[Bf-blender-cvs] [e25b113] master: Cleanup: naming convention

Campbell Barton noreply at git.blender.org
Wed Jan 20 07:13:06 CET 2016


Commit: e25b1136944e19a233af10859481869e59c12886
Author: Campbell Barton
Date:   Wed Jan 20 17:00:12 2016 +1100
Branches: master
https://developer.blender.org/rBe25b1136944e19a233af10859481869e59c12886

Cleanup: naming convention

Follow isect_ray_tri_watertight_v3 naming.

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

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

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

diff --git a/source/blender/blenkernel/intern/pbvh.c b/source/blender/blenkernel/intern/pbvh.c
index 699d70a..9b7bc27 100644
--- a/source/blender/blenkernel/intern/pbvh.c
+++ b/source/blender/blenkernel/intern/pbvh.c
@@ -1439,7 +1439,7 @@ void BKE_pbvh_node_get_bm_orco_data(
 /********************************* Raycast ***********************************/
 
 typedef struct {
-	IsectRayAABBData ray;
+	struct IsectRayAABB_Precalc ray;
 	bool original;
 } RaycastData;
 
@@ -1453,7 +1453,7 @@ static bool ray_aabb_intersect(PBVHNode *node, void *data_v)
 	else
 		BKE_pbvh_node_get_BB(node, bb_min, bb_max);
 
-	return isect_ray_aabb(&rcd->ray, bb_min, bb_max, &node->tmin);
+	return isect_ray_aabb_v3(&rcd->ray, bb_min, bb_max, &node->tmin);
 }
 
 void BKE_pbvh_raycast(
@@ -1463,7 +1463,7 @@ void BKE_pbvh_raycast(
 {
 	RaycastData rcd;
 
-	isect_ray_aabb_initialize(&rcd.ray, ray_start, ray_normal);
+	isect_ray_aabb_v3_precalc(&rcd.ray, ray_start, ray_normal);
 	rcd.original = original;
 
 	BKE_pbvh_search_callback_occluded(bvh, ray_aabb_intersect, &rcd, cb, data);
@@ -1637,7 +1637,7 @@ void BKE_pbvh_raycast_project_ray_root(
 	if (bvh->nodes) {
 		float rootmin_start, rootmin_end;
 		float bb_min_root[3], bb_max_root[3], bb_center[3], bb_diff[3];
-		IsectRayAABBData ray;
+		struct IsectRayAABB_Precalc ray;
 		float ray_normal_inv[3];
 		float offset = 1.0f + 1e-3f;
 		float offset_vec[3] = {1e-3f, 1e-3f, 1e-3f};
@@ -1658,15 +1658,15 @@ void BKE_pbvh_raycast_project_ray_root(
 		madd_v3_v3v3fl(bb_min_root, bb_center, bb_diff, -offset);
 
 		/* first project start ray */
-		isect_ray_aabb_initialize(&ray, ray_start, ray_normal);
-		if (!isect_ray_aabb(&ray, bb_min_root, bb_max_root, &rootmin_start))
+		isect_ray_aabb_v3_precalc(&ray, ray_start, ray_normal);
+		if (!isect_ray_aabb_v3(&ray, bb_min_root, bb_max_root, &rootmin_start))
 			return;
 
 		/* then the end ray */
 		mul_v3_v3fl(ray_normal_inv, ray_normal, -1.0);
-		isect_ray_aabb_initialize(&ray, ray_end, ray_normal_inv);
+		isect_ray_aabb_v3_precalc(&ray, ray_end, ray_normal_inv);
 		/* unlikely to fail exiting if entering succeeded, still keep this here */
-		if (!isect_ray_aabb(&ray, bb_min_root, bb_max_root, &rootmin_end))
+		if (!isect_ray_aabb_v3(&ray, bb_min_root, bb_max_root, &rootmin_end))
 			return;
 
 		madd_v3_v3v3fl(ray_start, ray_start, ray_normal, rootmin_start);
diff --git a/source/blender/blenlib/BLI_math_geom.h b/source/blender/blenlib/BLI_math_geom.h
index 863bc76..e3a8f97 100644
--- a/source/blender/blenlib/BLI_math_geom.h
+++ b/source/blender/blenlib/BLI_math_geom.h
@@ -271,14 +271,18 @@ bool isect_point_tri_v3(
 /* axis-aligned bounding box */
 bool isect_aabb_aabb_v3(const float min1[3], const float max1[3], const float min2[3], const float max2[3]);
 
-typedef struct {
+struct IsectRayAABB_Precalc {
 	float ray_origin[3];
 	float ray_inv_dir[3];
 	int sign[3];
-} IsectRayAABBData;
+};
 
-void isect_ray_aabb_initialize(IsectRayAABBData *data, const float ray_origin[3], const float ray_direction[3]);
-bool isect_ray_aabb(const IsectRayAABBData *data, const float bb_min[3], const float bb_max[3], float *tmin);
+void isect_ray_aabb_v3_precalc(
+        struct IsectRayAABB_Precalc *data,
+        const float ray_origin[3], const float ray_direction[3]);
+bool isect_ray_aabb_v3(
+        const struct IsectRayAABB_Precalc *data,
+        const float bb_min[3], const float bb_max[3], float *tmin);
 
 /* other */
 bool isect_sweeping_sphere_tri_v3(const float p1[3], const float p2[3], const float radius,
diff --git a/source/blender/blenlib/intern/math_geom.c b/source/blender/blenlib/intern/math_geom.c
index 8859be6..4665e10 100644
--- a/source/blender/blenlib/intern/math_geom.c
+++ b/source/blender/blenlib/intern/math_geom.c
@@ -2195,7 +2195,9 @@ bool isect_aabb_aabb_v3(const float min1[3], const float max1[3], const float mi
 	        min2[0] < max1[0] && min2[1] < max1[1] && min2[2] < max1[2]);
 }
 
-void isect_ray_aabb_initialize(IsectRayAABBData *data, const float ray_origin[3], const float ray_direction[3])
+void isect_ray_aabb_v3_precalc(
+        struct IsectRayAABB_Precalc *data,
+        const float ray_origin[3], const float ray_direction[3])
 {
 	copy_v3_v3(data->ray_origin, ray_origin);
 
@@ -2209,8 +2211,9 @@ void isect_ray_aabb_initialize(IsectRayAABBData *data, const float ray_origin[3]
 }
 
 /* Adapted from http://www.gamedev.net/community/forums/topic.asp?topic_id=459973 */
-bool isect_ray_aabb(const IsectRayAABBData *data, const float bb_min[3],
-                    const float bb_max[3], float *tmin_out)
+bool isect_ray_aabb_v3(
+        const IsectRayAABB_Precalc *data, const float bb_min[3],
+        const float bb_max[3], float *tmin_out)
 {
 	float bbox[2][3];




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