[Bf-blender-cvs] [87791c6] master: Cleanup: consistent naming for closest_to_line api

Campbell Barton noreply at git.blender.org
Tue Dec 15 08:25:55 CET 2015


Commit: 87791c611d9e87b5b7790a5cf007203d14ceb840
Author: Campbell Barton
Date:   Tue Dec 15 17:49:31 2015 +1100
Branches: master
https://developer.blender.org/rB87791c611d9e87b5b7790a5cf007203d14ceb840

Cleanup: consistent naming for closest_to_line api

===================================================================

M	source/blender/blenlib/BLI_math_geom.h
M	source/blender/blenlib/intern/math_geom.c

===================================================================

diff --git a/source/blender/blenlib/BLI_math_geom.h b/source/blender/blenlib/BLI_math_geom.h
index b0421c3..256d2a5 100644
--- a/source/blender/blenlib/BLI_math_geom.h
+++ b/source/blender/blenlib/BLI_math_geom.h
@@ -95,7 +95,6 @@ float dist_squared_to_line_v2(const float p[2], const float l1[2], const float l
 float         dist_to_line_v2(const float p[2], const float l1[2], const float l2[2]);
 float dist_squared_to_line_segment_v2(const float p[2], const float l1[2], const float l2[2]);
 float         dist_to_line_segment_v2(const float p[2], const float l1[2], const float l2[2]);
-void closest_to_line_segment_v2(float r_close[2], const float p[2], const float l1[2], const float l2[2]);
 
 float dist_signed_squared_to_plane_v3(const float p[3], const float plane[4]);
 float        dist_squared_to_plane_v3(const float p[3], const float plane[4]);
@@ -116,8 +115,9 @@ float dist_signed_squared_to_corner_v3v3v3(
         const float p[3],
         const float v1[3], const float v2[3], const float v3[3],
         const float axis_ref[3]);
-float closest_to_line_v3(float r[3], const float p[3], const float l1[3], const float l2[3]);
-float closest_to_line_v2(float r[2], const float p[2], const float l1[2], const float l2[2]);
+float closest_to_line_v2(float r_close[2], const float p[2], const float l1[2], const float l2[2]);
+float closest_to_line_v3(float r_close[3], const float p[3], const float l1[3], const float l2[3]);
+void closest_to_line_segment_v2(float r_close[2], const float p[2], const float l1[2], const float l2[2]);
 void closest_to_line_segment_v3(float r_close[3], const float p[3], const float l1[3], const float l2[3]);
 void closest_to_plane_normalized_v3(float r_close[3], const float plane[4], const float pt[3]);
 void closest_to_plane_v3(float r_close[3], const float plane[4], const float pt[3]);
diff --git a/source/blender/blenlib/intern/math_geom.c b/source/blender/blenlib/intern/math_geom.c
index 5b809ab..4b74ca7 100644
--- a/source/blender/blenlib/intern/math_geom.c
+++ b/source/blender/blenlib/intern/math_geom.c
@@ -350,16 +350,16 @@ void closest_to_line_segment_v2(float r_close[2], const float p[2], const float
 }
 
 /* point closest to v1 on line v2-v3 in 3D */
-void closest_to_line_segment_v3(float r_close[3], const float v1[3], const float v2[3], const float v3[3])
+void closest_to_line_segment_v3(float r_close[3], const float p[3], const float l1[3], const float l2[3])
 {
 	float lambda, cp[3];
 
-	lambda = closest_to_line_v3(cp, v1, v2, v3);
+	lambda = closest_to_line_v3(cp, p, l1, l2);
 
 	if (lambda <= 0.0f)
-		copy_v3_v3(r_close, v2);
+		copy_v3_v3(r_close, l1);
 	else if (lambda >= 1.0f)
-		copy_v3_v3(r_close, v3);
+		copy_v3_v3(r_close, l2);
 	else
 		copy_v3_v3(r_close, cp);
 }
@@ -2245,26 +2245,26 @@ bool isect_ray_aabb(const IsectRayAABBData *data, const float bb_min[3],
 /* find closest point to p on line through (l1, l2) and return lambda,
  * where (0 <= lambda <= 1) when cp is in the line segment (l1, l2)
  */
-float closest_to_line_v3(float cp[3], const float p[3], const float l1[3], const float l2[3])
+float closest_to_line_v3(float r_close[3], const float p[3], const float l1[3], const float l2[3])
 {
 	float h[3], u[3], lambda;
 	sub_v3_v3v3(u, l2, l1);
 	sub_v3_v3v3(h, p, l1);
 	lambda = dot_v3v3(u, h) / dot_v3v3(u, u);
-	cp[0] = l1[0] + u[0] * lambda;
-	cp[1] = l1[1] + u[1] * lambda;
-	cp[2] = l1[2] + u[2] * lambda;
+	r_close[0] = l1[0] + u[0] * lambda;
+	r_close[1] = l1[1] + u[1] * lambda;
+	r_close[2] = l1[2] + u[2] * lambda;
 	return lambda;
 }
 
-float closest_to_line_v2(float cp[2], const float p[2], const float l1[2], const float l2[2])
+float closest_to_line_v2(float r_close[2], const float p[2], const float l1[2], const float l2[2])
 {
 	float h[2], u[2], lambda;
 	sub_v2_v2v2(u, l2, l1);
 	sub_v2_v2v2(h, p, l1);
 	lambda = dot_v2v2(u, h) / dot_v2v2(u, u);
-	cp[0] = l1[0] + u[0] * lambda;
-	cp[1] = l1[1] + u[1] * lambda;
+	r_close[0] = l1[0] + u[0] * lambda;
+	r_close[1] = l1[1] + u[1] * lambda;
 	return lambda;
 }




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