remove unused code & some redundant NULL checks.
authorCampbell Barton <ideasman42@gmail.com>
Sat, 27 Jul 2013 16:39:00 +0000 (16:39 +0000)
committerCampbell Barton <ideasman42@gmail.com>
Sat, 27 Jul 2013 16:39:00 +0000 (16:39 +0000)
source/blender/editors/screen/area.c
source/blender/editors/space_view3d/view3d_view.c

index 6c0d5ccd844c4eb499760a9d628d0e09b3b4eb38..1f1da35f8239375550d83d06eda6624e5a9c27c8 100644 (file)
@@ -420,7 +420,7 @@ void ED_region_do_draw(bContext *C, ARegion *ar)
        /* note; this sets state, so we can use wmOrtho and friends */
        wmSubWindowScissorSet(win, ar->swinid, &ar->drawrct);
        
-       UI_SetTheme(sa ? sa->spacetype : 0, ar->type ? ar->type->regionid : 0);
+       UI_SetTheme(sa ? sa->spacetype : 0, at->regionid);
        
        /* optional header info instead? */
        if (ar->headerstr) {
index 3638690a0a5ba6d7a781440fe2f6c6a3101ee967..4a14aa79e4171f0d4b2c1002330c698e46c18a02 100644 (file)
@@ -202,7 +202,7 @@ void view3d_smooth_view(bContext *C, View3D *v3d, ARegion *ar, Object *oldcamera
        }
        
        /* skip smooth viewing for render engine draw */
-       if (C && U.smooth_viewtx && v3d->drawtype != OB_RENDER) {
+       if (U.smooth_viewtx && v3d->drawtype != OB_RENDER) {
                bool changed = false; /* zero means no difference */
                
                if (oldcamera != camera)
@@ -753,7 +753,7 @@ void setwinmatrixview3d(ARegion *ar, View3D *v3d, rctf *rect)
        glGetFloatv(GL_PROJECTION_MATRIX, (float *)rv3d->winmat);
 }
 
-static void obmat_to_viewmat(View3D *v3d, RegionView3D *rv3d, Object *ob, short smooth)
+static void obmat_to_viewmat(RegionView3D *rv3d, Object *ob)
 {
        float bmat[4][4];
        float tmat[3][3];
@@ -766,36 +766,7 @@ static void obmat_to_viewmat(View3D *v3d, RegionView3D *rv3d, Object *ob, short
        
        /* view quat calculation, needed for add object */
        copy_m3_m4(tmat, rv3d->viewmat);
-       if (smooth) {
-               float new_quat[4];
-               if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
-                       /* were from a camera view */
-                       
-                       float orig_ofs[3];
-                       float orig_dist = rv3d->dist;
-                       float orig_lens = v3d->lens;
-                       copy_v3_v3(orig_ofs, rv3d->ofs);
-                       
-                       /* Switch from camera view */
-                       mat3_to_quat(new_quat, tmat);
-                       
-                       rv3d->persp = RV3D_PERSP;
-                       rv3d->dist = 0.0;
-                       
-                       ED_view3d_from_object(v3d->camera, rv3d->ofs, NULL, NULL, &v3d->lens);
-                       view3d_smooth_view(NULL, NULL, NULL, NULL, NULL, orig_ofs, new_quat, &orig_dist, &orig_lens); /* XXX */
-
-                       rv3d->persp = RV3D_CAMOB; /* just to be polite, not needed */
-                       
-               }
-               else {
-                       mat3_to_quat(new_quat, tmat);
-                       view3d_smooth_view(NULL, NULL, NULL, NULL, NULL, NULL, new_quat, NULL, NULL); /* XXX */
-               }
-       }
-       else {
-               mat3_to_quat(rv3d->viewquat, tmat);
-       }
+       mat3_to_quat(rv3d->viewquat, tmat);
 }
 
 #define QUATSET(a, b, c, d, e) { a[0] = b; a[1] = c; a[2] = d; a[3] = e; } (void)0
@@ -839,7 +810,7 @@ void setviewmatrixview3d(Scene *scene, View3D *v3d, RegionView3D *rv3d)
        if (rv3d->persp == RV3D_CAMOB) {      /* obs/camera */
                if (v3d->camera) {
                        BKE_object_where_is_calc(scene, v3d->camera);
-                       obmat_to_viewmat(v3d, rv3d, v3d->camera, 0);
+                       obmat_to_viewmat(rv3d, v3d->camera);
                }
                else {
                        quat_to_mat4(rv3d->viewmat, rv3d->viewquat);
@@ -1562,40 +1533,6 @@ void VIEW3D_OT_game_start(wmOperatorType *ot)
 
 /* ************************************** */
 
-static void UNUSED_FUNCTION(view3d_align_axis_to_vector)(View3D *v3d, RegionView3D *rv3d, int axisidx, float vec[3])
-{
-       float alignaxis[3] = {0.0, 0.0, 0.0};
-       float norm[3], axis[3], angle, new_quat[4];
-       
-       if (axisidx > 0) alignaxis[axisidx - 1] = 1.0;
-       else alignaxis[-axisidx - 1] = -1.0;
-
-       normalize_v3_v3(norm, vec);
-
-       angle = (float)acos(dot_v3v3(alignaxis, norm));
-       cross_v3_v3v3(axis, alignaxis, norm);
-       axis_angle_to_quat(new_quat, axis, -angle);
-       
-       rv3d->view = RV3D_VIEW_USER;
-       
-       if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
-               /* switch out of camera view */
-               float orig_ofs[3];
-               float orig_dist = rv3d->dist;
-               float orig_lens = v3d->lens;
-               
-               copy_v3_v3(orig_ofs, rv3d->ofs);
-               rv3d->persp = RV3D_PERSP;
-               rv3d->dist = 0.0;
-               ED_view3d_from_object(v3d->camera, rv3d->ofs, NULL, NULL, &v3d->lens);
-               view3d_smooth_view(NULL, NULL, NULL, NULL, NULL, orig_ofs, new_quat, &orig_dist, &orig_lens); /* XXX */
-       }
-       else {
-               if (rv3d->persp == RV3D_CAMOB) rv3d->persp = RV3D_PERSP;  /* switch out of camera mode */
-               view3d_smooth_view(NULL, NULL, NULL, NULL, NULL, NULL, new_quat, NULL, NULL); /* XXX */
-       }
-}
-
 float ED_view3d_pixel_size(RegionView3D *rv3d, const float co[3])
 {
        return mul_project_m4_v3_zfac(rv3d->persmat, co) * rv3d->pixsize * U.pixelsize;