Revision: 23335 http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=23335 Author: campbellbarton Date: 2009-09-18 17:47:00 +0200 (Fri, 18 Sep 2009)
Log Message: ----------- VecAngle3_2D, VecAngle2 and VecAngle3 returned degrees, in arithb.c degrees are most common. - These now return radians - added macro RAD2DEG(rad) - renamed VecAngle3_2D to Vec2Angle3 since Vec2* is used in arithb.c for 2D vector functions. Modified Paths: -------------- trunk/blender/source/blender/blenkernel/intern/curve.c trunk/blender/source/blender/blenlib/BLI_arithb.h trunk/blender/source/blender/blenlib/intern/arithb.c trunk/blender/source/blender/editors/armature/editarmature_sketch.c trunk/blender/source/blender/editors/armature/meshlaplacian.c trunk/blender/source/blender/editors/mesh/editmesh_mods.c trunk/blender/source/blender/editors/mesh/editmesh_tools.c trunk/blender/source/blender/editors/space_view3d/drawobject.c trunk/blender/source/blender/editors/uvedit/uvedit_draw.c Modified: trunk/blender/source/blender/blenkernel/intern/curve.c =================================================================== --- trunk/blender/source/blender/blenkernel/intern/curve.c 2009-09-18 13:17:33 UTC (rev 23334) +++ trunk/blender/source/blender/blenkernel/intern/curve.c 2009-09-18 15:47:00 UTC (rev 23335) @@ -1616,7 +1616,7 @@ nr= bl->nr; while(nr--) { - if(VecAngle2(bevp0->tan, bevp1->tan) > 90) + if(RAD2DEG(VecAngle2(bevp0->tan, bevp1->tan)) > 90) VecNegf(bevp1->tan); bevp0= bevp1; Modified: trunk/blender/source/blender/blenlib/BLI_arithb.h =================================================================== --- trunk/blender/source/blender/blenlib/BLI_arithb.h 2009-09-18 13:17:33 UTC (rev 23334) +++ trunk/blender/source/blender/blenlib/BLI_arithb.h 2009-09-18 15:47:00 UTC (rev 23335) @@ -401,7 +401,7 @@ float VecAngle3(float *v1, float *v2, float *v3); float NormalizedVecAngle2(float *v1, float *v2); -float VecAngle3_2D(float *v1, float *v2, float *v3); +float Vec2Angle3(float *v1, float *v2, float *v3); float NormalizedVecAngle2_2D(float *v1, float *v2); void NormalShortToFloat(float *out, short *in); @@ -454,6 +454,8 @@ #define BLI_CS_REC709 1 #define BLI_CS_CIE 2 +#define RAD2DEG(_rad) ((_rad)*(180.0/M_PI)) + void hsv_to_rgb(float h, float s, float v, float *r, float *g, float *b); void hex_to_rgb(char *hexcol, float *r, float *g, float *b); void rgb_to_yuv(float r, float g, float b, float *ly, float *lu, float *lv); Modified: trunk/blender/source/blender/blenlib/intern/arithb.c =================================================================== --- trunk/blender/source/blender/blenlib/intern/arithb.c 2009-09-18 13:17:33 UTC (rev 23334) +++ trunk/blender/source/blender/blenlib/intern/arithb.c 2009-09-18 15:47:00 UTC (rev 23335) @@ -3548,10 +3548,10 @@ Normalize(vec1); Normalize(vec2); - return NormalizedVecAngle2(vec1, vec2) * (float)(180.0/M_PI); + return NormalizedVecAngle2(vec1, vec2); } -float VecAngle3_2D(float *v1, float *v2, float *v3) +float Vec2Angle3(float *v1, float *v2, float *v3) { float vec1[2], vec2[2]; @@ -3564,7 +3564,7 @@ Normalize2(vec1); Normalize2(vec2); - return NormalizedVecAngle2_2D(vec1, vec2) * (float)(180.0/M_PI); + return NormalizedVecAngle2_2D(vec1, vec2); } /* Return the shortest angle in degrees between the 2 vectors */ @@ -3577,7 +3577,7 @@ Normalize(vec1); Normalize(vec2); - return NormalizedVecAngle2(vec1, vec2)* (float)(180.0/M_PI); + return NormalizedVecAngle2(vec1, vec2); } float NormalizedVecAngle2(float *v1, float *v2) Modified: trunk/blender/source/blender/editors/armature/editarmature_sketch.c =================================================================== --- trunk/blender/source/blender/editors/armature/editarmature_sketch.c 