeginAlign(block);
uiDefButF(block, NUMSLI,B_WORLDPRV,"AmbR ", 10,50,145,19, &(wrld->ambr), 0.0, 1.0 ,0,0, "Sets the amount of red ambient colour");
uiDefButF(block, NUMSLI,B_WORLDPRV,"AmbG ", 10,30,145,19, &(wrld->ambg), 0.0, 1.0 ,0,0, "Sets the amount of green ambient colour");
uiDefButF(block, NUMSLI,B_WORLDPRV,"AmbB ", 10,10,145,19, &(wrld->ambb), 0.0, 1.0 ,0,0, "Sets the amount of blue ambient colour");
uiDefButF(block, NUMSLI,B_WORLDPRV,"AmbR ", 10,50,145,19, &(wrld->ambr), 0.0, 1.0 ,0,0, "Sets the amount of red ambient color");
uiDefButF(block, NUMSLI,B_WORLDPRV,"AmbG ", 10,30,145,19, &(wrld->ambg), 0.0, 1.0 ,0,0, "Sets the amount of green ambient color");
uiDefButF(block, NUMSLI,B_WORLDPRV,"AmbB ", 10,10,145,19, &(wrld->ambb), 0.0, 1.0 ,0,0, "Sets the amount of blue ambient color");
uiBlockBeginAlign(block);
uiBlockSetCol(block, TH_BUT_SETTING1);
@ -2341,13 +2341,13 @@ static void lamp_panel_mapto(Object *ob, Lamp *la)
uiDefButF(block, NUMSLI, B_LAMPPRV, "DVar ", 10,10,135,19, &(mtex->def_var), 0.0, 1.0, 0, 0, "The default value the textures uses to mix with");
/* MAP TO */
uiDefButBitS(block, TOG, MAP_COL, B_LAMPPRV, "Col", 10,180,135,19, &(mtex->mapto), 0, 0, 0, 0, "Lets the texture affect the basic colour of the lamp");
uiDefButBitS(block, TOG, MAP_COL, B_LAMPPRV, "Col", 10,180,135,19, &(mtex->mapto), 0, 0, 0, 0, "Lets the texture affect the basic color of the lamp");
uiBlockBeginAlign(block);
uiDefButS(block, MENU, B_LAMPPRV, mapto_blendtype_pup(),155,125,155,19, &(mtex->blendtype), 0, 0, 0, 0, "Texture blending mode");
uiBlockEndAlign(block);
uiDefButF(block, NUMSLI, B_LAMPPRV, "Col ", 155,100,155,19, &(mtex->colfac), 0.0, 1.0, 0, 0, "Sets the amount the texture affects colour values");
uiDefButF(block, NUMSLI, B_LAMPPRV, "Col ", 155,100,155,19, &(mtex->colfac), 0.0, 1.0, 0, 0, "Sets the amount the texture affects color values");
}
@ -2983,10 +2983,10 @@ static void material_panel_map_to(Material *ma)
/* MAP TO */
uiBlockBeginAlign(block);
uiDefButBitS(block, TOG, MAP_COL, B_MATPRV, "Col", 10,180,40,19, &(mtex->mapto), 0, 0, 0, 0, "Causes the texture to affect basic colour of the material");
uiDefButBitS(block, TOG, MAP_COL, B_MATPRV, "Col", 10,180,40,19, &(mtex->mapto), 0, 0, 0, 0, "Causes the texture to affect basic color of the material");
uiDefButBitS(block, TOG3, MAP_NORM, B_MATPRV, "Nor", 50,180,40,19, &(mtex->mapto), 0, 0, 0, 0, "Causes the texture to affect the rendered normal");
uiDefButBitS(block, TOG, MAP_COLSPEC, B_MATPRV, "Csp", 90,180,40,19, &(mtex->mapto), 0, 0, 0, 0, "Causes the texture to affect the specularity colour");
uiDefButBitS(block, TOG, MAP_COLMIR, B_MATPRV, "Cmir", 130,180,50,19, &(mtex->mapto), 0, 0, 0, 0, "Causes the texture to affect the mirror colour");
uiDefButBitS(block, TOG, MAP_COLSPEC, B_MATPRV, "Csp", 90,180,40,19, &(mtex->mapto), 0, 0, 0, 0, "Causes the texture to affect the specularity color");
uiDefButBitS(block, TOG, MAP_COLMIR, B_MATPRV, "Cmir", 130,180,50,19, &(mtex->mapto), 0, 0, 0, 0, "Causes the texture to affect the mirror color");
uiDefButBitS(block, TOG3, MAP_REF, B_MATPRV, "Ref", 180,180,40,19, &(mtex->mapto), 0, 0, 0, 0, "Causes the texture to affect the value of the materials reflectivity");
uiDefButBitS(block, TOG3, MAP_SPEC, B_MATPRV, "Spec", 220,180,50,19, &(mtex->mapto), 0, 0, 0, 0, "Causes the texture to affect the value of specularity");
uiDefButBitS(block, TOG3, MAP_AMB, B_MATPRV, "Amb", 270,180,40,19, &(mtex->mapto), 0, 0, 0, 0, "Causes the texture to affect the value of ambient");
@ -3004,7 +3004,7 @@ static void material_panel_map_to(Material *ma)
uiBlockEndAlign(block);
uiBlockBeginAlign(block);
uiDefButF(block, NUMSLI, B_MATPRV, "Col ", 155,100,155,19, &(mtex->colfac), 0.0, 1.0, 0, 0, "Sets the amount the texture affects colour values");
uiDefButF(block, NUMSLI, B_MATPRV, "Col ", 155,100,155,19, &(mtex->colfac), 0.0, 1.0, 0, 0, "Sets the amount the texture affects color values");
/* newnoise: increased range to 25, the constant offset for bumpmapping quite often needs a higher nor setting */
