[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [27151] trunk/blender/source: use negate_v3 rather then multiplying a vector by -1.0 ( no functional changes)

Campbell Barton ideasman42 at gmail.com
Fri Feb 26 10:02:53 CET 2010


Revision: 27151
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=27151
Author:   campbellbarton
Date:     2010-02-26 10:02:52 +0100 (Fri, 26 Feb 2010)

Log Message:
-----------
use negate_v3 rather then multiplying a vector by -1.0 (no functional changes)

Modified Paths:
--------------
    trunk/blender/source/blender/blenkernel/intern/boids.c
    trunk/blender/source/blender/blenkernel/intern/particle_system.c
    trunk/blender/source/blender/editors/armature/editarmature_retarget.c
    trunk/blender/source/blender/editors/space_view3d/view3d_edit.c
    trunk/blender/source/blender/editors/space_view3d/view3d_view.c
    trunk/blender/source/blender/editors/transform/transform.c
    trunk/blender/source/blender/editors/transform/transform_orientations.c
    trunk/blender/source/blender/render/intern/source/convertblender.c
    trunk/blender/source/blender/render/intern/source/volumetric.c
    trunk/blender/source/gameengine/VideoTexture/ImageRender.cpp

Modified: trunk/blender/source/blender/blenkernel/intern/boids.c
===================================================================
--- trunk/blender/source/blender/blenkernel/intern/boids.c	2010-02-26 08:47:20 UTC (rev 27150)
+++ trunk/blender/source/blender/blenkernel/intern/boids.c	2010-02-26 09:02:52 UTC (rev 27151)
@@ -162,8 +162,7 @@
 		else if(rule->type == eBoidRuleType_Avoid && bpa->data.mode == eBoidMode_Climbing &&
 			priority > 2.0f * gabr->fear_factor) {
 			/* detach from surface and try to fly away from danger */
-			VECCOPY(efd.vec_to_point, bpa->gravity);
-			mul_v3_fl(efd.vec_to_point, -1.0f);
+			negate_v3_v3(efd.vec_to_point, bpa->gravity);
 		}
 
 		VECCOPY(bbd->wanted_co, efd.vec_to_point);
@@ -689,7 +688,7 @@
 		if(bpa->data.health/bbd->part->boids->health * bbd->part->boids->aggression < e_strength / f_strength) {
 			/* decide to flee */
 			if(closest_dist < fbr->flee_distance * fbr->distance) {
-				mul_v3_fl(bbd->wanted_co, -1.0f);
+				negate_v3(bbd->wanted_co);
 				bbd->wanted_speed = val->max_speed;
 			}
 			else { /* wait for better odds */
@@ -1342,9 +1341,8 @@
 				float grav[3];
 				/* Don't take gravity's strength in to account, */
 				/* otherwise amount of banking is hard to control. */
-				VECCOPY(grav, ground_nor);
-				mul_v3_fl(grav, -1.0f);
-				
+				negate_v3_v3(grav, ground_nor);
+
 				project_v3_v3v3(dvec, bpa->data.acc, pa->state.vel);
 				sub_v3_v3v3(dvec, bpa->data.acc, dvec);
 
@@ -1387,7 +1385,7 @@
 
 		VECCOPY(mat[2], bpa->gravity);
 	}
-	mul_v3_fl(mat[2], -1.0f);
+	negate_v3(mat[2]);
 	cross_v3_v3v3(mat[1], mat[2], mat[0]);
 	
 	/* apply rotation */

Modified: trunk/blender/source/blender/blenkernel/intern/particle_system.c
===================================================================
--- trunk/blender/source/blender/blenkernel/intern/particle_system.c	2010-02-26 08:47:20 UTC (rev 27150)
+++ trunk/blender/source/blender/blenkernel/intern/particle_system.c	2010-02-26 09:02:52 UTC (rev 27151)
@@ -1822,8 +1822,7 @@
 		project_v3_v3v3(dvec, r_vel, pa->state.ave);
 		sub_v3_v3v3(mat[0], pa->state.ave, dvec);
 		normalize_v3(mat[0]);
-		VECCOPY(mat[2], r_vel);
-		mul_v3_fl(mat[2], -1.0f);
+		negate_v3_v3(mat[2], r_vel);
 		normalize_v3(mat[2]);
 		cross_v3_v3v3(mat[1], mat[2], mat[0]);
 		

