use inline BLI_math functions for dot product and length calculation.
authorCampbell Barton <ideasman42@gmail.com>
Sun, 22 Jan 2012 17:20:37 +0000 (17:20 +0000)
committerCampbell Barton <ideasman42@gmail.com>
Sun, 22 Jan 2012 17:20:37 +0000 (17:20 +0000)
14 files changed:
source/blender/blenkernel/BKE_armature.h
source/blender/blenkernel/intern/armature.c
source/blender/blenlib/intern/BLI_kdtree.c
source/blender/blenlib/intern/math_geom.c
source/blender/blenlib/intern/noise.c
source/blender/editors/object/object_vgroup.c
source/blender/editors/space_view3d/view3d_edit.c
source/blender/render/intern/source/convertblender.c
source/blender/render/intern/source/occlusion.c
source/blender/render/intern/source/pixelshading.c
source/blender/render/intern/source/rayshade.c
source/blender/render/intern/source/shadbuf.c
source/blender/render/intern/source/shadeinput.c
source/blender/render/intern/source/volumetric.c

index a89bfbd..11ab981 100644 (file)
@@ -86,7 +86,7 @@ int bone_autoside_name (char name[64], int strip_number, short axis, float head,
 
 struct Bone *get_named_bone (struct bArmature *arm, const char *name);
 
-float distfactor_to_bone (float vec[3], float b1[3], float b2[3], float rad1, float rad2, float rdist);
+float distfactor_to_bone(const float vec[3], const float b1[3], const float b2[3], float rad1, float rad2, float rdist);
 
 void where_is_armature (struct bArmature *arm);
 void where_is_armature_bone(struct Bone *bone, struct Bone *prevbone);
index 4f83bcf..64ea862 100644 (file)
@@ -665,7 +665,7 @@ static void b_bone_deform(bPoseChanDeform *pdef_info, Bone *bone, float *co, Dua
 }
 
 /* using vec with dist to bone b1 - b2 */
-float distfactor_to_bone (float vec[3], float b1[3], float b2[3], float rad1, float rad2, float rdist)
+float distfactor_to_bone(const float vec[3], const float b1[3], const float b2[3], float rad1, float rad2, float rdist)
 {
        float dist=0.0f; 
        float bdelta[3];
@@ -677,18 +677,18 @@ float distfactor_to_bone (float vec[3], float b1[3], float b2[3], float rad1, fl
        
        sub_v3_v3v3(pdelta, vec, b1);
        
-       a = bdelta[0]*pdelta[0] + bdelta[1]*pdelta[1] + bdelta[2]*pdelta[2];
-       hsqr = ((pdelta[0]*pdelta[0]) + (pdelta[1]*pdelta[1]) + (pdelta[2]*pdelta[2]));
+       a = dot_v3v3(bdelta, pdelta);
+       hsqr = dot_v3v3(pdelta, pdelta);
        
-       if (a < 0.0F){
+       if (a < 0.0f) {
                /* If we're past the end of the bone, do a spherical field attenuation thing */
-               dist= ((b1[0]-vec[0])*(b1[0]-vec[0]) +(b1[1]-vec[1])*(b1[1]-vec[1]) +(b1[2]-vec[2])*(b1[2]-vec[2])) ;
+               dist = len_squared_v3v3(b1, vec);
                rad= rad1;
        }
-       else if (a > l){
+       else if (a > l) {
                /* If we're past the end of the bone, do a spherical field attenuation thing */
-               dist= ((b2[0]-vec[0])*(b2[0]-vec[0]) +(b2[1]-vec[1])*(b2[1]-vec[1]) +(b2[2]-vec[2])*(b2[2]-vec[2])) ;
-               rad= rad2;
+               dist = len_squared_v3v3(b2, vec);
+               rad = rad2;
        }
        else {
                dist= (hsqr - (a*a));
@@ -709,7 +709,7 @@ float distfactor_to_bone (float vec[3], float b1[3], float b2[3], float rad1, fl
                if(rdist==0.0f || dist >= l) 
                        return 0.0f;
                else {
-                       a= (float)sqrt(dist)-rad;
+                       a = sqrtf(dist)-rad;
                        return 1.0f-( a*a )/( rdist*rdist );
                }
        }
index 3543b84..d5f66c0 100644 (file)
@@ -132,19 +132,18 @@ void BLI_kdtree_balance(KDTree *tree)
        tree->root= kdtree_balance(tree->nodes, tree->totnode, 0);
 }
 