uiDefButF(block, NUMSLI, B_MATPRV, "Nor ", 155,80,155,19, &(mtex->norfac), 0.0, 25.0, 0, 0, "Sets the amount the texture affects normal values");
uiDefButF(block, NUMSLI, B_MATPRV, "Var ", 155,60,155,19, &(mtex->varfac), 0.0, 1.0, 0, 0, "Sets the amount the texture affects other values");
@ -3459,8 +3459,8 @@ static void material_panel_material(Material *ma)
if(!(ma->mode & MA_HALO)) {
uiBlockBeginAlign(block);
uiBlockSetCol(block, TH_BUT_SETTING1);
uiDefButBitI(block, TOG, MA_VERTEXCOL, B_MAT_VCOL_LIGHT, "VCol Light", 8,166,74,20, &(ma->mode), 0, 0, 0, 0, "Adds vertex colours as extra light");
uiDefButBitI(block, TOG, MA_VERTEXCOLP, B_MAT_VCOL_PAINT, "VCol Paint", 82,166,74,20, &(ma->mode), 0, 0, 0, 0, "Replaces material's colours with vertex colours");
uiDefButBitI(block, TOG, MA_VERTEXCOL, B_MAT_VCOL_LIGHT, "VCol Light", 8,166,74,20, &(ma->mode), 0, 0, 0, 0, "Adds vertex colors as extra light");
uiDefButBitI(block, TOG, MA_VERTEXCOLP, B_MAT_VCOL_PAINT, "VCol Paint", 82,166,74,20, &(ma->mode), 0, 0, 0, 0, "Replaces material's colors with vertex colors");
uiDefButBitI(block, TOG, MA_FACETEXTURE, B_REDR, "TexFace", 156,166,74,20, &(ma->mode), 0, 0, 0, 0, "Sets UV-Editor assigned texture as color and texture info for faces");
uiDefButBitI(block, TOG, MA_SHLESS, B_MATPRV, "Shadeless", 230,166,73,20, &(ma->mode), 0, 0, 0, 0, "Makes material insensitive to light or shadow");
@ -3476,14 +3476,14 @@ static void material_panel_material(Material *ma)
uiBlockBeginAlign(block);
if(ma->mode & MA_HALO) {
uiDefButC(block, ROW, REDRAWBUTSSHADING, "Halo", 83,97,40,20, &(ma->rgbsel), 2.0, 0.0, 0, 0, "Sets the colour of the halo with the RGB sliders");
uiDefButC(block, ROW, REDRAWBUTSSHADING, "Line", 83,77,40,20, &(ma->rgbsel), 2.0, 1.0, 0, 0, "Sets the colour of the lines with the RGB sliders");
uiDefButC(block, ROW, REDRAWBUTSSHADING, "Ring", 83,57,40,20, &(ma->rgbsel), 2.0, 2.0, 0, 0, "Sets the colour of the rings with the RGB sliders");
uiDefButC(block, ROW, REDRAWBUTSSHADING, "Halo", 83,97,40,20, &(ma->rgbsel), 2.0, 0.0, 0, 0, "Sets the color of the halo with the RGB sliders");
uiDefButC(block, ROW, REDRAWBUTSSHADING, "Line", 83,77,40,20, &(ma->rgbsel), 2.0, 1.0, 0, 0, "Sets the color of the lines with the RGB sliders");
uiDefButC(block, ROW, REDRAWBUTSSHADING, "Ring", 83,57,40,20, &(ma->rgbsel), 2.0, 2.0, 0, 0, "Sets the color of the rings with the RGB sliders");
}
else {
uiDefButC(block, ROW, REDRAWBUTSSHADING, "Col", 83,97,40,20, &(ma->rgbsel), 2.0, 0.0, 0, 0, "Sets the diffuse colour of the material");
uiDefButC(block, ROW, REDRAWBUTSSHADING, "Spe", 83,77,40,20, &(ma->rgbsel), 2.0, 1.0, 0, 0, "Sets the specular colour of the material");
uiDefButC(block, ROW, REDRAWBUTSSHADING, "Mir", 83,57,40,20, &(ma->rgbsel), 2.0, 2.0, 0, 0, "Sets the mirror colour of the material");
uiDefButC(block, ROW, REDRAWBUTSSHADING, "Col", 83,97,40,20, &(ma->rgbsel), 2.0, 0.0, 0, 0, "Sets the diffuse color of the material");
uiDefButC(block, ROW, REDRAWBUTSSHADING, "Spe", 83,77,40,20, &(ma->rgbsel), 2.0, 1.0, 0, 0, "Sets the specular color of the material");
uiDefButC(block, ROW, REDRAWBUTSSHADING, "Mir", 83,57,40,20, &(ma->rgbsel), 2.0, 2.0, 0, 0, "Sets the mirror color of the material");
}
if(ma->rgbsel==0) {colpoin= &(ma->r); rgbsel= B_MATCOL;}
@ -3510,8 +3510,8 @@ static void material_panel_material(Material *ma)
}
uiBlockBeginAlign(block);
uiDefButS(block, ROW, REDRAWBUTSSHADING, "RGB", 8,30,38,19, &(ma->colormodel), 1.0, (float)MA_RGB, 0, 0, "Creates colour using red, green and blue");
uiDefButS(block, ROW, REDRAWBUTSSHADING, "HSV", 46,30,38,19, &(ma->colormodel), 1.0, (float)MA_HSV, 0, 0, "Creates colour using hue, saturation and value");
uiDefButS(block, ROW, REDRAWBUTSSHADING, "RGB", 8,30,38,19, &(ma->colormodel), 1.0, (float)MA_RGB, 0, 0, "Creates color using red, green and blue");
uiDefButS(block, ROW, REDRAWBUTSSHADING, "HSV", 46,30,38,19, &(ma->colormodel), 1.0, (float)MA_HSV, 0, 0, "Creates color using hue, saturation and value");
uiDefButBitS(block, TOG, MA_DRAW_DYNABUTS, REDRAWBUTSSHADING, "DYN", 84,30,39,19, &(ma->dynamode), 0.0, 0.0, 0, 0, "Adjusts parameters for dynamics options");
}

