easier to re-apply the replacement table then merge from 2.4x, same as 23023

replacements...
 MTC_cross3Float -> Crossf
 MTC_diff3Float -> VecSubf
 MTC_dot3Float -> Inpf
 MTC_Mat3CpyMat4 -> Mat3CpyMat4
 MTC_Mat3MulVecd -> Mat3MulVecd
 MTC_Mat3MulVecfl -> Mat3MulVecfl
 MTC_Mat4CpyMat4 -> Mat4CpyMat4
 MTC_Mat4Invert -> Mat4Invert
 MTC_Mat4Mul3Vecfl -> Mat4Mul3Vecfl
 MTC_Mat4MulMat4 -> Mat4MulMat4
 MTC_Mat4MulSerie -> Mat4MulSerie
 MTC_Mat4MulVec4fl -> Mat4MulVec4fl
 MTC_Mat4MulVecfl -> Mat4MulVecfl
 MTC_Mat4One -> Mat4One
 MTC_Mat4Ortho -> Mat4Ortho
 MTC_Mat4SwapMat4 -> Mat4SwapMat4
This commit is contained in:
Campbell Barton 2009-09-06 00:36:26 +00:00
parent 75407a4ecc
commit d1c90f4bef
20 changed files with 174 additions and 998 deletions

@ -73,8 +73,8 @@
#include "BLI_editVert.h"
#include "MTC_matrixops.h"
#include "MTC_vectorops.h"
#include "BKE_main.h"
#include "BKE_anim.h"
@ -1190,7 +1190,7 @@ static DerivedMesh *arrayModifier_doArray(ArrayModifierData *amd,
if(amd->end_cap && amd->end_cap != ob)
end_cap = mesh_get_derived_final(scene, amd->end_cap, CD_MASK_MESH);
MTC_Mat4One(offset);
Mat4One(offset);
indexMap = MEM_callocN(sizeof(*indexMap) * dm->getNumVerts(dm),
"indexmap");
@ -1212,14 +1212,14 @@ static DerivedMesh *arrayModifier_doArray(ArrayModifierData *amd,
float result_mat[4][4];
if(ob)
MTC_Mat4Invert(obinv, ob->obmat);
Mat4Invert(obinv, ob->obmat);
else
MTC_Mat4One(obinv);
Mat4One(obinv);
MTC_Mat4MulSerie(result_mat, offset,
Mat4MulSerie(result_mat, offset,
obinv, amd->offset_ob->obmat,
NULL, NULL, NULL, NULL, NULL);
MTC_Mat4CpyMat4(offset, result_mat);
Mat4CpyMat4(offset, result_mat);
}
if(amd->fit_type == MOD_ARR_FITCURVE && amd->curve_ob) {
@ -1244,7 +1244,7 @@ static DerivedMesh *arrayModifier_doArray(ArrayModifierData *amd,
prescribed length */
if(amd->fit_type == MOD_ARR_FITLENGTH
|| amd->fit_type == MOD_ARR_FITCURVE) {
float dist = sqrt(MTC_dot3Float(offset[3], offset[3]));
float dist = sqrt(Inpf(offset[3], offset[3]));
if(dist > 1e-6f)
/* this gives length = first copy start to last copy end
@ -1277,11 +1277,11 @@ static DerivedMesh *arrayModifier_doArray(ArrayModifierData *amd,
result = CDDM_from_template(dm, finalVerts, finalEdges, finalFaces);
/* calculate the offset matrix of the final copy (for merging) */
MTC_Mat4One(final_offset);
Mat4One(final_offset);
for(j=0; j < count - 1; j++) {
MTC_Mat4MulMat4(tmp_mat, final_offset, offset);
MTC_Mat4CpyMat4(final_offset, tmp_mat);
Mat4MulMat4(tmp_mat, final_offset, offset);
Mat4CpyMat4(final_offset, tmp_mat);
}
numVerts = numEdges = numFaces = 0;
@ -1317,7 +1317,7 @@ static DerivedMesh *arrayModifier_doArray(ArrayModifierData *amd,
if((count > 1) && (amd->flags & MOD_ARR_MERGE)) {
float tmp_co[3];
VECCOPY(tmp_co, mv->co);
MTC_Mat4MulVecfl(offset, tmp_co);
Mat4MulVecfl(offset, tmp_co);
for(j = 0; j < maxVerts; j++) {
/* if vertex already merged, don't use it */
@ -1332,7 +1332,7 @@ static DerivedMesh *arrayModifier_doArray(ArrayModifierData *amd,
if(amd->flags & MOD_ARR_MERGEFINAL) {
VECCOPY(tmp_co, inMV->co);
inMV = &src_mvert[i];
MTC_Mat4MulVecfl(final_offset, tmp_co);
Mat4MulVecfl(final_offset, tmp_co);
if(VecLenCompare(tmp_co, inMV->co, amd->merge_dist))
indexMap[i].merge_final = 1;
}
@ -1350,7 +1350,7 @@ static DerivedMesh *arrayModifier_doArray(ArrayModifierData *amd,
*mv2 = *mv;
numVerts++;
MTC_Mat4MulVecfl(offset, co);
Mat4MulVecfl(offset, co);
VECCOPY(mv2->co, co);
}
} else if(indexMap[i].merge != i && indexMap[i].merge_final) {
@ -3182,7 +3182,7 @@ static void tag_and_count_extra_edges(SmoothMesh *mesh, float split_angle,
/* we know the edge has 2 faces, so check the angle */
SmoothFace *face1 = edge->faces->link;
SmoothFace *face2 = edge->faces->next->link;
float edge_angle_cos = MTC_dot3Float(face1->normal,
float edge_angle_cos = Inpf(face1->normal,
face2->normal);
if(edge_angle_cos < threshold) {
@ -4051,11 +4051,11 @@ static DerivedMesh *uvprojectModifier_do(UVProjectModifierData *umd,
/* find the projector which the face points at most directly
* (projector normal with largest dot product is best)
*/
best_dot = MTC_dot3Float(projectors[0].normal, face_no);
best_dot = Inpf(projectors[0].normal, face_no);
best_projector = &projectors[0];
for(j = 1; j < num_projectors; ++j) {
float tmp_dot = MTC_dot3Float(projectors[j].normal,
float tmp_dot = Inpf(projectors[j].normal,
face_no);
if(tmp_dot > best_dot) {
best_dot = tmp_dot;

@ -38,7 +38,7 @@
#include "PIL_dynlib.h"
#include "MTC_matrixops.h"
#include "BLI_blenlib.h"
#include "BLI_arithb.h"

@ -1,162 +0,0 @@
/*
* matrixops.h
*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef MATRIXOPS_H
#define MATRIXOPS_H
#ifdef __cplusplus
extern "C" {
#endif
/* ------------------------------------------------------------------------- */
/* need rewriting: */
/**
* copy the left upp3 3 by 3 of m2 to m1
*/
void MTC_Mat3CpyMat4(float m1[][3], float m2[][4]);
/* ------------------------------------------------------------------------- */
/* operations based on 4 by 4 matrices */
/**
* Copy m1 to m2
*/
void MTC_Mat4CpyMat4(float m1[][4], float m2[][4]);
/**
* Multiply all matrices after the first, leave the result in the
* first argument
*/
void MTC_Mat4MulSerie(float answ[][4],
float m1[][4], float m2[][4], float m3[][4],
float m4[][4], float m5[][4], float m6[][4],
float m7[][4], float m8[][4]);
/**
* m1 = m2 matprod m3
*/
void MTC_Mat4MulMat4(float m1[][4], float m2[][4], float m3[][4]);
/**
* Do vec^t prod mat, result in vec. Ignore vec[3] (vec is a
* float[3])
*/
void MTC_Mat4MulVecfl(float mat[][4], float *vec);
/**
* Invert mat, result in inverse. Always returns 1
*/
int MTC_Mat4Invert(float inverse[][4], float mat[][4]);
/**
* Make the set of mat orthonormal (mat should already be orthogonal)?
* (doesn't appear to normalize properly?)
*/
void MTC_Mat4Ortho(float mat[][4]);
/**
* vec = mat prod vec, result in vec, ignore fourth component entirely
* (4th component is _not_ accessed!!! vec is 3d)
*/
void MTC_Mat4Mul3Vecfl(float mat[][4], float *vec);
/**
* vec = mat prod vec, result in vec
*/
void MTC_Mat4MulVec4fl(float mat[][4], float *vec);
/**
* Set <m> to the 4-D unity matrix
*/
void MTC_Mat4One(float m[][4]);
/**
* Swap matrices m1 and m2
*/
void MTC_Mat4SwapMat4(float m1[][4], float m2[][4]);
/**
* Copy m2 to the top-left 3x3 of m1, don't touch the remaining elements.
*/
void MTC_Mat4CpyMat3nc(float m1[][4], float m2[][3]);
/**
* m1 = m2 * m3, but only the top-left 3x3
*/
void MTC_Mat4MulMat33(float m1[][3], float m2[][4], float m3[][3]);
/* ------------------------------------------------------------------------- */
/* Operations based on 3 by 3 matrices */
/**
* Do vec^t prod mat, result in vec.(vex is 3d)
*/
void MTC_Mat3MulVecfl(float mat[][3], float *vec);
/**
* Copy m1 to m2
*/
void MTC_Mat3CpyMat3(float m1[][3], float m2[][3]);
/**
* m1 = m2 prod m3
*/
void MTC_Mat3MulMat3(float m1[][3], float m3[][3], float m2[][3]);
/**
* vec = vec prod mat
*/
void MTC_Mat3MulVecd(float mat[][3], double *vec);
/**
* Guess: invert matrix
* result goes to m1
*/
void MTC_Mat3Inv(float m1[][3], float m2[][3]);
/**
* Sort of a determinant matrix? Doesn't seem very adjoint to me...
* result goes to m1
*/
void MTC_Mat3Adj(float m1[][3], float m[][3]);
/**
* Set <m> to the 3D unity matrix
*/
void MTC_Mat3One(float m[][3]);
/* ------------------------------------------------------------------------- */
#ifdef __cplusplus
}
#endif
#endif /* MATRIXOPS_H */