-static float squared_distance(float *v2, float *v1, float *n1, float *n2)
+static float squared_distance(float *v2, float *v1, float *UNUSED(n1), float *n2)
 {
        float d[3], dist;
-       (void)n1; /* unused */
 
        d[0]= v2[0]-v1[0];
        d[1]= v2[1]-v1[1];
        d[2]= v2[2]-v1[2];
 
-       dist= d[0]*d[0] + d[1]*d[1] + d[2]*d[2];
+       dist = dot_v3v3(d, d);
 
-       //if(n1 && n2 && n1[0]*n2[0] + n1[1]*n2[1] + n1[2]*n2[2] < 0.0f)
-       if(n2 && d[0]*n2[0] + d[1]*n2[1] + d[2]*n2[2] < 0.0f)
+       //if(n1 && n2 && (dot_v3v3(n1, n2) < 0.0f))
+       if(n2 && (dot_v3v3(d, n2) < 0.0f))
                dist *= 10.0f;
 
        return dist;
index d7880e4..500e270 100644 (file)
@@ -2485,8 +2485,9 @@ void tangent_from_uv(float uv1[2], float uv2[2], float uv3[3], float co1[3], flo
                cross_v3_v3v3(ct, tang, tangv);
        
                /* check flip */
-               if ((ct[0]*n[0] + ct[1]*n[1] + ct[2]*n[2]) < 0.0f)
+               if (dot_v3v3(ct, n) < 0.0f) {
                        negate_v3(tang);
+               }
        }
        else {
                tang[0]= tang[1]= tang[2]=  0.0;
index e1a08de..b3cb285 100644 (file)
@@ -919,10 +919,6 @@ static float g[512+2][3]= {
        {-0.944031, -0.326599, -0.045624},
 };
 
-
-
-#define DOT(a,b) (a[0] * b[0] + a[1] * b[1] + a[2] * b[2])
-
 #define setup(i,b0,b1,r0,r1) \
                t = vec[i] + 10000.0f; \
                b0 = ((int)t) & 255; \
index f91740f..7fe98a6 100644 (file)
@@ -870,7 +870,7 @@ static void getVerticalAndHorizontalChange(const float norm[3], float d, const f
        closest_to_plane_v3(projB, coord, norm, end);
        // (vertical and horizontal refer to the plane's y and xz respectively)
        // vertical distance
-       dists[index] = norm[0]*end[0] + norm[1]*end[1] + norm[2]*end[2] + d;
+       dists[index] = dot_v3v3(norm, end) + d;
        // vertical change
        changes[index][0] = dists[index] - distToStart;
        //printf("vc %f %f\n", distance(end, projB, 3)-distance(start, projA, 3), changes[index][0]);
@@ -1111,7 +1111,7 @@ static void vgroup_fix(Scene *scene, Object *ob, float distToBe, float strength,
                                        mag= normalize_v3(norm);
                                        if(mag) { /* zeros fix */
                                                d = -dot_v3v3(norm, coord);
-                                               /* dist = (norm[0]*m.co[0] + norm[1]*m.co[1] + norm[2]*m.co[2] + d); */ /* UNUSED */
+                                               /* dist = (dot_v3v3(norm, m.co) + d); */ /* UNUSED */
                                                moveCloserToDistanceFromPlane(scene, ob, me, i, norm, coord, d, distToBe, strength, cp);
                                        }
                                }
index 2620fe4..f617f67 100644 (file)
@@ -634,7 +634,7 @@ static void viewrotate_apply(ViewOpsData *vod, int x, int y)
 
                sub_v3_v3v3(dvec, newvec, vod->trackvec);
 