@ -447,7 +447,7 @@ static void draw_sphere_bone_dist(float smat[][4], float imat[][4], int boneflag
/* move vector back */
Mat4Mul3Vecfl(imat, dirvec);
if(0.0f != Normalise(dirvec)) {
if(0.0f != Normalize(dirvec)) {
float norvec[3], vec1[3], vec2[3], vec[3];
int a;
@ -591,7 +591,7 @@ static void draw_sphere_bone_wire(float smat[][4], float imat[][4], int armflag,
/* move vector back */
Mat4Mul3Vecfl(imat, dirvec);
if(0.0f != Normalise(dirvec)) {
if(0.0f != Normalize(dirvec)) {
float norvech[3], norvect[3], vec[3];
VECCOPY(vec, dirvec);

@ -1972,7 +1972,7 @@ void image_home(void)
scrarea_queue_winredraw(curarea);
}
void image_viewcentre(void)
void image_viewcenter(void)
{
ImBuf *ibuf= BKE_image_get_ibuf(G.sima->image, &G.sima->iuser);
float size, min[2], max[2], d[2], xim=256.0f, yim=256.0f;

@ -512,7 +512,7 @@ static void drawshadbuflimits(Lamp *la, float mat[][4])
lavec[0]= -mat[2][0];
lavec[1]= -mat[2][1];
lavec[2]= -mat[2][2];
Normalise(lavec);
Normalize(lavec);
sta[0]= mat[3][0]+ la->clipsta*lavec[0];
sta[1]= mat[3][1]+ la->clipsta*lavec[1];
@ -543,13 +543,13 @@ static void spotvolume(float *lvec, float *vvec, float inp)
/* camera is at 0,0,0 */
float temp[3],plane[3],mat1[3][3],mat2[3][3],mat3[3][3],mat4[3][3],q[4],co,si,angle;
Normalise(lvec);
Normalise(vvec); /* is this the correct vector ? */
Normalize(lvec);
Normalize(vvec); /* is this the correct vector ? */
Crossf(temp,vvec,lvec); /* equation for a plane through vvec en lvec */
Crossf(plane,lvec,temp); /* a plane perpendicular to this, parrallel with lvec */
Normalise(plane);
Normalize(plane);
/* now we've got two equations: one of a cone and one of a plane, but we have
three unknowns. We remove one unkown by rotating the plane to z=0 (the plane normal) */
@ -562,7 +562,7 @@ static void spotvolume(float *lvec, float *vvec, float inp)
q[1] = plane[1] ;
q[2] = -plane[0] ;
q[3] = 0 ;
Normalise(&q[1]);
Normalize(&q[1]);
angle = saacos(plane[2])/2.0;
co = cos(angle);
@ -626,8 +626,8 @@ static void drawlamp(Object *ob)
/* and view aligned matrix: */
Mat4CpyMat4(imat, G.vd->viewinv);
Normalise(imat[0]);
Normalise(imat[1]);
Normalize(imat[0]);
Normalize(imat[1]);
/* for AA effects */
glGetFloatv(GL_CURRENT_COLOR, curcol);
@ -1661,7 +1661,7 @@ static void draw_em_measure_stats(Object *ob, EditMesh *em)
float fvec[3];
char val[32]; /* Stores the measurement display text here */
char conv_float[5]; /* Use a float conversion matching the grid size */
float area, col[3]; /* area of the face, colour of the text to draw */
float area, col[3]; /* area of the face, color of the text to draw */
/* make the precission of the pronted value proportionate to the gridsize */
if ((G.vd->grid) < 0.01)
@ -3272,8 +3272,8 @@ static int drawmball(Base *base, int dt)
mygetmatrix(tmat);
Mat4Invert(imat, tmat);
Normalise(imat[0]);
Normalise(imat[1]);
Normalize(imat[0]);
Normalize(imat[1]);
while(ml) {
@ -3327,8 +3327,8 @@ static void draw_forcefield(Object *ob)
/* calculus here, is reused in PFIELD_FORCE */
mygetmatrix(tmat);
Mat4Invert(imat, tmat);
// Normalise(imat[0]); // we don't do this because field doesnt scale either... apart from wind!
// Normalise(imat[1]);
// Normalize(imat[0]); // we don't do this because field doesnt scale either... apart from wind!
// Normalize(imat[1]);
if (pd->forcefield == PFIELD_WIND) {
float force_val;
@ -3440,12 +3440,12 @@ static void draw_box(float vec[8][3])
}
/* uses boundbox, function used by Ketsji */
void get_local_bounds(Object *ob, float *centre, float *size)
void get_local_bounds(Object *ob, float *center, float *size)
{
BoundBox *bb= object_get_boundbox(ob);
if(bb==NULL) {
centre[0]= centre[1]= centre[2]= 0.0;
center[0]= center[1]= center[2]= 0.0;
VECCOPY(size, ob->size);
}
else {
@ -3453,9 +3453,9 @@ void get_local_bounds(Object *ob, float *centre, float *size)
size[1]= 0.5*fabs(bb->vec[0][1] - bb->vec[2][1]);
size[2]= 0.5*fabs(bb->vec[0][2] - bb->vec[1][2]);
centre[0]= (bb->vec[0][0] + bb->vec[4][0])/2.0;
centre[1]= (bb->vec[0][1] + bb->vec[2][1])/2.0;
centre[2]= (bb->vec[0][2] + bb->vec[1][2])/2.0;
center[0]= (bb->vec[0][0] + bb->vec[4][0])/2.0;
center[1]= (bb->vec[0][1] + bb->vec[2][1])/2.0;
center[2]= (bb->vec[0][2] + bb->vec[1][2])/2.0;
}
}

@ -308,7 +308,7 @@ void calc_oopstext(char *str, float *v1)
flen= BMF_GetStringWidth(font, str);
/* calc centred location for icon and text,
/* calc centerd location for icon and text,
else if were zoomed too far out, just push text to the left of the oops block. */
if (oopscalex>1.1) {
mval[0]= (f1+f2-flen+1)/2;
@ -454,7 +454,7 @@ void drawoopsspace(ScrArea *sa, void *spacedata)
/* Draw a page about the oops */
BIF_GetThemeColor3fv(TH_BACK, col);
glColor3fv(col);
glRectf(G.v2d->tot.xmin-2, G.v2d->tot.ymin-2, G.v2d->tot.xmax+2, G.v2d->tot.ymax+2); /* light square in the centre */
glRectf(G.v2d->tot.xmin-2, G.v2d->tot.ymin-2, G.v2d->tot.xmax+2, G.v2d->tot.ymax+2); /* light square in the center */
BIF_ThemeColorShade(TH_BACK, -96); /* drop shadow color */
glRectf(G.v2d->tot.xmin-1, G.v2d->tot.ymin-2, G.v2d->tot.xmax+3, G.v2d->tot.ymin-3); /* bottom dropshadow */
glRectf(G.v2d->tot.xmax+2, G.v2d->tot.ymin-2, G.v2d->tot.xmax+3, G.v2d->tot.ymax+1); /* right hand dropshadow */

@ -629,7 +629,7 @@ static void draw_seq_text(Sequence *seq, float x1, float x2, float y1, float y2)
BMF_DrawString(G.font, strp);
}
/* draws a shaded strip, made from gradient + flat colour + gradient */
/* draws a shaded strip, made from gradient + flat color + gradient */
static void draw_shadedstrip(Sequence *seq, char *col, float x1, float y1, float x2, float y2)
{
float ymid1, ymid2;
@ -697,7 +697,7 @@ static void draw_seq_strip(Sequence *seq, ScrArea *sa, SpaceSeq *sseq)
y2= seq->machine+SEQ_STRIP_OFSTOP;
/* get the correct colour per strip type*/
/* get the correct color per strip type*/
get_seq_color3ubv(seq, col);
/* draw the main strip body */

@ -2680,9 +2680,9 @@ void drawview3dspace(ScrArea *sa, void *spacedata)
float len1, len2, vec[3];
VECCOPY(vec, v3d->persinv[0]);
len1= Normalise(vec);
len1= Normalize(vec);
VECCOPY(vec, v3d->persinv[1]);
len2= Normalise(vec);
len2= Normalize(vec);
v3d->pixsize= 2.0f*(len1>len2?len1:len2);

@ -373,7 +373,7 @@ int get_border(rcti *rect, short flag)
rect->ymax= mval[1];
retval= event;
/* normalise */
/* normalize */
if(rect->xmin>rect->xmax) SWAP(int, rect->xmin, rect->xmax);
if(rect->ymin>rect->ymax) SWAP(int, rect->ymin, rect->ymax);
@ -883,7 +883,7 @@ static void make_trans_verts(float *min, float *max, int mode)
MetaElem *ml;
EditVert *eve;
EditBone *ebo;
float total, centre[3], centroid[3];
float total, center[3], centroid[3];
int a;
tottrans= 0; // global!
@ -1111,9 +1111,9 @@ static void make_trans_verts(float *min, float *max, int mode)
centroid[2]/= total;
}
centre[0]= (min[0]+max[0])/2.0;
centre[1]= (min[1]+max[1])/2.0;
centre[2]= (min[2]+max[2])/2.0;
center[0]= (min[0]+max[0])/2.0;
center[1]= (min[1]+max[1])/2.0;
center[2]= (min[2]+max[2])/2.0;
}