@ -1,58 +0,0 @@
/*
* vectorops.h
*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef VECTOROPS_H
#define VECTOROPS_H
/* ------------------------------------------------------------------------- */
void MTC_diff3Int(int v1[3], int v2[3], int v3[3]);
void MTC_cross3Int(int v1[3], int v2[3], int v3[3]);
int MTC_dot3Int(int v1[3], int v2[3]);
void MTC_diff3Float(float v1[3], float v2[3], float v3[3]);
void MTC_cross3Float(float v1[3], float v2[3], float v3[3]);
float MTC_dot3Float(float v1[3], float v2[3]);
void MTC_cp3Float(float v1[3], float v2[3]);
/**
* Copy vector with a minus sign (so a = -b)
*/
void MTC_cp3FloatInv(float v1[3], float v2[3]);
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_normalize3DF(float n[3]);
/* ------------------------------------------------------------------------- */
#endif /* VECTOROPS_H */

@ -1,438 +0,0 @@
/*
*
* Some matrix operations.
*
* Always use
* - vector with x components : float x[3], int x[3], etc
*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/* ------------------------------------------------------------------------- */
#include <string.h>
#include "MTC_matrixops.h"
#include "MTC_vectorops.h"
/* ------------------------------------------------------------------------- */
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#if defined(__sun__) || defined( __sun ) || defined (__sparc) || defined (__sparc__)
#include <strings.h>
#endif
#define ABS(x) ((x) < 0 ? -(x) : (x))
#define SWAP(type, a, b) { type sw_ap; sw_ap=(a); (a)=(b); (b)=sw_ap; }
void MTC_Mat4CpyMat4(float m1[][4], float m2[][4])
{
memcpy(m1, m2, 4*4*sizeof(float));
}
/* ------------------------------------------------------------------------- */
void MTC_Mat4MulSerie(float answ[][4],
float m1[][4], float m2[][4], float m3[][4],
float m4[][4], float m5[][4], float m6[][4],
float m7[][4], float m8[][4])
{
float temp[4][4];
if(m1==0 || m2==0) return;
MTC_Mat4MulMat4(answ, m2, m1);
if(m3) {
MTC_Mat4MulMat4(temp, m3, answ);
if(m4) {
MTC_Mat4MulMat4(answ, m4, temp);
if(m5) {
MTC_Mat4MulMat4(temp, m5, answ);
if(m6) {
MTC_Mat4MulMat4(answ, m6, temp);
if(m7) {
MTC_Mat4MulMat4(temp, m7, answ);
if(m8) {
MTC_Mat4MulMat4(answ, m8, temp);
}
else MTC_Mat4CpyMat4(answ, temp);
}
}
else MTC_Mat4CpyMat4(answ, temp);
}
}
else MTC_Mat4CpyMat4(answ, temp);
}
}
/* ------------------------------------------------------------------------- */
void MTC_Mat4MulMat4(float m1[][4], float m2[][4], float m3[][4])
{
/* matrix product: c[j][k] = a[j][i].b[i][k] */
m1[0][0] = m2[0][0]*m3[0][0] + m2[0][1]*m3[1][0] + m2[0][2]*m3[2][0] + m2[0][3]*m3[3][0];
m1[0][1] = m2[0][0]*m3[0][1] + m2[0][1]*m3[1][1] + m2[0][2]*m3[2][1] + m2[0][3]*m3[3][1];
m1[0][2] = m2[0][0]*m3[0][2] + m2[0][1]*m3[1][2] + m2[0][2]*m3[2][2] + m2[0][3]*m3[3][2];
m1[0][3] = m2[0][0]*m3[0][3] + m2[0][1]*m3[1][3] + m2[0][2]*m3[2][3] + m2[0][3]*m3[3][3];
m1[1][0] = m2[1][0]*m3[0][0] + m2[1][1]*m3[1][0] + m2[1][2]*m3[2][0] + m2[1][3]*m3[3][0];
m1[1][1] = m2[1][0]*m3[0][1] + m2[1][1]*m3[1][1] + m2[1][2]*m3[2][1] + m2[1][3]*m3[3][1];
m1[1][2] = m2[1][0]*m3[0][2] + m2[1][1]*m3[1][2] + m2[1][2]*m3[2][2] + m2[1][3]*m3[3][2];
m1[1][3] = m2[1][0]*m3[0][3] + m2[1][1]*m3[1][3] + m2[1][2]*m3[2][3] + m2[1][3]*m3[3][3];
m1[2][0] = m2[2][0]*m3[0][0] + m2[2][1]*m3[1][0] + m2[2][2]*m3[2][0] + m2[2][3]*m3[3][0];
m1[2][1] = m2[2][0]*m3[0][1] + m2[2][1]*m3[1][1] + m2[2][2]*m3[2][1] + m2[2][3]*m3[3][1];
m1[2][2] = m2[2][0]*m3[0][2] + m2[2][1]*m3[1][2] + m2[2][2]*m3[2][2] + m2[2][3]*m3[3][2];
m1[2][3] = m2[2][0]*m3[0][3] + m2[2][1]*m3[1][3] + m2[2][2]*m3[2][3] + m2[2][3]*m3[3][3];
m1[3][0] = m2[3][0]*m3[0][0] + m2[3][1]*m3[1][0] + m2[3][2]*m3[2][0] + m2[3][3]*m3[3][0];
m1[3][1] = m2[3][0]*m3[0][1] + m2[3][1]*m3[1][1] + m2[3][2]*m3[2][1] + m2[3][3]*m3[3][1];
m1[3][2] = m2[3][0]*m3[0][2] + m2[3][1]*m3[1][2] + m2[3][2]*m3[2][2] + m2[3][3]*m3[3][2];
m1[3][3] = m2[3][0]*m3[0][3] + m2[3][1]*m3[1][3] + m2[3][2]*m3[2][3] + m2[3][3]*m3[3][3];
}
/* ------------------------------------------------------------------------- */
void MTC_Mat4MulVecfl(float mat[][4], float *vec)
{
float x,y;
x=vec[0];
y=vec[1];
vec[0]=x*mat[0][0] + y*mat[1][0] + mat[2][0]*vec[2] + mat[3][0];
vec[1]=x*mat[0][1] + y*mat[1][1] + mat[2][1]*vec[2] + mat[3][1];
vec[2]=x*mat[0][2] + y*mat[1][2] + mat[2][2]*vec[2] + mat[3][2];
}
/* ------------------------------------------------------------------------- */
void MTC_Mat3MulVecfl(float mat[][3], float *vec)
{
float x,y;
x=vec[0];
y=vec[1];
vec[0]= x*mat[0][0] + y*mat[1][0] + mat[2][0]*vec[2];
vec[1]= x*mat[0][1] + y*mat[1][1] + mat[2][1]*vec[2];
vec[2]= x*mat[0][2] + y*mat[1][2] + mat[2][2]*vec[2];
}
/* ------------------------------------------------------------------------- */
int MTC_Mat4Invert(float inverse[][4], float mat[][4])
{
int i, j, k;
double temp;
float tempmat[4][4];
float max;
int maxj;
/* Set inverse to identity */
for (i=0; i<4; i++)
for (j=0; j<4; j++)
inverse[i][j] = 0;
for (i=0; i<4; i++)
inverse[i][i] = 1;
/* Copy original matrix so we don't mess it up */
for(i = 0; i < 4; i++)
for(j = 0; j <4; j++)
tempmat[i][j] = mat[i][j];
for(i = 0; i < 4; i++) {
/* Look for row with max pivot */
max = ABS(tempmat[i][i]);
maxj = i;
for(j = i + 1; j < 4; j++) {
if(ABS(tempmat[j][i]) > max) {
max = ABS(tempmat[j][i]);
maxj = j;
}
}
/* Swap rows if necessary */
if (maxj != i) {
for( k = 0; k < 4; k++) {
SWAP(float, tempmat[i][k], tempmat[maxj][k]);
SWAP(float, inverse[i][k], inverse[maxj][k]);
}
}
temp = tempmat[i][i];
if (temp == 0)
return 0; /* No non-zero pivot */
for(k = 0; k < 4; k++) {
tempmat[i][k] /= temp;
inverse[i][k] /= temp;
}
for(j = 0; j < 4; j++) {
if(j != i) {
temp = tempmat[j][i];
for(k = 0; k < 4; k++) {
tempmat[j][k] -= tempmat[i][k]*temp;
inverse[j][k] -= inverse[i][k]*temp;
}
}
}
}
return 1;
}
/* ------------------------------------------------------------------------- */
void MTC_Mat3CpyMat4(float m1[][3], float m2[][4])
{
m1[0][0]= m2[0][0];
m1[0][1]= m2[0][1];
m1[0][2]= m2[0][2];
m1[1][0]= m2[1][0];
m1[1][1]= m2[1][1];
m1[1][2]= m2[1][2];
m1[2][0]= m2[2][0];
m1[2][1]= m2[2][1];
m1[2][2]= m2[2][2];
}
/* ------------------------------------------------------------------------- */
void MTC_Mat3CpyMat3(float m1[][3], float m2[][3])