Modified: trunk/blender/source/blender/editors/armature/editarmature_retarget.c
===================================================================
--- trunk/blender/source/blender/editors/armature/editarmature_retarget.c	2010-02-26 08:47:20 UTC (rev 27150)
+++ trunk/blender/source/blender/editors/armature/editarmature_retarget.c	2010-02-26 09:02:52 UTC (rev 27151)
@@ -186,12 +186,12 @@
 	
 	if (dot_v3v3(new_up_axis, x_axis) < 0)
 	{
-		mul_v3_fl(x_axis, -1);
+		negate_v3(x_axis);
 	}
 	
 	if (dot_v3v3(new_up_axis, z_axis) < 0)
 	{
-		mul_v3_fl(z_axis, -1);
+		negate_v3(z_axis);
 	}
 	
 	if (angle_normalized_v3v3(x_axis, new_up_axis) < angle_normalized_v3v3(z_axis, new_up_axis))

Modified: trunk/blender/source/blender/editors/space_view3d/view3d_edit.c
===================================================================
--- trunk/blender/source/blender/editors/space_view3d/view3d_edit.c	2010-02-26 08:47:20 UTC (rev 27150)
+++ trunk/blender/source/blender/editors/space_view3d/view3d_edit.c	2010-02-26 09:02:52 UTC (rev 27151)
@@ -334,8 +334,7 @@
 		VECCOPY(vod->ofs, rv3d->ofs);
 		/* If there's no selection, lastofs is unmodified and last value since static */
 		calculateTransformCenter(C, V3D_CENTROID, lastofs);
-		VECCOPY(vod->dyn_ofs, lastofs);
-		mul_v3_fl(vod->dyn_ofs, -1.0f);
+		negate_v3_v3(vod->dyn_ofs, lastofs);
 	}
 	else if (U.uiflag & USER_ORBIT_ZBUF) {
 

Modified: trunk/blender/source/blender/editors/space_view3d/view3d_view.c
===================================================================
--- trunk/blender/source/blender/editors/space_view3d/view3d_view.c	2010-02-26 08:47:20 UTC (rev 27150)
+++ trunk/blender/source/blender/editors/space_view3d/view3d_view.c	2010-02-26 09:02:52 UTC (rev 27151)
@@ -161,11 +161,9 @@
 	if (!ob) return;
 	
 	/* Offset */
-	if (ofs) {
-		VECCOPY(ofs, ob->obmat[3]);
-		mul_v3_fl(ofs, -1.0f); /*flip the vector*/
-	}
-	
+	if (ofs)
+		negate_v3_v3(ofs, ob->obmat[3]);
+
 	/* Quat */
 	if (quat) {
 		copy_m4_m4(bmat, ob->obmat);
@@ -2053,8 +2051,7 @@
 		fly->obtfm= object_tfm_backup(ob_back);
 
 		where_is_object(fly->scene, fly->v3d->camera);
-		copy_v3_v3(fly->rv3d->ofs, fly->v3d->camera->obmat[3]);
-		mul_v3_fl(fly->rv3d->ofs, -1.0f); /*flip the vector*/
+		negate_v3_v3(fly->rv3d->ofs, fly->v3d->camera->obmat[3]);
 
 		fly->rv3d->dist=0.0;
 	} else {
@@ -2527,6 +2524,8 @@
 				ID *id_key;
 				/* transform the parent or the camera? */
 				if(fly->root_parent) {
+                    Object *ob_update;
+                    
 					float view_mat[4][4];
 					float prev_view_imat[4][4];
 					float diff_mat[4][4];
@@ -2540,10 +2539,10 @@
 
 					// where_is_object(scene, fly->root_parent);
 
-					Object *up= v3d->camera->parent;
-					while(up) {
-						DAG_id_flush_update(&up->id, OB_RECALC_OB);
-						up= up->parent;
+					ob_update= v3d->camera->parent;
+					while(ob_update) {
+						DAG_id_flush_update(&ob_update->id, OB_RECALC_OB);
+						ob_update= ob_update->parent;
 					}
 
 					copy_m4_m4(prev_view_mat, view_mat);

Modified: trunk/blender/source/blender/editors/transform/transform.c
===================================================================
--- trunk/blender/source/blender/editors/transform/transform.c	2010-02-26 08:47:20 UTC (rev 27150)
+++ trunk/blender/source/blender/editors/transform/transform.c	2010-02-26 09:02:52 UTC (rev 27151)
@@ -2718,8 +2718,7 @@
 	if (t->flag & T_2D_EDIT)
 		t->flag |= T_NO_CONSTRAINT;
 