@ -102,7 +102,7 @@
#include "blendef.h"
#include "nla.h"
extern float centre[3], centroid[3]; /* Originally defined in editobject.c */
extern float center[3], centroid[3]; /* Originally defined in editobject.c */
/* Macros */
#define TEST_EDITARMATURE {if(G.obedit==0) return; if( (G.vd->lay & G.obedit->lay)==0 ) return;}
@ -367,8 +367,8 @@ void apply_rot_armature (Object *ob, float mat[3][3])
}
}
/* 0 == do centre, 1 == centre new, 2 == centre cursor */
void docentre_armature (Object *ob, int centremode)
/* 0 == do center, 1 == center new, 2 == center cursor */
void docenter_armature (Object *ob, int centermode)
{
ListBase list;
EditBone *ebone;
@ -384,8 +384,8 @@ void docentre_armature (Object *ob, int centremode)
list.first= list.last = NULL;
make_boneList(&list, &arm->bonebase, NULL);
/* Find the centrepoint */
if (centremode == 2) {
/* Find the centerpoint */
if (centermode == 2) {
VECCOPY(cent, give_cursor());
Mat4Invert(ob->imat, ob->obmat);
Mat4MulVecfl(ob->imat, cent);
@ -417,8 +417,8 @@ void docentre_armature (Object *ob, int centremode)
BLI_freelistN(&list);
}
/* Adjust object location for new centrepoint */
if(centremode && G.obedit==0) {
/* Adjust object location for new centerpoint */
if(centermode && G.obedit==0) {
Mat3CpyMat4(omat, ob->obmat);
Mat3MulVecfl(omat, cent);

@ -2463,7 +2463,7 @@ static void spin_nurb(float *dvec, short mode)
Mat3CpyMat4(persmat, G.vd->viewmat);
Mat3Inv(persinv, persmat);
/* imat and centre and size */
/* imat and center and size */
Mat3CpyMat4(bmat, G.obedit->obmat);
Mat3Inv(imat, bmat);
@ -2479,7 +2479,7 @@ static void spin_nurb(float *dvec, short mode)
n[0]= G.vd->viewinv[2][0];
n[1]= G.vd->viewinv[2][1];
n[2]= G.vd->viewinv[2][2];
Normalise(n);
Normalize(n);
}
phi= M_PI/8.0;
@ -3743,7 +3743,7 @@ Nurb *addNurbprim(int type, int stype, int newname)
if (G.vd) grid = G.vd->grid;
else grid = 1.0;
/* imat and centre and size */
/* imat and center and size */
if(G.obedit) {
Mat3CpyMat4(mat, G.obedit->obmat);

@ -183,7 +183,7 @@ static void uv_calc_center_vector(float *result, Object *ob, Mesh *me)
switch (G.vd->around)
{
case V3D_CENTRE: /* bounding box center */
case V3D_CENTER: /* bounding box center */
min[0]= min[1]= min[2]= 1e20f;
max[0]= max[1]= max[2]= -1e20f;

@ -2553,7 +2553,7 @@ void common_insertkey(void)
id= G.buts->lockpoin;
te= G.buts->lockpoin;
if(id) {
event= pupmenu("Insert Key %t|Cloud%x0|Marble%x1|Stucci%x2|Wood%x3|Magic%x4|Blend%x5|Musgrave%x6|Voronoi%x7|Distnoise%x8|ColourFilter%x9");
event= pupmenu("Insert Key %t|Cloud%x0|Marble%x1|Stucci%x2|Wood%x3|Magic%x4|Blend%x5|Musgrave%x6|Voronoi%x7|Distnoise%x8|ColorFilter%x9");
if(event== -1) return;
if(event==0) {
@ -3942,8 +3942,8 @@ void set_speed_editipo(float speed)
vec1[2]= (beztar[2]->vec[1][1] - beztar[2]->vec[0][1]) / (beztar[2]->vec[1][0] - beztar[2]->vec[0][0]) ;
vec2[2]= (beztar[2]->vec[1][1] - beztar[2]->vec[2][1]) / (beztar[2]->vec[2][0] - beztar[2]->vec[1][0]) ;
Normalise(vec1);
Normalise(vec2);
Normalize(vec1);
Normalize(vec2);
VecMulf(vec1, speed);
VecMulf(vec2, speed);

@ -157,7 +157,7 @@ void add_primitiveMball(int dummy_argument)
ml= ml->next;
}
/* imat and centre and size */
/* imat and center and size */
Mat3CpyMat4(mat, G.obedit->obmat);
curs= give_cursor();

@ -660,7 +660,7 @@ static void edge_normal_compare(EditEdge *eed, EditFace *efa1)
else CalcCent3f(cent2, efa2->v1->co, efa2->v2->co, efa2->v3->co);
VecSubf(cent1, cent2, cent1);
Normalise(cent1);
Normalize(cent1);
inp= cent1[0]*efa1->n[0] + cent1[1]*efa1->n[1] + cent1[2]*efa1->n[2];
if(inp < -0.001 ) eed->f1= 1;

@ -186,9 +186,9 @@ void add_click_mesh(void)
done= 1;
}
}
if(done) Normalise(nor);
if(done) Normalize(nor);
/* centre */
/* center */
VecAddf(cent, min, max);
VecMulf(cent, 0.5f);
VECCOPY(min, cent);
@ -206,14 +206,14 @@ void add_click_mesh(void)
float dot;
VECCOPY(vec, min);
Normalise(vec);
Normalize(vec);
dot= INPR(vec, nor);
if( fabs(dot)<0.999) {
float cross[3], si, q1[4];
Crossf(cross, nor, vec);
Normalise(cross);
Normalize(cross);
dot= 0.5f*saacos(dot);
si= (float)sin(dot);
q1[0]= (float)cos(dot);
@ -865,7 +865,7 @@ int confirm_objectExists( Mesh **me, float mat[][3] )
}
*me = G.obedit->data;
/* imat and centre and size */
/* imat and center and size */
Mat3CpyMat4(mat, G.obedit->obmat);
return newob;
@ -1079,7 +1079,7 @@ void make_prim(int type, float imat[3][3], int tot, int seg,
}
d= -d;
}
/* centre vertices */
/* center vertices */
/* type 7, a cone can only have 1 one side filled
* if the cone has no capping, dont add vtop */
if((fill && type>1) || type == 7) {