{
memcpy(m1, m2, 3*3*sizeof(float));
}
/* ------------------------------------------------------------------------- */
/* void Mat3MulMat3(float m1[][3], float m3[][3], float m2[][3]) */
void MTC_Mat3MulMat3(float m1[][3], float m3[][3], float m2[][3])
{
/* be careful about this rewrite... */
/* m1[i][j] = m2[i][k]*m3[k][j], args are flipped! */
m1[0][0]= m2[0][0]*m3[0][0] + m2[0][1]*m3[1][0] + m2[0][2]*m3[2][0];
m1[0][1]= m2[0][0]*m3[0][1] + m2[0][1]*m3[1][1] + m2[0][2]*m3[2][1];
m1[0][2]= m2[0][0]*m3[0][2] + m2[0][1]*m3[1][2] + m2[0][2]*m3[2][2];
m1[1][0]= m2[1][0]*m3[0][0] + m2[1][1]*m3[1][0] + m2[1][2]*m3[2][0];
m1[1][1]= m2[1][0]*m3[0][1] + m2[1][1]*m3[1][1] + m2[1][2]*m3[2][1];
m1[1][2]= m2[1][0]*m3[0][2] + m2[1][1]*m3[1][2] + m2[1][2]*m3[2][2];
m1[2][0]= m2[2][0]*m3[0][0] + m2[2][1]*m3[1][0] + m2[2][2]*m3[2][0];
m1[2][1]= m2[2][0]*m3[0][1] + m2[2][1]*m3[1][1] + m2[2][2]*m3[2][1];
m1[2][2]= m2[2][0]*m3[0][2] + m2[2][1]*m3[1][2] + m2[2][2]*m3[2][2];
/* m1[0]= m2[0]*m3[0] + m2[1]*m3[3] + m2[2]*m3[6]; */
/* m1[1]= m2[0]*m3[1] + m2[1]*m3[4] + m2[2]*m3[7]; */
/* m1[2]= m2[0]*m3[2] + m2[1]*m3[5] + m2[2]*m3[8]; */
/* m1+=3; */
/* m2+=3; */
/* m1[0]= m2[0]*m3[0] + m2[1]*m3[3] + m2[2]*m3[6]; */
/* m1[1]= m2[0]*m3[1] + m2[1]*m3[4] + m2[2]*m3[7]; */
/* m1[2]= m2[0]*m3[2] + m2[1]*m3[5] + m2[2]*m3[8]; */
/* m1+=3; */
/* m2+=3; */
/* m1[0]= m2[0]*m3[0] + m2[1]*m3[3] + m2[2]*m3[6]; */
/* m1[1]= m2[0]*m3[1] + m2[1]*m3[4] + m2[2]*m3[7]; */
/* m1[2]= m2[0]*m3[2] + m2[1]*m3[5] + m2[2]*m3[8]; */
} /* end of void Mat3MulMat3(float m1[][3], float m3[][3], float m2[][3]) */
/* ------------------------------------------------------------------------- */
void MTC_Mat4Ortho(float mat[][4])
{
float len;
len= MTC_normalize3DF(mat[0]);
if(len!=0.0) mat[0][3]/= len;
len= MTC_normalize3DF(mat[1]);
if(len!=0.0) mat[1][3]/= len;
len= MTC_normalize3DF(mat[2]);
if(len!=0.0) mat[2][3]/= len;
}
/* ------------------------------------------------------------------------- */
void MTC_Mat4Mul3Vecfl(float mat[][4], float *vec)
{
float x,y;
/* vec = mat^T dot vec !!! or vec a row, then vec = vec dot mat*/
x= vec[0];
y= vec[1];
vec[0]= x*mat[0][0] + y*mat[1][0] + mat[2][0]*vec[2];
vec[1]= x*mat[0][1] + y*mat[1][1] + mat[2][1]*vec[2];
vec[2]= x*mat[0][2] + y*mat[1][2] + mat[2][2]*vec[2];
}
/* ------------------------------------------------------------------------- */
void MTC_Mat4One(float m[][4])
{
m[0][0]= m[1][1]= m[2][2]= m[3][3]= 1.0;
m[0][1]= m[0][2]= m[0][3]= 0.0;
m[1][0]= m[1][2]= m[1][3]= 0.0;
m[2][0]= m[2][1]= m[2][3]= 0.0;
m[3][0]= m[3][1]= m[3][2]= 0.0;
}
/* ------------------------------------------------------------------------- */
/* Result is a 3-vector!*/
void MTC_Mat3MulVecd(float mat[][3], double *vec)
{
double x,y;
/* vec = mat^T dot vec !!! or vec a row, then vec = vec dot mat*/
x=vec[0];
y=vec[1];
vec[0]= x * mat[0][0] + y * mat[1][0] + mat[2][0] * vec[2];
vec[1]= x * mat[0][1] + y * mat[1][1] + mat[2][1] * vec[2];
vec[2]= x * mat[0][2] + y * mat[1][2] + mat[2][2] * vec[2];
}
/* ------------------------------------------------------------------------- */
void MTC_Mat3Inv(float m1[][3], float m2[][3])
{
short a,b;
float det;
/* first adjoint */
MTC_Mat3Adj(m1,m2);
/* then determinant old mat! */
det= m2[0][0]* (m2[1][1]*m2[2][2] - m2[1][2]*m2[2][1])
-m2[1][0]* (m2[0][1]*m2[2][2] - m2[0][2]*m2[2][1])
+m2[2][0]* (m2[0][1]*m2[1][2] - m2[0][2]*m2[1][1]);
if(det==0) det=1;
det= 1/det;
for(a=0;a<3;a++) {
for(b=0;b<3;b++) {
m1[a][b]*=det;
}
}
}
/* ------------------------------------------------------------------------- */
void MTC_Mat3Adj(float m1[][3], float m[][3])
{
m1[0][0]=m[1][1]*m[2][2]-m[1][2]*m[2][1];
m1[0][1]= -m[0][1]*m[2][2]+m[0][2]*m[2][1];
m1[0][2]=m[0][1]*m[1][2]-m[0][2]*m[1][1];
m1[1][0]= -m[1][0]*m[2][2]+m[1][2]*m[2][0];
m1[1][1]=m[0][0]*m[2][2]-m[0][2]*m[2][0];
m1[1][2]= -m[0][0]*m[1][2]+m[0][2]*m[1][0];
m1[2][0]=m[1][0]*m[2][1]-m[1][1]*m[2][0];
m1[2][1]= -m[0][0]*m[2][1]+m[0][1]*m[2][0];
m1[2][2]=m[0][0]*m[1][1]-m[0][1]*m[1][0];
}
/* ------------------------------------------------------------------------- */
void MTC_Mat3One(float m[][3])
{
m[0][0]= m[1][1]= m[2][2]= 1.0;
m[0][1]= m[0][2]= 0.0;
m[1][0]= m[1][2]= 0.0;
m[2][0]= m[2][1]= 0.0;
}
/* ------------------------------------------------------------------------- */
void MTC_Mat4SwapMat4(float m1[][4], float m2[][4])
{
float t;
int i, j;
for(i = 0; i < 4; i++) {
for (j = 0; j < 4; j++) {
t = m1[i][j];
m1[i][j] = m2[i][j];
m2[i][j] = t;
}
}
}
/* ------------------------------------------------------------------------- */
void MTC_Mat4MulVec4fl(float mat[][4], float *vec)
{
float x,y,z;
x = vec[0];
y = vec[1];
z = vec[2];
vec[0] = x*mat[0][0] + y*mat[1][0] + z*mat[2][0] + mat[3][0]*vec[3];
vec[1] = x*mat[0][1] + y*mat[1][1] + z*mat[2][1] + mat[3][1]*vec[3];
vec[2] = x*mat[0][2] + y*mat[1][2] + z*mat[2][2] + mat[3][2]*vec[3];
vec[3] = x*mat[0][3] + y*mat[1][3] + z*mat[2][3] + mat[3][3]*vec[3];
}
/* ------------------------------------------------------------------------- */
void MTC_Mat4CpyMat3nc(float m1[][4], float m2[][3]) /* no clear */
{
m1[0][0]= m2[0][0];
m1[0][1]= m2[0][1];
m1[0][2]= m2[0][2];
m1[1][0]= m2[1][0];
m1[1][1]= m2[1][1];
m1[1][2]= m2[1][2];
m1[2][0]= m2[2][0];
m1[2][1]= m2[2][1];
m1[2][2]= m2[2][2];
}
/* ------------------------------------------------------------------------- */
void MTC_Mat4MulMat33(float m1[][3], float m2[][4], float m3[][3])
{
/* m1_i_j = m2_i_k * m3_k_j ? */
m1[0][0] = m2[0][0]*m3[0][0] + m2[0][1]*m3[1][0] + m2[0][2]*m3[2][0];
m1[0][1] = m2[0][0]*m3[0][1] + m2[0][1]*m3[1][1] + m2[0][2]*m3[2][1];
m1[0][2] = m2[0][0]*m3[0][2] + m2[0][1]*m3[1][2] + m2[0][2]*m3[2][2];
m1[1][0] = m2[1][0]*m3[0][0] + m2[1][1]*m3[1][0] + m2[1][2]*m3[2][0];
m1[1][1] = m2[1][0]*m3[0][1] + m2[1][1]*m3[1][1] + m2[1][2]*m3[2][1];
m1[1][2] = m2[1][0]*m3[0][2] + m2[1][1]*m3[1][2] + m2[1][2]*m3[2][2];
m1[2][0] = m2[2][0]*m3[0][0] + m2[2][1]*m3[1][0] + m2[2][2]*m3[2][0];
m1[2][1] = m2[2][0]*m3[0][1] + m2[2][1]*m3[1][1] + m2[2][2]*m3[2][1];
m1[2][2] = m2[2][0]*m3[0][2] + m2[2][1]*m3[1][2] + m2[2][2]*m3[2][2];
}
/* ------------------------------------------------------------------------- */
/* eof */