2009-09-18 13:17:33 UTC (rev 23334) +++ trunk/blender/source/blender/editors/armature/editarmature_sketch.c 2009-09-18 15:47:00 UTC (rev 23335) @@ -1814,7 +1814,7 @@ VecSubf(s1, gest->segments->points[1].p, gest->segments->points[0].p); VecSubf(s2, gest->segments->points[2].p, gest->segments->points[1].p); - angle = VecAngle2(s1, s2); + angle = RAD2DEG(VecAngle2(s1, s2)); if (angle > 60 && angle < 120) { @@ -1932,7 +1932,7 @@ VecSubf(s1, gest->segments->points[1].p, gest->segments->points[0].p); VecSubf(s2, gest->segments->points[2].p, gest->segments->points[1].p); - angle = VecAngle2(s1, s2); + angle = RAD2DEG(VecAngle2(s1, s2)); if (angle > 120) { @@ -2064,7 +2064,7 @@ VecSubf(end_v, sk_lastStrokePoint(gest->stk)->p, isect->p); } - angle = VecAngle2(start_v, end_v); + angle = RAD2DEG(VecAngle2(start_v, end_v)); if (angle > 120) { Modified: trunk/blender/source/blender/editors/armature/meshlaplacian.c =================================================================== --- trunk/blender/source/blender/editors/armature/meshlaplacian.c 2009-09-18 13:17:33 UTC (rev 23334) +++ trunk/blender/source/blender/editors/armature/meshlaplacian.c 2009-09-18 15:47:00 UTC (rev 23335) @@ -176,9 +176,9 @@ t2= cotan_weight(v2, v3, v1); t3= cotan_weight(v3, v1, v2); - if(VecAngle3(v2, v1, v3) > 90) obtuse= 1; - else if(VecAngle3(v1, v2, v3) > 90) obtuse= 2; - else if(VecAngle3(v1, v3, v2) > 90) obtuse= 3; + if(RAD2DEG(VecAngle3(v2, v1, v3)) > 90) obtuse= 1; + else if(RAD2DEG(VecAngle3(v1, v2, v3)) > 90) obtuse= 2; + else if(RAD2DEG(VecAngle3(v1, v3, v2)) > 90) obtuse= 3; if (obtuse > 0) { area= AreaT3Dfl(v1, v2, v3); Modified: trunk/blender/source/blender/editors/mesh/editmesh_mods.c =================================================================== --- trunk/blender/source/blender/editors/mesh/editmesh_mods.c 2009-09-18 13:17:33 UTC (rev 23334) +++ trunk/blender/source/blender/editors/mesh/editmesh_mods.c 2009-09-18 15:47:00 UTC (rev 23335) @@ -761,7 +761,7 @@ float angle; for(efa= em->faces.first; efa; efa= efa->next) { if (!(efa->f & SELECT) && !efa->h) { - angle= VecAngle2(base_efa->n, efa->n); + angle= RAD2DEG(VecAngle2(base_efa->n, efa->n)); if (angle/180.0<=thresh) { EM_select_face(efa, 1); selcount++; @@ -776,7 +776,7 @@ base_dot= Inpf(base_efa->cent, base_efa->n); for(efa= em->faces.first; efa; efa= efa->next) { if (!(efa->f & SELECT) && !efa->h) { - angle= VecAngle2(base_efa->n, efa->n); + angle= RAD2DEG(VecAngle2(base_efa->n, efa->n)); if (angle/180.0<=thresh) { dot=Inpf(efa->cent, base_efa->n); if (fabs(base_dot-dot) <= thresh) { @@ -916,7 +916,7 @@ else if (eed->f2==0) /* first access, assign the face */ eed->tmp.f= efa; else if (eed->f2==1) /* second, we assign the angle*/ - eed->tmp.fp= VecAngle2(eed->tmp.f->n, efa->n)/180; + eed->tmp.fp= RAD2DEG(VecAngle2(eed->tmp.f->n, efa->n))/180; eed->f2++; /* f2==0 no face assigned. f2==1 one face found. f2==2 angle calculated.*/ } j++; @@ -946,7 +946,7 @@ for(eed= em->edges.first; eed; eed= eed->next) { if (!(eed->f & SELECT) && !eed->h) { VecSubf(dir, eed->v1->co, eed->v2->co); - angle= VecAngle2(base_dir, dir); + angle= RAD2DEG(VecAngle2(base_dir, dir)); if (angle>90) /* use the smallest angle between the edges */ angle= fabs(angle-180.0f); @@ -1137,7 +1137,7 @@ float angle; for(eve= em->verts.first; eve; eve= eve->next) { if (!