@ -190,7 +190,7 @@ void EM_editselection_normal(float *normal, EditSelection *ese)
we need the plane for this */
Crossf(vec, normal, plane);
Crossf(normal, plane, vec);
Normalise(normal);
Normalize(normal);
} else if (ese->type==EDITFACE) {
EditFace *efa= ese->data;
@ -263,7 +263,7 @@ void EM_editselection_plane(float *plane, EditSelection *ese)
VecCopyf(plane, vec);
}
}
Normalise(plane);
Normalize(plane);
}
@ -1013,7 +1013,7 @@ short extrudeflag_edges_indiv(short flag, float *nor)
}
}
}
Normalise(nor);
Normalize(nor);
/* set correct selection */
EM_clear_flag_all(SELECT);
@ -1279,7 +1279,7 @@ static short extrudeflag_edge(short flag, float *nor)
}
}
Normalise(nor); // translation normal grab
Normalize(nor); // translation normal grab
/* step 7: redo selection */
EM_clear_flag_all(SELECT);
@ -1540,7 +1540,7 @@ short extrudeflag_vert(short flag, float *nor)
efa= nextvl;
}
Normalise(nor); // for grab
Normalize(nor); // for grab
/* for all vertices with eve->tmp.v!=0
if eve->f1==1: make edge
@ -1853,9 +1853,9 @@ void recalc_editnormals(void)
/* following Mesh convention; we use vertex coordinate itself for normal in this case */
for(eve= em->verts.first; eve; eve=eve->next) {
if (Normalise(eve->no)==0.0) {
if (Normalize(eve->no)==0.0) {
VECCOPY(eve->no, eve->co);
Normalise(eve->no);
Normalize(eve->no);
}
}
}

@ -3324,7 +3324,7 @@ void vertices_to_sphere(void)
Mat3CpyMat4(bmat, ob->obmat);
Mat3Inv(imat, bmat);
/* centre */
/* center */
curs= give_cursor();
cent[0]= curs[0]-ob->obmat[3][0];
cent[1]= curs[1]-ob->obmat[3][1];
@ -3352,7 +3352,7 @@ void vertices_to_sphere(void)
vec[1]= eve->co[1]-cent[1];
vec[2]= eve->co[2]-cent[2];
Normalise(vec);
Normalize(vec);
eve->co[0]= fac*(cent[0]+vec[0]*len) + facm*eve->co[0];
eve->co[1]= fac*(cent[1]+vec[1]*len) + facm*eve->co[1];

@ -701,7 +701,7 @@ void extrude_repeat_mesh(int steps, float offs)
dvec[0]= G.vd->persinv[2][0];
dvec[1]= G.vd->persinv[2][1];
dvec[2]= G.vd->persinv[2][2];
Normalise(dvec);
Normalize(dvec);
dvec[0]*= offs;
dvec[1]*= offs;
dvec[2]*= offs;
@ -740,7 +740,7 @@ void spin_mesh(int steps, float degr, float *dvec, int mode)
TEST_EDITMESH
if(multires_test()) return;
/* imat and centre and size */
/* imat and center and size */
Mat3CpyMat4(bmat, G.obedit->obmat);
Mat3Inv(imat,bmat);
@ -762,7 +762,7 @@ void spin_mesh(int steps, float degr, float *dvec, int mode)
n[0]= G.vd->viewinv[2][0];
n[1]= G.vd->viewinv[2][1];
n[2]= G.vd->viewinv[2][2];
Normalise(n);
Normalize(n);
}
q[0]= (float)cos(phi);
@ -1191,7 +1191,7 @@ static void alter_co(float *co, EditEdge *edge, float rad, int beauty, float per
float len, fac, nor[3], nor1[3], nor2[3];
VecSubf(nor, edge->v1->co, edge->v2->co);
len= 0.5f*Normalise(nor);
len= 0.5f*Normalize(nor);
VECCOPY(nor1, edge->v1->no);
VECCOPY(nor2, edge->v2->no);
@ -1220,7 +1220,7 @@ static void alter_co(float *co, EditEdge *edge, float rad, int beauty, float per
}
else {
if(rad > 0.0) { /* subdivide sphere */
Normalise(co);
Normalize(co);
co[0]*= rad;
co[1]*= rad;
co[2]*= rad;
@ -1260,7 +1260,7 @@ static EditVert *subdivide_edge_addvert(EditEdge *edge, float rad, int beauty, f
ev->no[0] = (edge->v2->no[0]-edge->v1->no[0])*percent + edge->v1->no[0];
ev->no[1] = (edge->v2->no[1]-edge->v1->no[1])*percent + edge->v1->no[1];
ev->no[2] = (edge->v2->no[2]-edge->v1->no[2])*percent + edge->v1->no[2];
Normalise(ev->no);
Normalize(ev->no);
return ev;
}
@ -3733,12 +3733,12 @@ static void bevel_displace_vec(float *midvec, float *v1, float *v2, float *v3, f
VecSubf(c, v3, v2);
Crossf(n_a, a, no);
Normalise(n_a);
Normalize(n_a);
Crossf(n_c, no, c);
Normalise(n_c);
Normalize(n_c);
Normalise(a);
Normalise(c);
Normalize(a);
Normalize(c);
ac = Inpf(a, c);
if (ac == 1 || ac == -1) {
@ -3748,7 +3748,7 @@ static void bevel_displace_vec(float *midvec, float *v1, float *v2, float *v3, f
ac2 = ac * ac;
fac = (float)sqrt((ac2 + 2*ac + 1)/(1 - ac2) + 1);
VecAddf(mid, n_c, n_a);
Normalise(mid);
Normalize(mid);
VecMulf(mid, d * fac);
VecAddf(mid, mid, v2);
VecCopyf(midvec, mid);
@ -3763,11 +3763,11 @@ static void fix_bevel_wrap(float *midvec, float *v1, float *v2, float *v3, float
float a[3], b[3], c[3], l_a, l_b, l_c, s_a, s_b, s_c, Pos1[3], Pos2[3], Dir[3];
VecSubf(a, v3, v2);
l_a = Normalise(a);
l_a = Normalize(a);
VecSubf(b, v4, v3);
Normalise(b);
Normalize(b);
VecSubf(c, v1, v2);
Normalise(c);
Normalize(c);
s_b = Inpf(a, c);
s_b = (float)sqrt(1 - (s_b * s_b));
@ -3905,7 +3905,7 @@ static void bevel_shrink_faces(float d, int flag)
EditFace *efa;
float vec[3], no[3], v1[3], v2[3], v3[3], v4[3];
/* move edges of all faces with efa->f1 & flag closer towards their centres */
/* move edges of all faces with efa->f1 & flag closer towards their centers */
efa= em->faces.first;
while (efa) {
if (efa->f1 & flag) {
@ -3946,7 +3946,7 @@ static void bevel_shrink_draw(float d, int flag)
EditFace *efa;
float vec[3], no[3], v1[3], v2[3], v3[3], v4[3], fv1[3], fv2[3], fv3[3], fv4[3];
/* move edges of all faces with efa->f1 & flag closer towards their centres */
/* move edges of all faces with efa->f1 & flag closer towards their centers */
efa= em->faces.first;
while (efa) {
VECCOPY(v1, efa->v1->co);
@ -4409,7 +4409,7 @@ void bevel_menu()
{
char Finished = 0, Canceled = 0, str[100], Recalc = 0;
short mval[2], oval[2], curval[2], event = 0, recurs = 1, nr;
float vec[3], d, drawd=0.0, centre[3], fac = 1;
float vec[3], d, drawd=0.0, center[3], fac = 1;
getmouseco_areawin(mval);
oval[0] = mval[0]; oval[1] = mval[1];
@ -4420,7 +4420,7 @@ void bevel_menu()
// Init grabz for window to vec conversions
initgrabz(-G.vd->ofs[0], -G.vd->ofs[1], -G.vd->ofs[2]);
window_to_3d(centre, mval[0], mval[1]);
window_to_3d(center, mval[0], mval[1]);
if(button(&recurs, 1, 4, "Recursion:")==0) return;
@ -4442,7 +4442,7 @@ void bevel_menu()
curval[1] = mval[1];
window_to_3d(vec, mval[0]-oval[0], mval[1]-oval[1]);
d = Normalise(vec) / 10;
d = Normalize(vec) / 10;
drawd = d * fac;