@ -1,166 +0,0 @@
/*
*
* Some vector operations.
*
* Always use
* - vector with x components : float x[3], int x[3], etc
*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/* ------------------------------------------------------------------------- */
/* General format: op(a, b, c): a = b op c */
/* Copying is done cp <from, to> */
/* ------------------------------------------------------------------------- */
#include "MTC_vectorops.h"
#include <math.h>
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
void MTC_diff3Int(int v1[3], int v2[3], int v3[3])
{
v1[0] = v2[0] - v3[0];
v1[1] = v2[1] - v3[1];
v1[2] = v2[2] - v3[2];
}
/* ------------------------------------------------------------------------- */
void MTC_diff3Float(float v1[3], float v2[3], float v3[3])
{
v1[0] = v2[0] - v3[0];
v1[1] = v2[1] - v3[1];
v1[2] = v2[2] - v3[2];
}
/* ------------------------------------------------------------------------- */
void MTC_cross3Int(int v1[3], int v2[3], int v3[3])
{
v1[0] = v2[1]*v3[2] - v2[2]*v3[1];
v1[1] = v2[2]*v3[0] - v2[0]*v3[2];
v1[2] = v2[0]*v3[1] - v2[1]*v3[0];
}
/* ------------------------------------------------------------------------- */
void MTC_cross3Float(float v1[3], float v2[3], float v3[3])
{
v1[0] = v2[1]*v3[2] - v2[2]*v3[1];
v1[1] = v2[2]*v3[0] - v2[0]*v3[2];
v1[2] = v2[0]*v3[1] - v2[1]*v3[0];
}
/* ------------------------------------------------------------------------- */
void MTC_cross3Double(double v1[3], double v2[3], double v3[3])
{
v1[0] = v2[1]*v3[2] - v2[2]*v3[1];
v1[1] = v2[2]*v3[0] - v2[0]*v3[2];
v1[2] = v2[0]*v3[1] - v2[1]*v3[0];
}
/* ------------------------------------------------------------------------- */
int MTC_dot3Int(int v1[3], int v2[3])
{
return (v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2]);
}
/* ------------------------------------------------------------------------- */
float MTC_dot3Float(float v1[3], float v2[3])
{
return (v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2]);
}
/* ------------------------------------------------------------------------- */
void MTC_cp3Float(float v1[3], float v2[3])
{
v2[0] = v1[0];
v2[1] = v1[1];
v2[2] = v1[2];
}
/* ------------------------------------------------------------------------- */
void MTC_cp3FloatInv(float v1[3], float v2[3])
{
v2[0] = -v1[0];
v2[1] = -v1[1];
v2[2] = -v1[2];
}
/* ------------------------------------------------------------------------- */
void MTC_swapInt(int *i1, int *i2)
{
int swap;
swap = *i1;
*i1 = *i2;
*i2 = swap;
}
/* ------------------------------------------------------------------------- */
void MTC_diff3DFF(double v1[3], float v2[3], float v3[3])
{
v1[0] = v2[0] - v3[0];
v1[1] = v2[1] - v3[1];
v1[2] = v2[2] - v3[2];
}
/* ------------------------------------------------------------------------- */
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 normalize errors in */
/* a scaled down utah teapot */
if(d>0.0000000000001) {
/* d= sqrt(d); This _should_ be sqrt, but internally it's a double*/
/* anyway. This is safe. */
d = sqrt(d);
n[0]/=d;
n[1]/=d;
n[2]/=d;
} else {
n[0]=n[1]=n[2]= 0.0;
d= 0.0;
}
return d;
}
/* ------------------------------------------------------------------------- */
/* eof */

@ -39,7 +39,7 @@ editmesh_mods.c, UI level access, no geometry changes
#include "MEM_guardedalloc.h"
#include "MTC_matrixops.h"
#include "DNA_mesh_types.h"
#include "DNA_material_types.h"

@ -43,7 +43,7 @@
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#include "MTC_matrixops.h"
#include "DNA_action_types.h"
#include "DNA_armature_types.h"
@ -1327,7 +1327,7 @@ static void wpaint_stroke_update_step(bContext *C, struct PaintStroke *stroke, P
mval[0]-= vc->ar->winrct.xmin;
mval[1]-= vc->ar->winrct.ymin;
MTC_Mat4SwapMat4(wpd->vc.rv3d->persmat, mat);
Mat4SwapMat4(wpd->vc.rv3d->persmat, mat);
/* which faces are involved */
if(wp->flag & VP_AREA) {
@ -1444,7 +1444,7 @@ static void wpaint_stroke_update_step(bContext *C, struct PaintStroke *stroke, P
}
}
MTC_Mat4SwapMat4(vc->rv3d->persmat, mat);
Mat4SwapMat4(vc->rv3d->persmat, mat);
DAG_id_flush_update(ob->data, OB_RECALC_DATA);
ED_region_tag_redraw(vc->ar);
@ -1724,14 +1724,14 @@ static void vpaint_stroke_update_step(bContext *C, struct PaintStroke *stroke, P
else totindex= 0;
}
MTC_Mat4SwapMat4(vc->rv3d->persmat, mat);
Mat4SwapMat4(vc->rv3d->persmat, mat);
for(index=0; index<totindex; index++) {
if(indexar[index] && indexar[index]<=me->totface)
vpaint_paint_face(vp, vpd, ob, indexar[index]-1, mval);
}
MTC_Mat4SwapMat4(vc->rv3d->persmat, mat);
Mat4SwapMat4(vc->rv3d->persmat, mat);
ED_region_tag_redraw(vc->ar);

@ -37,7 +37,7 @@
#include "IMB_imbuf.h"
#include "MTC_matrixops.h"
#include "DNA_armature_types.h"
#include "DNA_boid_types.h"
@ -1124,7 +1124,7 @@ static void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob
Mat4Ortho(vec);
wmMultMatrix(vec);
MTC_Mat4SwapMat4(rv3d->persmat, tmat);
Mat4SwapMat4(rv3d->persmat, tmat);
wmGetSingleMatrix(rv3d->persmat);
if(cam->flag & CAM_SHOWLIMITS) {
@ -1137,7 +1137,7 @@ static void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob
if(cam->flag & CAM_SHOWMIST)
if(wrld) draw_limit_line(wrld->miststa, wrld->miststa+wrld->mistdist, 0xFFFFFF);
MTC_Mat4SwapMat4(rv3d->persmat, tmat);
Mat4SwapMat4(rv3d->persmat, tmat);
}
}
}

@ -38,7 +38,7 @@
#include "IMB_imbuf.h"
#include "MTC_matrixops.h"
#include "DNA_armature_types.h"
#include "DNA_boid_types.h"

@ -27,7 +27,7 @@
*/
#include <math.h>
#include "MTC_vectorops.h"
#include "../TEX_util.h"
static bNodeSocketType inputs[]= {
@ -65,19 +65,19 @@ static void colorfn(float *out, TexParams *p, bNode *node, bNodeStack **in, shor
if(magsq == 0) magsq = 1;
ndx = MTC_dot3Float(coord, ax);
ndx = Inpf(coord, ax);
para[0] = ax[0] * ndx * (1 - cos_a);
para[1] = ax[1] * ndx * (1 - cos_a);
para[2] = ax[2] * ndx * (1 - cos_a);
MTC_diff3Float(perp, coord, para);
VecSubf(perp, coord, para);
perp[0] = coord[0] * cos_a;
perp[1] = coord[1] * cos_a;
perp[2] = coord[2] * cos_a;
MTC_cross3Float(cp, ax, coord);
Crossf(cp, ax, coord);
cp[0] = cp[0] * sin_a;
cp[1] = cp[1] * sin_a;