(eve->f & SELECT) && !eve->h) { - angle= VecAngle2(base_eve->no, eve->no); + angle= RAD2DEG(VecAngle2(base_eve->no, eve->no)); if (angle/180.0<=thresh) { eve->f |= SELECT; selcount++; Modified: trunk/blender/source/blender/editors/mesh/editmesh_tools.c =================================================================== --- trunk/blender/source/blender/editors/mesh/editmesh_tools.c 2009-09-18 13:17:33 UTC (rev 23334) +++ trunk/blender/source/blender/editors/mesh/editmesh_tools.c 2009-09-18 15:47:00 UTC (rev 23335) @@ -3121,13 +3121,13 @@ CalcNormFloat(v1->co, v3->co, v4->co, noA2); if(noA1[0] == noA2[0] && noA1[1] == noA2[1] && noA1[2] == noA2[2]) normalADiff = 0.0; - else normalADiff = VecAngle2(noA1, noA2); + else normalADiff = RAD2DEG(VecAngle2(noA1, noA2)); //if(!normalADiff) normalADiff = 179; CalcNormFloat(v2->co, v3->co, v4->co, noB1); CalcNormFloat(v4->co, v1->co, v2->co, noB2); if(noB1[0] == noB2[0] && noB1[1] == noB2[1] && noB1[2] == noB2[2]) normalBDiff = 0.0; - else normalBDiff = VecAngle2(noB1, noB2); + else normalBDiff = RAD2DEG(VecAngle2(noB1, noB2)); //if(!normalBDiff) normalBDiff = 179; measure += (normalADiff/360) + (normalBDiff/360); @@ -3142,10 +3142,10 @@ diff = 0.0; diff = ( - fabs(VecAngle2(edgeVec1, edgeVec2) - 90) + - fabs(VecAngle2(edgeVec2, edgeVec3) - 90) + - fabs(VecAngle2(edgeVec3, edgeVec4) - 90) + - fabs(VecAngle2(edgeVec4, edgeVec1) - 90)) / 360; + fabs(RAD2DEG(VecAngle2(edgeVec1, edgeVec2)) - 90) + + fabs(RAD2DEG(VecAngle2(edgeVec2, edgeVec3)) - 90) + + fabs(RAD2DEG(VecAngle2(edgeVec3, edgeVec4)) - 90) + + fabs(RAD2DEG(VecAngle2(edgeVec4, edgeVec1)) - 90)) / 360; if(!diff) return 0.0; measure += diff; Modified: trunk/blender/source/blender/editors/space_view3d/drawobject.c =================================================================== --- trunk/blender/source/blender/editors/space_view3d/drawobject.c 2009-09-18 13:17:33 UTC (rev 23334) +++ trunk/blender/source/blender/editors/space_view3d/drawobject.c 2009-09-18 15:47:00 UTC (rev 23335) @@ -1991,29 +1991,29 @@ if( (e4->f & e1->f & SELECT) || (G.moving && (efa->v1->f & SELECT)) ) { /* Vec 1 */ - sprintf(val,"%.3f", VecAngle3(v4, v1, v2)); + sprintf(val,"%.3f", RAD2DEG(VecAngle3(v4, v1, v2))); VecLerpf(fvec, efa->cent, efa->v1->co, 0.8f); view3d_object_text_draw_add(efa->cent[0], efa->cent[1], efa->cent[2], val, 0); } if( (e1->f & e2->f & SELECT) || (G.moving && (efa->v2->f & SELECT)) ) { /* Vec 2 */ - sprintf(val,"%.3f", VecAngle3(v1, v2, v3)); + sprintf(val,"%.3f", RAD2DEG(VecAngle3(v1, v2, v3))); VecLerpf(fvec, efa->cent, efa->v2->co, 0.8f); view3d_object_text_draw_add(fvec[0], fvec[1], fvec[2], val, 0); } if( (e2->f & e3->f & SELECT) || (G.moving && (efa->v3->f & SELECT)) ) { /* Vec 3 */ if(efa->v4) - sprintf(val,"%.3f", VecAngle3(v2, v3, v4)); + sprintf(val,"%.3f", RAD2DEG(VecAngle3(v2, v3, v4))); else - sprintf(val,"%.3f", VecAngle3(v2, v3, v1)); + sprintf(val,"%.3f", RAD2DEG(VecAngle3(v2, v3, v1))); VecLerpf(fvec, efa->cent, efa->v3->co, 0.8f); view3d_object_text_draw_add(fvec[0], fvec[1], fvec[2], val, 0); } /* Vec 4 */ if(efa->v4) { if( (e3->f & e4->f & SELECT) || (G.moving && (efa->v4->f & SELECT)) ) { - sprintf(val,"%.3f", VecAngle3(v3, v4, v1)); + sprintf(val,"%.3f", RAD2DEG(VecAngle3(v3, v4, v1))); VecLerpf(fvec, efa->cent, efa->v4->co, 0.8f); view3d_object_text_draw_add(fvec[0], fvec[1], fvec[2], val, 0); } Modified: trunk/blender/source/blender/editors/uvedit/uvedit_draw.c =================================================================== --- trunk/blender/source/blender/editors/uvedit/uvedit_draw.c 2009-09-18 13:17:33 UTC (rev 23334) +++ trunk/blender/source/blender/editors/uvedit/uvedit_draw.c 2009-09-18 15:47:00 UTC (rev 23335) @@ -251,17 +251,17 @@ if(efa->v4) { #if 0 /* Simple but slow, better reuse normalized vectors */ @@ Diff output truncated at 10240 characters. @@ _______________________________________________ Bf-blender-cvs mailing list Bf-blender-cvs@blender.org http://lists.blender.org/mailman/listinfo/bf-blender-cvs