@ -1767,9 +1767,9 @@ void check_editmode(int type)
exit_editmode(EM_FREEDATA|EM_FREEUNDO|EM_WAITCURSOR); /* freedata, and undo */
}
/* 0 == do centre, 1 == centre new, 2 == centre cursor */
/* 0 == do center, 1 == center new, 2 == center cursor */
void docentre(int centremode)
void docenter(int centermode)
{
EditMesh *em = G.editMesh;
Base *base;
@ -1849,7 +1849,7 @@ void docentre(int centremode)
return;
}
if(centremode==2) {
if(centermode==2) {
VECCOPY(cent, give_cursor());
Mat4Invert(base->object->imat, base->object->obmat);
Mat4MulVecfl(base->object->imat, cent);
@ -1871,7 +1871,7 @@ void docentre(int centremode)
}
me->flag |= ME_ISDONE;
if(centremode) {
if(centermode) {
Mat3CpyMat4(omat, base->object->obmat);
VECCOPY(centn, cent);
@ -1925,7 +1925,7 @@ void docentre(int centremode)
nu1= cu->nurb.first;
}
if(centremode==2) {
if(centermode==2) {
VECCOPY(cent, give_cursor());
Mat4Invert(base->object->imat, base->object->obmat);
Mat4MulVecfl(base->object->imat, cent);
@ -1965,7 +1965,7 @@ void docentre(int centremode)
nu= nu->next;
}
if(centremode && G.obedit==0) {
if(centermode && G.obedit==0) {
Mat3CpyMat4(omat, base->object->obmat);
Mat3MulVecfl(omat, cent);
@ -1975,7 +1975,7 @@ void docentre(int centremode)
}
if(G.obedit) {
if (centremode==0) {
if (centermode==0) {
DAG_object_flush_update(G.scene, G.obedit, OB_RECALC_DATA);
}
break;
@ -2008,7 +2008,7 @@ void docentre(int centremode)
/* Function to recenter armatures in editarmature.c
* Bone + object locations are handled there.
*/
docentre_armature(base->object, centremode);
docenter_armature(base->object, centermode);
if(G.obedit)
break;
@ -2024,7 +2024,7 @@ void docentre(int centremode)
BIF_undo_push("Do Center");
}
void docentre_new(void)
void docenter_new(void)
{
if(G.scene->id.lib) return;
@ -2032,11 +2032,11 @@ void docentre_new(void)
error("Unable to center new in Edit Mode");
}
else {
docentre(1);
docenter(1);
}
}
void docentre_cursor(void)
void docenter_cursor(void)
{
if(G.scene->id.lib) return;
@ -2044,7 +2044,7 @@ void docentre_cursor(void)
error("Unable to center cursor in Edit Mode");
}
else {
docentre(2);
docenter(2);
}
}
@ -3821,10 +3821,10 @@ int cylinder_intersect_test(void)
VecSubf(rc, oldloc, base);
/* the axis */
len2= Normalise(axis);
len2= Normalize(axis);
Crossf(n, speed, axis);
len= Normalise(n);
len= Normalize(n);
if(len==0.0) return 0;
dist= fabs( rc[0]*n[0] + rc[1]*n[1] + rc[2]*n[2] );
@ -3880,7 +3880,7 @@ int sphere_intersect_test(void)
v1= v1->next;
VecSubf(speed, v1->co, oldloc);
len= Normalise(speed);
len= Normalize(speed);
if(len==0.0) return 0;
VecSubf(rc, oldloc, base);

@ -382,7 +382,7 @@ void headerbox(ScrArea *area)
if(active) BIF_ThemeColor(TH_HEADER);
else BIF_ThemeColor(TH_HEADERDESEL);
/* weird values here... is because of window matrix that centres buttons */
/* weird values here... is because of window matrix that centers buttons */
if(area->headertype==HEADERTOP) {
uiSetRoundBox(3);
uiRoundBoxEmboss(-0.5+area->headbutofs, -10.0, width-1.5+area->headbutofs, HEADERY-2.0, SCR_ROUND, active);
@ -2065,7 +2065,7 @@ ScrArea *closest_bigger_area(void)
len= MIN4(len, len1, len2, len3);
/* plus centre */
/* plus center */
vec[0]= (sa->v2->vec.x+sa->v3->vec.x)/2;
vec[1]= (sa->v1->vec.y+sa->v2->vec.y)/2;

@ -635,7 +635,7 @@ static char interpret_move(short mcord[][2], int count)
/* new method:
*
* starting from end points, calculate centre with maximum distance
* starting from end points, calculate center with maximum distance
* dependant at the angle s / g / r is defined
*/
@ -1278,7 +1278,7 @@ void mouse_select(void)
getmouseco_areawin(mval);
/* This block uses the control key to make the object selected by its centre point rather then its contents */
/* This block uses the control key to make the object selected by its center point rather then its contents */
if(G.obedit==0 && (G.qual & LR_CTRLKEY)) {
/* note; shift+alt goes to group-flush-selecting */
@ -2203,7 +2203,7 @@ void fly(void)
/* the dist defines a vector that is infront of the offset
to rotate the view about.
this is no good for fly mode because we
want to rotate about the viewers centre.
want to rotate about the viewers center.
but to correct the dist removal we must
alter offset so the view dosent jump. */

@ -438,7 +438,7 @@ static void do_image_viewmenu(void *arg, int event)
add_blockhandler(curarea, IMAGE_HANDLER_PAINT, UI_PNL_UNSTOW);
break;
case 9:
image_viewcentre();
image_viewcenter();
case 10: /* Display Normalized Coordinates */
G.sima->flag ^= SI_COORDFLOATS;
allqueue(REDRAWIMAGE, 0);

@ -1971,7 +1971,7 @@ static void info_text(int x, int y)
if (g_progress_bar) {
hsize = 4 + (138.0 * g_done);
fac1 = 0.5 * g_done; // do some rainbow colours on progress
fac1 = 0.5 * g_done; /* do some rainbow colors on progress */
fac2 = 1.0;
fac3 = 0.9;
} else {

@ -552,7 +552,7 @@ static void do_view3d_viewmenu(void *arg, int event)
view3d_home(0);
break;
case 11: /* View Selected */
centreview();
centerview();
break;
case 13: /* Play Back Animation */
play_anim(0);
@ -1681,13 +1681,13 @@ static void do_view3d_transformmenu(void *arg, int event)
} else error("Only meshes can be shrinked/fattened");
break;
case 10:
docentre(0);
docenter(0);
break;
case 11:
docentre_new();
docenter_new();
break;
case 12:
docentre_cursor();
docenter_cursor();
break;
case 13:
initTransform(TFM_TILT, CTX_NONE);