@ -31,7 +31,7 @@
#include <string.h>
#include <limits.h>
#include "MTC_matrixops.h"
#include "MEM_guardedalloc.h"
@ -191,8 +191,8 @@ void RE_make_stars(Render *re, Scene *scenev3d, void (*initfunc)(void),
if (re) re->flag |= R_HALO;
else stargrid *= 1.0; /* then it draws fewer */
if(re) MTC_Mat4Invert(mat, re->viewmat);
else MTC_Mat4One(mat);
if(re) Mat4Invert(mat, re->viewmat);
else Mat4One(mat);
/* BOUNDING BOX CALCULATION
* bbox goes from z = loc_near_var | loc_far_var,
@ -240,7 +240,7 @@ void RE_make_stars(Render *re, Scene *scenev3d, void (*initfunc)(void),
done++;
}
else {
MTC_Mat4MulVecfl(re->viewmat, vec);
Mat4MulVecfl(re->viewmat, vec);
/* in vec are global coordinates
* calculate distance to camera
@ -829,7 +829,7 @@ static void autosmooth(Render *re, ObjectRen *obr, float mat[][4], int degr)
/* rotate vertices and calculate normal of faces */
for(a=0; a<obr->totvert; a++) {
ver= RE_findOrAddVert(obr, a);
MTC_Mat4MulVecfl(mat, ver->co);
Mat4MulVecfl(mat, ver->co);
}
for(a=0; a<obr->totvlak; a++) {
vlr= RE_findOrAddVlak(obr, a);
@ -1280,19 +1280,19 @@ static void particle_billboard(Render *re, ObjectRen *obr, Material *ma, Particl
VECADD(vlr->v1->co, bb_center, xvec);
VECADD(vlr->v1->co, vlr->v1->co, yvec);
MTC_Mat4MulVecfl(re->viewmat, vlr->v1->co);
Mat4MulVecfl(re->viewmat, vlr->v1->co);
VECSUB(vlr->v2->co, bb_center, xvec);
VECADD(vlr->v2->co, vlr->v2->co, yvec);
MTC_Mat4MulVecfl(re->viewmat, vlr->v2->co);
Mat4MulVecfl(re->viewmat, vlr->v2->co);
VECSUB(vlr->v3->co, bb_center, xvec);
VECSUB(vlr->v3->co, vlr->v3->co, yvec);
MTC_Mat4MulVecfl(re->viewmat, vlr->v3->co);
Mat4MulVecfl(re->viewmat, vlr->v3->co);
VECADD(vlr->v4->co, bb_center, xvec);
VECSUB(vlr->v4->co, vlr->v4->co, yvec);
MTC_Mat4MulVecfl(re->viewmat, vlr->v4->co);
Mat4MulVecfl(re->viewmat, vlr->v4->co);
CalcNormFloat4(vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co, vlr->n);
VECCOPY(vlr->v1->n,vlr->n);
@ -1392,7 +1392,7 @@ static void particle_normal_ren(short ren_as, ParticleSettings *part, Render *re
VECCOPY(loc, state->co);
if(ren_as != PART_DRAW_BB)
MTC_Mat4MulVecfl(re->viewmat, loc);
Mat4MulVecfl(re->viewmat, loc);
switch(ren_as) {
case PART_DRAW_LINE:
@ -1401,7 +1401,7 @@ static void particle_normal_ren(short ren_as, ParticleSettings *part, Render *re
sd->size = hasize;
VECCOPY(vel, state->vel);
MTC_Mat4Mul3Vecfl(re->viewmat, vel);
Mat4Mul3Vecfl(re->viewmat, vel);
Normalize(vel);
if(part->draw & PART_DRAW_VEL_LENGTH)
@ -1621,8 +1621,8 @@ static int render_new_particle_system(Render *re, ObjectRen *obr, ParticleSystem
}
/* 2.5 setup matrices */
MTC_Mat4MulMat4(mat, ob->obmat, re->viewmat);
MTC_Mat4Invert(ob->imat, mat); /* need to be that way, for imat texture */
Mat4MulMat4(mat, ob->obmat, re->viewmat);
Mat4Invert(ob->imat, mat); /* need to be that way, for imat texture */
Mat3CpyMat4(nmat, ob->imat);
Mat3Transp(nmat);
@ -1904,7 +1904,7 @@ static int render_new_particle_system(Render *re, ObjectRen *obr, ParticleSystem
time= curlen/strandlen;
VECCOPY(loc,state.co);
MTC_Mat4MulVecfl(re->viewmat,loc);
Mat4MulVecfl(re->viewmat,loc);
if(strandbuf) {
VECCOPY(svert->co, loc);
@ -2046,8 +2046,8 @@ static void make_render_halos(Render *re, ObjectRen *obr, Mesh *me, int totvert,
float vec[3], hasize, mat[4][4], imat[3][3];
int a, ok, seed= ma->seed1;
MTC_Mat4MulMat4(mat, ob->obmat, re->viewmat);
MTC_Mat3CpyMat4(imat, ob->imat);
Mat4MulMat4(mat, ob->obmat, re->viewmat);
Mat3CpyMat4(imat, ob->imat);
re->flag |= R_HALO;
@ -2058,7 +2058,7 @@ static void make_render_halos(Render *re, ObjectRen *obr, Mesh *me, int totvert,
hasize= ma->hasize;
VECCOPY(vec, mvert->co);
MTC_Mat4MulVecfl(mat, vec);
Mat4MulVecfl(mat, vec);
if(ma->mode & MA_HALOPUNO) {
xn= mvert->no[0];
@ -2191,7 +2191,7 @@ static void displace_render_vert(Render *re, ObjectRen *obr, ShadeInput *shi, Ve
}
if (texco & TEXCO_GLOB) {
VECCOPY(shi->gl, shi->co);
MTC_Mat4MulVecfl(re->viewinv, shi->gl);
Mat4MulVecfl(re->viewinv, shi->gl);
}
if (texco & TEXCO_NORM) {
VECCOPY(shi->orn, shi->vn);
@ -2332,9 +2332,9 @@ static void init_render_mball(Render *re, ObjectRen *obr)
if (ob!=find_basis_mball(re->scene, ob))
return;
MTC_Mat4MulMat4(mat, ob->obmat, re->viewmat);
MTC_Mat4Invert(ob->imat, mat);
MTC_Mat3CpyMat4(imat, ob->imat);
Mat4MulMat4(mat, ob->obmat, re->viewmat);
Mat4Invert(ob->imat, mat);
Mat3CpyMat4(imat, ob->imat);
ma= give_render_material(re, ob, 1);
@ -2355,7 +2355,7 @@ static void init_render_mball(Render *re, ObjectRen *obr)
ver= RE_findOrAddVert(obr, obr->totvert++);
VECCOPY(ver->co, data);
MTC_Mat4MulVecfl(mat, ver->co);
Mat4MulVecfl(mat, ver->co);
/* render normals are inverted */
xn= -nors[0];
@ -2439,7 +2439,7 @@ static int dl_surf_to_renderdata(ObjectRen *obr, DispList *dl, Material **matar,
if(orco) {
v1->orco= orco; orco+= 3; orcoret++;
}
MTC_Mat4MulVecfl(mat, v1->co);
Mat4MulVecfl(mat, v1->co);
for (v = 1; v < sizev; v++) {
ver= RE_findOrAddVert(obr, obr->totvert++);
@ -2447,7 +2447,7 @@ static int dl_surf_to_renderdata(ObjectRen *obr, DispList *dl, Material **matar,
if(orco) {
ver->orco= orco; orco+= 3; orcoret++;
}
MTC_Mat4MulVecfl(mat, ver->co);
Mat4MulVecfl(mat, ver->co);
}
/* if V-cyclic, add extra vertices at end of the row */
if (dl->flag & DL_CYCL_U) {
@ -2597,8 +2597,8 @@ static void init_render_surf(Render *re, ObjectRen *obr)
nu= cu->nurb.first;
if(nu==0) return;
MTC_Mat4MulMat4(mat, ob->obmat, re->viewmat);
MTC_Mat4Invert(ob->imat, mat);
Mat4MulMat4(mat, ob->obmat, re->viewmat);
Mat4Invert(ob->imat, mat);
/* material array */
totmat= ob->totcol+1;
@ -2658,8 +2658,8 @@ static void init_render_curve(Render *re, ObjectRen *obr, int timeoffset)
dl= cu->disp.first;
if(cu->disp.first==NULL) return;
MTC_Mat4MulMat4(mat, ob->obmat, re->viewmat);
MTC_Mat4Invert(ob->imat, mat);
Mat4MulMat4(mat, ob->obmat, re->viewmat);
Mat4Invert(ob->imat, mat);
/* material array */
totmat= ob->totcol+1;
@ -2701,7 +2701,7 @@ static void init_render_curve(Render *re, ObjectRen *obr, int timeoffset)
ver->flag = 0;
}
MTC_Mat4MulVecfl(mat, ver->co);
Mat4MulVecfl(mat, ver->co);
if (orco) {
ver->orco = orco;
@ -2753,7 +2753,7 @@ static void init_render_curve(Render *re, ObjectRen *obr, int timeoffset)
ver= RE_findOrAddVert(obr, obr->totvert++);
VECCOPY(ver->co, fp);
MTC_Mat4MulVecfl(mat, ver->co);
Mat4MulVecfl(mat, ver->co);
fp+= 3;
if (orco) {
@ -3050,9 +3050,9 @@ static void init_render_mesh(Render *re, ObjectRen *obr, int timeoffset)
me= ob->data;
MTC_Mat4MulMat4(mat, ob->obmat, re->viewmat);
MTC_Mat4Invert(ob->imat, mat);
MTC_Mat3CpyMat4(imat, ob->imat);
Mat4MulMat4(mat, ob->obmat, re->viewmat);
Mat4Invert(ob->imat, mat);
Mat3CpyMat4(imat, ob->imat);
if(me->totvert==0)
return;
@ -3136,7 +3136,7 @@ static void init_render_mesh(Render *re, ObjectRen *obr, int timeoffset)
ver= RE_findOrAddVert(obr, obr->totvert++);
VECCOPY(ver->co, mvert->co);
if(do_autosmooth==0) /* autosmooth on original unrotated data to prevent differences between frames */
MTC_Mat4MulVecfl(mat, ver->co);
Mat4MulVecfl(mat, ver->co);
if(orco) {
ver->orco= orco;
@ -3357,13 +3357,13 @@ static void initshadowbuf(Render *re, LampRen *lar, float mat[][4])
shb->soft= lar->soft;
shb->shadhalostep= lar->shadhalostep;
MTC_Mat4Ortho(mat);
MTC_Mat4Invert(shb->winmat, mat); /* winmat is temp */
Mat4Ortho(mat);
Mat4Invert(shb->winmat, mat); /* winmat is temp */
/* matrix: combination of inverse view and lampmat */
/* calculate again: the ortho-render has no correct viewinv */
MTC_Mat4Invert(viewinv, re->viewmat);
MTC_Mat4MulMat4(shb->viewmat, viewinv, shb->winmat);
Mat4Invert(viewinv, re->viewmat);
Mat4MulMat4(shb->viewmat, viewinv, shb->winmat);
/* projection */
shb->d= lar->clipsta;
@ -3441,11 +3441,11 @@ static GroupObject *add_render_lamp(Render *re, Object *ob)
BLI_addtail(&re->lampren, lar);
go->lampren= lar;
MTC_Mat4MulMat4(mat, ob->obmat, re->viewmat);
MTC_Mat4Invert(ob->imat, mat);
Mat4MulMat4(mat, ob->obmat, re->viewmat);
Mat4Invert(ob->imat, mat);
MTC_Mat3CpyMat4(lar->mat, mat);
MTC_Mat3CpyMat4(lar->imat, ob->imat);
Mat3CpyMat4(lar->mat, mat);
Mat3CpyMat4(lar->imat, ob->imat);
lar->bufsize = la->bufsize;
lar->samp = la->samp;
@ -3601,7 +3601,7 @@ static GroupObject *add_render_lamp(Render *re, Object *ob)
lar->sh_invcampos[0]= -lar->co[0];
lar->sh_invcampos[1]= -lar->co[1];
lar->sh_invcampos[2]= -lar->co[2];
MTC_Mat3MulVecfl(lar->imat, lar->sh_invcampos);
Mat3MulVecfl(lar->imat, lar->sh_invcampos);
/* z factor, for a normalized volume */
angle= saacos(lar->spotsi);
@ -4225,7 +4225,7 @@ static void set_dupli_tex_mat(Render *re, ObjectInstanceRen *obi, DupliObject *d
obi->duplitexmat= BLI_memarena_alloc(re->memArena, sizeof(float)*4*4);
Mat4Invert(imat, dob->mat);
MTC_Mat4MulSerie(obi->duplitexmat, re->viewmat, dob->omat, imat, re->viewinv, 0, 0, 0, 0);
Mat4MulSerie(obi->duplitexmat, re->viewmat, dob->omat, imat, re->viewinv, 0, 0, 0, 0);
}
}
@ -4349,8 +4349,8 @@ static void init_render_object(Render *re, Object *ob, Object *par, DupliObject
else if(render_object_type(ob->type))
add_render_object(re, ob, par, dob, timeoffset, vectorlay);
else {
MTC_Mat4MulMat4(mat, ob->obmat, re->viewmat);
MTC_Mat4Invert(ob->imat, mat);
Mat4MulMat4(mat, ob->obmat, re->viewmat);
Mat4Invert(ob->imat, mat);
}
time= PIL_check_seconds_timer();
@ -4600,8 +4600,8 @@ static void database_init_objects(Render *re, unsigned int renderlay, int nolamp
for(SETLOOPER(re->scene, base)) {
ob= base->object;
/* imat objects has to be done here, since displace can have texture using Object map-input */
MTC_Mat4MulMat4(mat, ob->obmat, re->viewmat);
MTC_Mat4Invert(ob->imat, mat);
Mat4MulMat4(mat, ob->obmat, re->viewmat);
Mat4Invert(ob->imat, mat);
/* each object should only be rendered once */
ob->flag &= ~OB_DONE;
ob->transflag &= ~OB_RENDER_DUPLI;
@ -4747,8 +4747,8 @@ static void database_init_objects(Render *re, unsigned int renderlay, int nolamp
if(redoimat) {
for(SETLOOPER(re->scene, base)) {
ob= base->object;
MTC_Mat4MulMat4(mat, ob->obmat, re->viewmat);
MTC_Mat4Invert(ob->imat, mat);
Mat4MulMat4(mat, ob->obmat, re->viewmat);
Mat4Invert(ob->imat, mat);
}
}
@ -5174,7 +5174,7 @@ static int load_fluidsimspeedvectors(Render *re, ObjectInstanceRen *obi, float *
return 0;
Mat4CpyMat4(mat, re->viewmat);
MTC_Mat4Invert(imat, mat);
Mat4Invert(imat, mat);
/* set first vertex OK */
if(!fss->meshSurfNormals) return 0;

