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. @@

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