@ -650,7 +650,7 @@ static void ui_positionblock(uiBlock *block, uiBut *but)
uiBut *bt;
rctf butrct;
float aspect;
int xsize, ysize, xof=0, yof=0, centre;
int xsize, ysize, xof=0, yof=0, center;
short dir1= 0, dir2=0;
/* first transform to screen coords, assuming matrix is stil OK */
@ -699,13 +699,13 @@ static void ui_positionblock(uiBlock *block, uiBut *but)
if(but) {
short left=0, right=0, top=0, down=0;
if(block->direction & UI_CENTRE) centre= ysize/2;
else centre= 0;
if(block->direction & UI_CENTER) center= ysize/2;
else center= 0;
if( butrct.xmin-xsize > 0.0) left= 1;
if( butrct.xmax+xsize < G.curscreen->sizex) right= 1;
if( butrct.ymin-ysize+centre > 0.0) down= 1;
if( butrct.ymax+ysize-centre < G.curscreen->sizey) top= 1;
if( butrct.ymin-ysize+center > 0.0) down= 1;
if( butrct.ymax+ysize-center < G.curscreen->sizey) top= 1;
dir1= block->direction & UI_DIRECTION;
@ -736,13 +736,13 @@ static void ui_positionblock(uiBlock *block, uiBut *but)
if(dir1==UI_LEFT) {
xof= butrct.xmin - block->maxx;
if(dir2==UI_TOP) yof= butrct.ymin - block->miny-centre;
else yof= butrct.ymax - block->maxy+centre;
if(dir2==UI_TOP) yof= butrct.ymin - block->miny-center;
else yof= butrct.ymax - block->maxy+center;
}
else if(dir1==UI_RIGHT) {
xof= butrct.xmax - block->minx;
if(dir2==UI_TOP) yof= butrct.ymin - block->miny-centre;
else yof= butrct.ymax - block->maxy+centre;
if(dir2==UI_TOP) yof= butrct.ymin - block->miny-center;
else yof= butrct.ymax - block->maxy+center;
}
else if(dir1==UI_TOP) {
yof= butrct.ymax - block->miny;
@ -3160,12 +3160,12 @@ static void do_palette_sample_cb(void *bt1, void *col1) /* frontbuf */
if(x<0 || y<0) return;
/* if we've got a glick, use OpenGL to sample the colour under the mouse pointer */
/* if we've got a glick, use OpenGL to sample the color under the mouse pointer */
glReadBuffer(GL_FRONT);
glReadPixels(x, y, 1, 1, GL_RGBA, GL_FLOAT, tempcol);
glReadBuffer(GL_BACK);
/* and send that colour back to the picker */
/* and send that color back to the picker */
rgb_to_hsv(tempcol[0], tempcol[1], tempcol[2], hsv, hsv+1, hsv+2);
update_picker_buts_hsv(but1->block, hsv, but1->poin);
update_picker_hex(but1->block, tempcol);
@ -3228,7 +3228,7 @@ void uiBlockPickerButtons(uiBlock *block, float *col, float *hsv, float *old, ch
uiButSetFunc(bt, do_palette_sample_cb, bt, col);
uiButSetFlag(bt, UI_TEXT_LEFT);
bt= uiDefBut(block, TEX, retval, "Hex: ", offs, 140, 140, 20, hexcol, 0, 8, 0, 0, "Hex triplet for colour (#RRGGBB)");
bt= uiDefBut(block, TEX, retval, "Hex: ", offs, 140, 140, 20, hexcol, 0, 8, 0, 0, "Hex triplet for color (#RRGGBB)");
uiButSetFunc(bt, do_palette_hex_cb, bt, hexcol);
uiBlockBeginAlign(block);
@ -3565,7 +3565,7 @@ static int ui_do_but_NORMAL(uiBut *but)
fp[2]= -sqrt( radsq-dx*dx-dy*dy );
}
}
Normalise(fp);
Normalize(fp);
ui_draw_but(but);
ui_block_flush_back(but->block);

@ -602,7 +602,7 @@ static void ui_scale_panel_block(uiBlock *block)
{
uiBut *but;
float facx= 1.0, facy= 1.0;
int centrex= 0, topy=0, tabsy=0;
int centerx= 0, topy=0, tabsy=0;
if(block->panel==NULL) return;
@ -613,7 +613,7 @@ static void ui_scale_panel_block(uiBlock *block)
if( block->maxx-block->minx > block->panel->sizex - 2*PNL_SAFETY ) {
facx= (block->panel->sizex - (2*PNL_SAFETY))/( block->maxx-block->minx );
}
else centrex= (block->panel->sizex-( block->maxx-block->minx ) - 2*PNL_SAFETY)/2;
else centerx= (block->panel->sizex-( block->maxx-block->minx ) - 2*PNL_SAFETY)/2;
// tabsy= PNL_HEADER*panel_has_tabs(block->panel);
if( (block->maxy-block->miny) > block->panel->sizey - 2*PNL_SAFETY - tabsy) {
@ -623,9 +623,9 @@ static void ui_scale_panel_block(uiBlock *block)
but= block->buttons.first;
while(but) {
but->x1= PNL_SAFETY+centrex+ facx*(but->x1-block->minx);
but->x1= PNL_SAFETY+centerx+ facx*(but->x1-block->minx);
but->y1= PNL_SAFETY+topy + facy*(but->y1-block->miny);
but->x2= PNL_SAFETY+centrex+ facx*(but->x2-block->minx);
but->x2= PNL_SAFETY+centerx+ facx*(but->x2-block->minx);
but->y2= PNL_SAFETY+topy + facy*(but->y2-block->miny);
if(facx!=1.0) ui_check_but(but); /* for strlen */
but= but->next;

@ -145,8 +145,8 @@ static float p_vec_angle_cos(float *v1, float *v2, float *v3)
d2[1] = v3[1] - v2[1];
d2[2] = v3[2] - v2[2];
Normalise(d1);
Normalise(d2);
Normalize(d1);
Normalize(d2);
return d1[0]*d2[0] + d1[1]*d2[1] + d1[2]*d2[2];
}