@ -51,7 +51,7 @@
#include "BKE_texture.h"
#include "BKE_utildefines.h"
#include "MTC_matrixops.h"
/* this module */
#include "render_types.h"
@ -211,9 +211,9 @@ static void envmap_transmatrix(float mat[][4], int part)
eul[2]= -M_PI/2.0;
}
MTC_Mat4CpyMat4(tmat, mat);
Mat4CpyMat4(tmat, mat);
EulToMat4(eul, rotmat);
MTC_Mat4MulSerie(mat, tmat, rotmat,
Mat4MulSerie(mat, tmat, rotmat,
0, 0, 0,
0, 0, 0);
}
@ -231,12 +231,12 @@ static void env_rotate_scene(Render *re, float mat[][4], int mode)
int a;
if(mode==0) {
MTC_Mat4Invert(tmat, mat);
MTC_Mat3CpyMat4(imat, tmat);
Mat4Invert(tmat, mat);
Mat3CpyMat4(imat, tmat);
}
else {
MTC_Mat4CpyMat4(tmat, mat);
MTC_Mat3CpyMat4(imat, mat);
Mat4CpyMat4(tmat, mat);
Mat3CpyMat4(imat, mat);
}
for(obi=re->instancetable.first; obi; obi=obi->next) {
@ -267,7 +267,7 @@ static void env_rotate_scene(Render *re, float mat[][4], int mode)
if((a & 255)==0) har= obr->bloha[a>>8];
else har++;
MTC_Mat4MulVecfl(tmat, har->co);
Mat4MulVecfl(tmat, har->co);
}
}
@ -280,22 +280,22 @@ static void env_rotate_scene(Render *re, float mat[][4], int mode)
Mat3CpyMat3(cmat, lar->imat);
Mat3MulMat3(lar->imat, cmat, imat);
MTC_Mat3MulVecfl(imat, lar->vec);
MTC_Mat4MulVecfl(tmat, lar->co);
Mat3MulVecfl(imat, lar->vec);
Mat4MulVecfl(tmat, lar->co);
lar->sh_invcampos[0]= -lar->co[0];
lar->sh_invcampos[1]= -lar->co[1];
lar->sh_invcampos[2]= -lar->co[2];
MTC_Mat3MulVecfl(lar->imat, lar->sh_invcampos);
Mat3MulVecfl(lar->imat, lar->sh_invcampos);
lar->sh_invcampos[2]*= lar->sh_zfac;
if(lar->shb) {
if(mode==1) {
MTC_Mat4Invert(pmat, mat);
MTC_Mat4MulMat4(smat, pmat, lar->shb->viewmat);
MTC_Mat4MulMat4(lar->shb->persmat, smat, lar->shb->winmat);
Mat4Invert(pmat, mat);
Mat4MulMat4(smat, pmat, lar->shb->viewmat);
Mat4MulMat4(lar->shb->persmat, smat, lar->shb->winmat);
}
else MTC_Mat4MulMat4(lar->shb->persmat, lar->shb->viewmat, lar->shb->winmat);
else Mat4MulMat4(lar->shb->persmat, lar->shb->viewmat, lar->shb->winmat);
}
}
@ -373,8 +373,8 @@ static void env_set_imats(Render *re)
base= re->scene->base.first;
while(base) {
MTC_Mat4MulMat4(mat, base->object->obmat, re->viewmat);
MTC_Mat4Invert(base->object->imat, mat);
Mat4MulMat4(mat, base->object->obmat, re->viewmat);
Mat4Invert(base->object->imat, mat);
base= base->next;
}
@ -393,18 +393,18 @@ static void render_envmap(Render *re, EnvMap *env)
short part;
/* need a recalc: ortho-render has no correct viewinv */
MTC_Mat4Invert(oldviewinv, re->viewmat);
Mat4Invert(oldviewinv, re->viewmat);
envre= envmap_render_copy(re, env);
/* precalc orthmat for object */
MTC_Mat4CpyMat4(orthmat, env->object->obmat);
MTC_Mat4Ortho(orthmat);
Mat4CpyMat4(orthmat, env->object->obmat);
Mat4Ortho(orthmat);
/* need imat later for texture imat */
MTC_Mat4MulMat4(mat, orthmat, re->viewmat);
MTC_Mat4Invert(tmat, mat);
MTC_Mat3CpyMat4(env->obimat, tmat);
Mat4MulMat4(mat, orthmat, re->viewmat);
Mat4Invert(tmat, mat);
Mat3CpyMat4(env->obimat, tmat);
for(part=0; part<6; part++) {
if(env->type==ENV_PLANE && part!=1)
@ -412,17 +412,17 @@ static void render_envmap(Render *re, EnvMap *env)
re->display_clear(re->dch, envre->result);
MTC_Mat4CpyMat4(tmat, orthmat);
Mat4CpyMat4(tmat, orthmat);
envmap_transmatrix(tmat, part);
MTC_Mat4Invert(mat, tmat);
Mat4Invert(mat, tmat);
/* mat now is the camera 'viewmat' */
MTC_Mat4CpyMat4(envre->viewmat, mat);
MTC_Mat4CpyMat4(envre->viewinv, tmat);
Mat4CpyMat4(envre->viewmat, mat);
Mat4CpyMat4(envre->viewinv, tmat);
/* we have to correct for the already rotated vertexcoords */
MTC_Mat4MulMat4(tmat, oldviewinv, envre->viewmat);
MTC_Mat4Invert(env->imat, tmat);
Mat4MulMat4(tmat, oldviewinv, envre->viewmat);
Mat4Invert(env->imat, tmat);
env_rotate_scene(envre, tmat, 1);
init_render_world(envre);
@ -503,13 +503,13 @@ void make_envmaps(Render *re)
float orthmat[4][4], mat[4][4], tmat[4][4];
/* precalc orthmat for object */
MTC_Mat4CpyMat4(orthmat, env->object->obmat);
MTC_Mat4Ortho(orthmat);
Mat4CpyMat4(orthmat, env->object->obmat);
Mat4Ortho(orthmat);
/* need imat later for texture imat */
MTC_Mat4MulMat4(mat, orthmat, re->viewmat);
MTC_Mat4Invert(tmat, mat);
MTC_Mat3CpyMat4(env->obimat, tmat);
Mat4MulMat4(mat, orthmat, re->viewmat);
Mat4Invert(tmat, mat);
Mat3CpyMat4(env->obimat, tmat);
}
else {
@ -678,20 +678,20 @@ int envmaptex(Tex *tex, float *texvec, float *dxt, float *dyt, int osatex, TexRe
/* rotate to envmap space, if object is set */
VECCOPY(vec, texvec);
if(env->object) MTC_Mat3MulVecfl(env->obimat, vec);
else MTC_Mat4Mul3Vecfl(R.viewinv, vec);
if(env->object) Mat3MulVecfl(env->obimat, vec);
else Mat4Mul3Vecfl(R.viewinv, vec);
face= envcube_isect(env, vec, sco);
ibuf= env->cube[face];
if(osatex) {
if(env->object) {
MTC_Mat3MulVecfl(env->obimat, dxt);
MTC_Mat3MulVecfl(env->obimat, dyt);
Mat3MulVecfl(env->obimat, dxt);
Mat3MulVecfl(env->obimat, dyt);
}
else {
MTC_Mat4Mul3Vecfl(R.viewinv, dxt);
MTC_Mat4Mul3Vecfl(R.viewinv, dyt);
Mat4Mul3Vecfl(R.viewinv, dxt);
Mat4Mul3Vecfl(R.viewinv, dyt);
}
set_dxtdyt(dxts, dyts, dxt, dyt, face);
imagewraposa(tex, NULL, ibuf, sco, dxts, dyts, texres);