-	VECCOPY(t->axis, t->viewinv[2]);
-	mul_v3_fl(t->axis, -1.0f);
+	negate_v3_v3(t->axis, t->viewinv[2]);
 	normalize_v3(t->axis);
 }
 
@@ -2977,8 +2976,7 @@
 		t->con.applyRot(t, NULL, t->axis, &final);
 	} else {
 		/* reset axis if constraint is not set */
-		VECCOPY(t->axis, t->viewinv[2]);
-		mul_v3_fl(t->axis, -1.0f);
+		negate_v3_v3(t->axis, t->viewinv[2]);
 		normalize_v3(t->axis);
 	}
 	

Modified: trunk/blender/source/blender/editors/transform/transform_orientations.c
===================================================================
--- trunk/blender/source/blender/editors/transform/transform_orientations.c	2010-02-26 08:47:20 UTC (rev 27150)
+++ trunk/blender/source/blender/editors/transform/transform_orientations.c	2010-02-26 09:02:52 UTC (rev 27151)
@@ -818,9 +818,8 @@
  				quat_to_mat4( mat,ml_sel->quat);
 
 				VECCOPY(normal, mat[2]);
-				VECCOPY(plane, mat[1]);
 
-				mul_v3_fl(plane, -1.0);
+				negate_v3_v3(plane, mat[1]);
 				
 				result = ORIENTATION_NORMAL;
 			}
@@ -888,7 +887,7 @@
 					add_v3_v3v3(plane, plane, pchan->pose_mat[1]);
 				}
 			}
-			mul_v3_fl(plane, -1.0);
+			negate_v3(plane);
 			
 			/* we need the transpose of the inverse for a normal... */
 			copy_m3_m4(imat, ob->obmat);

Modified: trunk/blender/source/blender/render/intern/source/convertblender.c
===================================================================
--- trunk/blender/source/blender/render/intern/source/convertblender.c	2010-02-26 08:47:20 UTC (rev 27150)
+++ trunk/blender/source/blender/render/intern/source/convertblender.c	2010-02-26 09:02:52 UTC (rev 27151)
@@ -2405,7 +2405,7 @@
 		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;
 		normalize_v3(ver->n);
-		//if(ob->transflag & OB_NEG_SCALE) mul_v3_fl(ver->n. -1.0);
+		//if(ob->transflag & OB_NEG_SCALE) negate_v3(ver->n);
 		
 		if(need_orco) ver->orco= orco;
 	}

Modified: trunk/blender/source/blender/render/intern/source/volumetric.c
===================================================================
--- trunk/blender/source/blender/render/intern/source/volumetric.c	2010-02-26 08:47:20 UTC (rev 27150)
+++ trunk/blender/source/blender/render/intern/source/volumetric.c	2010-02-26 09:02:52 UTC (rev 27151)
@@ -488,7 +488,7 @@
 
 	if (ELEM(lar->type, LA_SUN, LA_HEMI))
 		VECCOPY(lv, lar->vec);
-	mul_v3_fl(lv, -1.0f);
+	negate_v3(lv);
 	
 	if (shi->mat->vol.shade_type == MA_VOL_SHADE_SHADOWED) {
 		mul_v3_fl(lacol, vol_get_shadow(shi, lar, co));

Modified: trunk/blender/source/gameengine/VideoTexture/ImageRender.cpp
===================================================================
--- trunk/blender/source/gameengine/VideoTexture/ImageRender.cpp	2010-02-26 08:47:20 UTC (rev 27150)
+++ trunk/blender/source/gameengine/VideoTexture/ImageRender.cpp	2010-02-26 09:02:52 UTC (rev 27151)
@@ -654,8 +654,7 @@
     }
     // compute rotation matrix between local coord and mirror coord
     // to match camera orientation, we select mirror z = -normal, y = up, x = y x z
-    copy_v3_v3(mirrorMat[2], mirrorNormal);
-    mul_v3_fl(mirrorMat[2], -1.0f);
+    negate_v3_v3(mirrorMat[2], mirrorNormal);
     copy_v3_v3(mirrorMat[1], mirrorUp);
     cross_v3_v3v3(mirrorMat[0], mirrorMat[1], mirrorMat[2]);
     // transpose to make it a orientation matrix from local space to mirror space





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