@ -475,13 +475,13 @@ vec3f calc_area_normal(const vec3f *outdir, const ListBase* active_verts)
area_normal.z+= me->mvert[node->Index].no[2];
node= node->next;
}
Normalise(&area_normal.x);
Normalize(&area_normal.x);
if(outdir) {
area_normal.x= outdir->x * view + area_normal.x * (10-view);
area_normal.y= outdir->y * view + area_normal.y * (10-view);
area_normal.z= outdir->z * view + area_normal.z * (10-view);
}
Normalise(&area_normal.x);
Normalize(&area_normal.x);
return area_normal;
}
void do_draw_brush(const EditData *e, const ListBase* active_verts)
@ -1059,7 +1059,7 @@ void update_damaged_vert(Mesh *me, ListBase *lb)
add_face_normal(&norm,&me->mface[face->Index]);
face= face->next;
}
Normalise(&norm.x);
Normalize(&norm.x);
me->mvert[vert->Index].no[0]=norm.x*32767;
me->mvert[vert->Index].no[1]=norm.y*32767;
@ -1169,9 +1169,9 @@ void init_editdata(SculptData *sd, EditData *e, short *mouse, short *pr_mouse, c
VecSubf(&e->up.x, &e->up.x, &zero_loc.x);
VecSubf(&e->right.x, &e->right.x, &zero_loc.x);
VecSubf(&e->out.x, &e->out.x, &zero_loc.x);
Normalise(&e->up.x);
Normalise(&e->right.x);
Normalise(&e->out.x);
Normalize(&e->up.x);
Normalize(&e->right.x);
Normalize(&e->out.x);
/* Initialize mirror modifier clipping */
for(i=0; i<3; ++i) {

@ -795,9 +795,9 @@ static float gamma_range_table[RE_GAMMA_TABLE_SIZE + 1];
static float gamfactor_table[RE_GAMMA_TABLE_SIZE];
static float inv_gamma_range_table[RE_GAMMA_TABLE_SIZE + 1];
static float inv_gamfactor_table[RE_GAMMA_TABLE_SIZE];
static float colour_domain_table[RE_GAMMA_TABLE_SIZE + 1];
static float colour_step;
static float inv_colour_step;
static float color_domain_table[RE_GAMMA_TABLE_SIZE + 1];
static float color_step;
static float inv_color_step;
static float valid_gamma;
static float valid_inv_gamma;
@ -808,15 +808,15 @@ static void makeGammaTables(float gamma)
valid_gamma = gamma;
valid_inv_gamma = 1.0 / gamma;
colour_step = 1.0 / RE_GAMMA_TABLE_SIZE;
inv_colour_step = (float) RE_GAMMA_TABLE_SIZE;
color_step = 1.0 / RE_GAMMA_TABLE_SIZE;
inv_color_step = (float) RE_GAMMA_TABLE_SIZE;
/* We could squeeze out the two range tables to gain some memory. */
for (i = 0; i < RE_GAMMA_TABLE_SIZE; i++) {
colour_domain_table[i] = i * colour_step;
gamma_range_table[i] = pow(colour_domain_table[i],
color_domain_table[i] = i * color_step;
gamma_range_table[i] = pow(color_domain_table[i],
valid_gamma);
inv_gamma_range_table[i] = pow(colour_domain_table[i],
inv_gamma_range_table[i] = pow(color_domain_table[i],
valid_inv_gamma);
}
@ -824,16 +824,16 @@ static void makeGammaTables(float gamma)
/* rounding errors, we just set this explicitly. The last segment may */
/* have a different lenght than the other segments, but our */
/* interpolation is insensitive to that. */
colour_domain_table[RE_GAMMA_TABLE_SIZE] = 1.0;
color_domain_table[RE_GAMMA_TABLE_SIZE] = 1.0;
gamma_range_table[RE_GAMMA_TABLE_SIZE] = 1.0;
inv_gamma_range_table[RE_GAMMA_TABLE_SIZE] = 1.0;
/* To speed up calculations, we make these calc factor tables. They are */
/* multiplication factors used in scaling the interpolation. */
for (i = 0; i < RE_GAMMA_TABLE_SIZE; i++ ) {
gamfactor_table[i] = inv_colour_step
gamfactor_table[i] = inv_color_step
* (gamma_range_table[i + 1] - gamma_range_table[i]) ;
inv_gamfactor_table[i] = inv_colour_step
inv_gamfactor_table[i] = inv_color_step
* (inv_gamma_range_table[i + 1] - inv_gamma_range_table[i]) ;
}
@ -845,15 +845,15 @@ static float gammaCorrect(float c)
int i;
float res = 0.0;
i = floor(c * inv_colour_step);
i = floor(c * inv_color_step);
/* Clip to range [0,1]: outside, just do the complete calculation. */
/* We may have some performance problems here. Stretching up the LUT */
/* may help solve that, by exchanging LUT size for the interpolation. */
/* Negative colours are explicitly handled. */
/* Negative colors are explicitly handled. */
if (i < 0) res = -pow(abs(c), valid_gamma);
else if (i >= RE_GAMMA_TABLE_SIZE ) res = pow(c, valid_gamma);
else res = gamma_range_table[i] +
( (c - colour_domain_table[i]) * gamfactor_table[i]);
( (c - color_domain_table[i]) * gamfactor_table[i]);
return res;
} /* end of float gammaCorrect(float col) */
@ -865,12 +865,12 @@ static float invGammaCorrect(float col)
int i;
float res = 0.0;
i = floor(col*inv_colour_step);
/* Negative colours are explicitly handled. */
i = floor(col*inv_color_step);
/* Negative colors are explicitly handled. */
if (i < 0) res = -pow(abs(col), valid_inv_gamma);
else if (i >= RE_GAMMA_TABLE_SIZE) res = pow(col, valid_inv_gamma);
else res = inv_gamma_range_table[i] +
( (col - colour_domain_table[i]) * inv_gamfactor_table[i]);
( (col - color_domain_table[i]) * inv_gamfactor_table[i]);
return res;
} /* end of float invGammaCorrect(float col) */

@ -2355,7 +2355,7 @@ static void winqreadview3dspace(ScrArea *sa, void *spacedata, BWinEvent *evt)
} else if(G.qual==LR_SHIFTKEY) {
G.vd->around= V3D_CENTROID;
} else if(G.qual==0) {
G.vd->around= V3D_CENTRE;
G.vd->around= V3D_CENTER;
}
handle_view3d_around();
@ -2410,7 +2410,7 @@ static void winqreadview3dspace(ScrArea *sa, void *spacedata, BWinEvent *evt)
break;
case PADPERIOD: /* '.' */
if(G.qual==0)
centreview();
centerview();
break;
case PAGEUPKEY:
@ -3087,7 +3087,7 @@ void drawinfospace(ScrArea *sa, void *spacedata)
y6label = y6-2;
/* set the colour to blue and draw the main 'tab' controls */
/* set the color to blue and draw the main 'tab' controls */
uiBlockSetCol(block, TH_BUT_SETTING1);
uiBlockBeginAlign(block);
@ -4792,7 +4792,7 @@ static void winqreadimagespace(ScrArea *sa, void *spacedata, BWinEvent *evt)
break;
case PADPERIOD:
if(G.qual==0)
image_viewcentre();
image_viewcenter();
break;
}
}

@ -320,7 +320,7 @@ void persptoetsen(unsigned short event)
/* horizontal axis */
VECCOPY(q1+1, G.vd->viewinv[0]);
Normalise(q1+1);
Normalize(q1+1);
phi= (float)(M_PI/360.0)*U.pad_rot_angle;
if(event==PAD2) phi= -phi;
si= (float)sin(phi);

Some files were not shown because too many files have changed in this diff Show More