@ -41,7 +41,7 @@
#include "BLI_blenlib.h"
#include "BLI_jitter.h"
#include "MTC_matrixops.h"
#include "DNA_camera_types.h"
#include "DNA_group_types.h"

@ -32,8 +32,8 @@
/* External modules: */
#include "IMB_imbuf_types.h"
#include "IMB_imbuf.h"
#include "MTC_matrixops.h"
#include "MTC_vectorops.h"
#include "DNA_camera_types.h"
#include "DNA_group_types.h"
@ -155,7 +155,7 @@ static void render_lighting_halo(HaloRen *har, float *colf)
/* rotate view to lampspace */
VECCOPY(lvrot, lv);
MTC_Mat3MulVecfl(lar->imat, lvrot);
Mat3MulVecfl(lar->imat, lvrot);
x= MAX2(fabs(lvrot[0]/lvrot[2]) , fabs(lvrot[1]/lvrot[2]));
/* 1.0/(sqrt(1+x*x)) is equivalent to cos(atan(x)) */
@ -553,7 +553,7 @@ void shadeSkyView(float *colf, float *rco, float *view, float *dxyview, short th
VECCOPY(lo, view);
if(R.wrld.skytype & WO_SKYREAL) {
MTC_Mat3MulVecfl(R.imat, lo);
Mat3MulVecfl(R.imat, lo);
SWAP(float, lo[1], lo[2]);
@ -595,7 +595,7 @@ void shadeSunView(float *colf, float *view)
VECCOPY(sview, view);
Normalize(sview);
MTC_Mat3MulVecfl(R.imat, sview);
Mat3MulVecfl(R.imat, sview);
if (sview[2] < 0.0)
sview[2] = 0.0;
Normalize(sview);
@ -678,7 +678,7 @@ void shadeAtmPixel(struct SunSky *sunsky, float *collector, float fx, float fy,
calc_view_vector(view, fx, fy);
Normalize(view);
/*MTC_Mat3MulVecfl(R.imat, view);*/
/*Mat3MulVecfl(R.imat, view);*/
AtmospherePixleShader(sunsky, view, distance, collector);
}

@ -26,7 +26,7 @@
#include <math.h>
#include <string.h>
#include "MTC_matrixops.h"
#include "MEM_guardedalloc.h"
#include "DNA_group_types.h"
@ -403,7 +403,7 @@ void makeshadowbuf(Render *re, LampRen *lar)
wsize= shb->pixsize*(shb->size/2.0);
i_window(-wsize, wsize, -wsize, wsize, shb->d, shb->clipend, shb->winmat);
MTC_Mat4MulMat4(shb->persmat, shb->viewmat, shb->winmat);
Mat4MulMat4(shb->persmat, shb->viewmat, shb->winmat);
if(ELEM(lar->buftype, LA_SHADBUF_REGULAR, LA_SHADBUF_HALFWAY)) {
/* jitter, weights - not threadsafe! */
@ -673,7 +673,7 @@ float testshadowbuf(Render *re, ShadBuf *shb, float *rco, float *dxco, float *dy
VECCOPY(co, rco);
co[3]= 1.0f;
MTC_Mat4MulVec4fl(shb->persmat, co); /* rational hom co */
Mat4MulVec4fl(shb->persmat, co); /* rational hom co */
xs1= siz*(1.0f+co[0]/co[3]);
ys1= siz*(1.0f+co[1]/co[3]);
@ -714,7 +714,7 @@ float testshadowbuf(Render *re, ShadBuf *shb, float *rco, float *dxco, float *dy
co[1]= rco[1]+dxco[1];
co[2]= rco[2]+dxco[2];
co[3]= 1.0;
MTC_Mat4MulVec4fl(shb->persmat,co); /* rational hom co */
Mat4MulVec4fl(shb->persmat,co); /* rational hom co */
dx[0]= xs1- siz*(1.0+co[0]/co[3]);
dx[1]= ys1- siz*(1.0+co[1]/co[3]);
@ -722,7 +722,7 @@ float testshadowbuf(Render *re, ShadBuf *shb, float *rco, float *dxco, float *dy
co[1]= rco[1]+dyco[1];
co[2]= rco[2]+dyco[2];
co[3]= 1.0;
MTC_Mat4MulVec4fl(shb->persmat,co); /* rational hom co */
Mat4MulVec4fl(shb->persmat,co); /* rational hom co */
dy[0]= xs1- siz*(1.0+co[0]/co[3]);
dy[1]= ys1- siz*(1.0+co[1]/co[3]);
@ -858,7 +858,7 @@ float shadow_halo(LampRen *lar, float *p1, float *p2)
co[1]= p1[1];
co[2]= p1[2]/lar->sh_zfac;
co[3]= 1.0;
MTC_Mat4MulVec4fl(shb->winmat, co); /* rational hom co */
Mat4MulVec4fl(shb->winmat, co); /* rational hom co */
xf1= siz*(1.0+co[0]/co[3]);
yf1= siz*(1.0+co[1]/co[3]);
zf1= (co[2]/co[3]);
@ -868,7 +868,7 @@ float shadow_halo(LampRen *lar, float *p1, float *p2)
co[1]= p2[1];
co[2]= p2[2]/lar->sh_zfac;
co[3]= 1.0;
MTC_Mat4MulVec4fl(shb->winmat, co); /* rational hom co */
Mat4MulVec4fl(shb->winmat, co); /* rational hom co */
xf2= siz*(1.0+co[0]/co[3]);
yf2= siz*(1.0+co[1]/co[3]);
zf2= (co[2]/co[3]);
@ -1659,7 +1659,7 @@ static int viewpixel_to_lampbuf(ShadBuf *shb, ObjectInstanceRen *obi, VlakRen *v
}
/* move 3d vector to lampbuf */
MTC_Mat4MulVec4fl(shb->persmat, hoco); /* rational hom co */
Mat4MulVec4fl(shb->persmat, hoco); /* rational hom co */
/* clip We can test for -1.0/1.0 because of the properties of the
* coordinate transformations. */

@ -29,7 +29,7 @@
#include <math.h>
#include <string.h>
#include "MTC_matrixops.h"
#include "BLI_arithb.h"
#include "BLI_blenlib.h"
@ -458,13 +458,13 @@ void shade_input_set_strand_texco(ShadeInput *shi, StrandRen *strand, StrandVert
if(texco & TEXCO_GLOB) {
VECCOPY(shi->gl, shi->co);
MTC_Mat4MulVecfl(R.viewinv, shi->gl);
Mat4MulVecfl(R.viewinv, shi->gl);
if(shi->osatex) {
VECCOPY(shi->dxgl, shi->dxco);
MTC_Mat3MulVecfl(R.imat, shi->dxco);
Mat3MulVecfl(R.imat, shi->dxco);
VECCOPY(shi->dygl, shi->dyco);
MTC_Mat3MulVecfl(R.imat, shi->dyco);
Mat3MulVecfl(R.imat, shi->dyco);
}
}
@ -1021,15 +1021,15 @@ void shade_input_set_shade_texco(ShadeInput *shi)
if(texco & TEXCO_GLOB) {
VECCOPY(shi->gl, shi->co);
MTC_Mat4MulVecfl(R.viewinv, shi->gl);
Mat4MulVecfl(R.viewinv, shi->gl);
if(shi->osatex) {
VECCOPY(shi->dxgl, shi->dxco);
// TXF: bug was here, but probably should be in convertblender.c, R.imat only valid if there is a world
//MTC_Mat3MulVecfl(R.imat, shi->dxco);
MTC_Mat4Mul3Vecfl(R.viewinv, shi->dxco);
//Mat3MulVecfl(R.imat, shi->dxco);
Mat4Mul3Vecfl(R.viewinv, shi->dxco);
VECCOPY(shi->dygl, shi->dyco);
//MTC_Mat3MulVecfl(R.imat, shi->dyco);
MTC_Mat4Mul3Vecfl(R.viewinv, shi->dyco);
//Mat3MulVecfl(R.imat, shi->dyco);
Mat4Mul3Vecfl(R.viewinv, shi->dyco);
}
}

@ -30,7 +30,7 @@
#include <math.h>
#include <string.h>
#include "MTC_matrixops.h"
#include "BLI_arithb.h"
#include "BKE_colortools.h"
@ -168,7 +168,7 @@ static void spothalo(struct LampRen *lar, ShadeInput *shi, float *intens)
p1[0]= shi->co[0]-lar->co[0];
p1[1]= shi->co[1]-lar->co[1];
p1[2]= -lar->co[2];
MTC_Mat3MulVecfl(lar->imat, p1);
Mat3MulVecfl(lar->imat, p1);
VECCOPY(npos, p1); // npos is double!
/* pre-scale */
@ -180,7 +180,7 @@ static void spothalo(struct LampRen *lar, ShadeInput *shi, float *intens)
/* rotate view */
VECCOPY(nray, shi->view);
MTC_Mat3MulVecd(lar->imat, nray);
Mat3MulVecd(lar->imat, nray);
if(R.wrld.mode & WO_MIST) {
/* patchy... */
@ -1143,7 +1143,7 @@ float lamp_get_visibility(LampRen *lar, float *co, float *lv, float *dist)
/* rotate view to lampspace */
VECCOPY(lvrot, lv);
MTC_Mat3MulVecfl(lar->imat, lvrot);
Mat3MulVecfl(lar->imat, lvrot);
x= MAX2(fabs(lvrot[0]/lvrot[2]) , fabs(lvrot[1]/lvrot[2]));
/* 1.0f/(sqrt(1+x*x)) is equivalent to cos(atan(x)) */

@ -30,7 +30,7 @@
#include <string.h>
#include <math.h>
#include "MTC_matrixops.h"
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
@ -832,7 +832,7 @@ static int cubemap_glob(float *n, float x, float y, float z, float *adr1, float
else {
VECCOPY(nor, n);
}
MTC_Mat4Mul3Vecfl(R.viewinv, nor);
Mat4Mul3Vecfl(R.viewinv, nor);
x1= fabs(nor[0]);
y1= fabs(nor[1]);
@ -925,7 +925,7 @@ static int cubemap_ob(Object *ob, float *n, float x, float y, float z, float *ad
if(n==NULL) return 0;
VECCOPY(nor, n);
if(ob) MTC_Mat4Mul3Vecfl(ob->imat, nor);
if(ob) Mat4Mul3Vecfl(ob->imat, nor);
x1= fabs(nor[0]);
y1= fabs(nor[1]);
@ -1648,13 +1648,13 @@ void do_material_tex(ShadeInput *shi)
VECCOPY(tempvec, shi->co);
if(mtex->texflag & MTEX_OB_DUPLI_ORIG)
if(shi->obi && shi->obi->duplitexmat)
MTC_Mat4MulVecfl(shi->obi->duplitexmat, tempvec);
MTC_Mat4MulVecfl(ob->imat, tempvec);
Mat4MulVecfl(shi->obi->duplitexmat, tempvec);
Mat4MulVecfl(ob->imat, tempvec);
if(shi->osatex) {
VECCOPY(dxt, shi->dxco);
VECCOPY(dyt, shi->dyco);
MTC_Mat4Mul3Vecfl(ob->imat, dxt);
MTC_Mat4Mul3Vecfl(ob->imat, dyt);
Mat4Mul3Vecfl(ob->imat, dxt);
Mat4Mul3Vecfl(ob->imat, dyt);
}
}
else {
@ -2291,9 +2291,9 @@ void do_volume_tex(ShadeInput *shi, float *xyz, int mapto_flag, float *col, floa
VECCOPY(co, xyz);
if(mtex->texflag & MTEX_OB_DUPLI_ORIG) {
if(shi->obi && shi->obi->duplitexmat)
MTC_Mat4MulVecfl(shi->obi->duplitexmat, co);
Mat4MulVecfl(shi->obi->duplitexmat, co);
}
MTC_Mat4MulVecfl(ob->imat, co);
Mat4MulVecfl(ob->imat, co);
}
}
/* not really orco, but 'local' */
@ -2305,12 +2305,12 @@ void do_volume_tex(ShadeInput *shi, float *xyz, int mapto_flag, float *col, floa
else {
Object *ob= shi->obi->ob;
VECCOPY(co, xyz);
MTC_Mat4MulVecfl(ob->imat, co);
Mat4MulVecfl(ob->imat, co);
}
}
else if(mtex->texco==TEXCO_GLOB) {
VECCOPY(co, xyz);
MTC_Mat4MulVecfl(R.viewinv, co);
Mat4MulVecfl(R.viewinv, co);
}
else continue; // can happen when texco defines disappear and it renders old files
@ -2639,7 +2639,7 @@ void do_sky_tex(float *rco, float *lo, float *dxyview, float *hor, float *zen, f
case TEXCO_OBJECT:
if(mtex->object) {
VECCOPY(tempvec, lo);
MTC_Mat4MulVecfl(mtex->object->imat, tempvec);
Mat4MulVecfl(mtex->object->imat, tempvec);
co= tempvec;
}
break;
@ -2647,16 +2647,16 @@ void do_sky_tex(float *rco, float *lo, float *dxyview, float *hor, float *zen, f
case TEXCO_GLOB:
if(rco) {
VECCOPY(tempvec, rco);
MTC_Mat4MulVecfl(R.viewinv, tempvec);
Mat4MulVecfl(R.viewinv, tempvec);
co= tempvec;
}
else
co= lo;
// VECCOPY(shi->dxgl, shi->dxco);
// MTC_Mat3MulVecfl(R.imat, shi->dxco);
// Mat3MulVecfl(R.imat, shi->dxco);
// VECCOPY(shi->dygl, shi->dyco);
// MTC_Mat3MulVecfl(R.imat, shi->dyco);
// Mat3MulVecfl(R.imat, shi->dyco);
break;
}
@ -2783,12 +2783,12 @@ void do_lamp_tex(LampRen *la, float *lavec, ShadeInput *shi, float *colf, int ef
dx= dxt;
dy= dyt;
VECCOPY(tempvec, shi->co);
MTC_Mat4MulVecfl(ob->imat, tempvec);
Mat4MulVecfl(ob->imat, tempvec);
if(shi->osatex) {
VECCOPY(dxt, shi->dxco);
VECCOPY(dyt, shi->dyco);
MTC_Mat4Mul3Vecfl(ob->imat, dxt);
MTC_Mat4Mul3Vecfl(ob->imat, dyt);
Mat4Mul3Vecfl(ob->imat, dxt);
Mat4Mul3Vecfl(ob->imat, dyt);
}
}
else {
@ -2799,12 +2799,12 @@ void do_lamp_tex(LampRen *la, float *lavec, ShadeInput *shi, float *colf, int ef
else if(mtex->texco==TEXCO_GLOB) {
co= shi->gl; dx= shi->dxco; dy= shi->dyco;
VECCOPY(shi->gl, shi->co);
MTC_Mat4MulVecfl(R.viewinv, shi->gl);
Mat4MulVecfl(R.viewinv, shi->gl);
}
else if(mtex->texco==TEXCO_VIEW) {
VECCOPY(tempvec, lavec);
MTC_Mat3MulVecfl(la->imat, tempvec);
Mat3MulVecfl(la->imat, tempvec);
if(la->type==LA_SPOT) {
tempvec[0]*= la->spottexfac;
@ -2817,8 +2817,8 @@ void do_lamp_tex(LampRen *la, float *lavec, ShadeInput *shi, float *colf, int ef
VECCOPY(dxt, shi->dxlv);
VECCOPY(dyt, shi->dylv);
/* need some matrix conversion here? la->imat is a [3][3] matrix!!! **/
MTC_Mat3MulVecfl(la->imat, dxt);
MTC_Mat3MulVecfl(la->imat, dyt);
Mat3MulVecfl(la->imat, dxt);
Mat3MulVecfl(la->imat, dyt);
VecMulf(dxt, la->spottexfac);
VecMulf(dyt, la->spottexfac);

@ -42,7 +42,7 @@
#include "BLI_jitter.h"
#include "BLI_threads.h"
#include "MTC_matrixops.h"
#include "MEM_guardedalloc.h"
#include "DNA_lamp_types.h"