-               si= sqrt(dvec[0]*dvec[0]+ dvec[1]*dvec[1]+ dvec[2]*dvec[2]);
+               si = len_v3(dvec);
                si /= (float)(2.0 * TRACKBALLSIZE);
 
                cross_v3_v3v3(q1+1, vod->trackvec, newvec);
index 1ec4001..fa8540b 100644 (file)
@@ -671,7 +671,7 @@ static void calc_vertexnormals(Render *UNUSED(re), ObjectRen *obr, int do_tangen
                        float *tav= RE_vertren_get_tangent(obr, ver, 0);
                        if (tav) {
                                /* orthonorm. */
-                               float tdn = tav[0]*ver->n[0] + tav[1]*ver->n[1] + tav[2]*ver->n[2];
+                               const float tdn = dot_v3v3(tav, ver->n);
                                tav[0] -= ver->n[0]*tdn;
                                tav[1] -= ver->n[1]*tdn;
                                tav[2] -= ver->n[2]*tdn;
@@ -767,7 +767,7 @@ static int as_testvertex(VlakRen *vlr, VertRen *UNUSED(ver), ASvert *asv, float
        while(asf) {
                for(a=0; a<4; a++) {
                        if(asf->vlr[a] && asf->vlr[a]!=vlr) {
-                               inp= fabs( vlr->n[0]*asf->vlr[a]->n[0] + vlr->n[1]*asf->vlr[a]->n[1] + vlr->n[2]*asf->vlr[a]->n[2] );
+                               inp = fabsf(dot_v3v3(vlr->n, asf->vlr[a]->n));
                                if(inp < thresh) return 1;
                        }
                }
@@ -790,7 +790,7 @@ static VertRen *as_findvertex(VlakRen *vlr, VertRen *UNUSED(ver), ASvert *asv, f
                        if(asf->vlr[a] && asf->vlr[a]!=vlr) {
                                /* this face already made a copy for this vertex! */
                                if(asf->nver[a]) {
-                                       inp= fabs( vlr->n[0]*asf->vlr[a]->n[0] + vlr->n[1]*asf->vlr[a]->n[1] + vlr->n[2]*asf->vlr[a]->n[2] );
+                                       inp = fabsf(dot_v3v3(vlr->n, asf->vlr[a]->n));
                                        if(inp >= thresh) {
                                                return asf->nver[a];
                                        }
@@ -2158,7 +2158,7 @@ static void make_render_halos(Render *re, ObjectRen *obr, Mesh *UNUSED(me), int
                                copy_v3_v3(view, vec);
                                normalize_v3(view);
 
-                               zn= nor[0]*view[0]+nor[1]*view[1]+nor[2]*view[2];
+                               zn = dot_v3v3(nor, view);
                                if(zn>=0.0f) hasize= 0.0f;
                                else hasize*= zn*zn*zn*zn;
                        }
@@ -2240,9 +2240,9 @@ static void displace_render_vert(Render *re, ObjectRen *obr, ShadeInput *shi, Ve
                mul_m4_v3(mat, shi->co);
 
        if(imat) {
-               shi->vn[0]= imat[0][0]*vr->n[0]+imat[0][1]*vr->n[1]+imat[0][2]*vr->n[2];
-               shi->vn[1]= imat[1][0]*vr->n[0]+imat[1][1]*vr->n[1]+imat[1][2]*vr->n[2];
-               shi->vn[2]= imat[2][0]*vr->n[0]+imat[2][1]*vr->n[1]+imat[2][2]*vr->n[2];
+               shi->vn[0] = dot_v3v3(imat[0], vr->n);
+               shi->vn[1] = dot_v3v3(imat[1], vr->n);
+               shi->vn[2] = dot_v3v3(imat[2], vr->n);
        }
 
        if (texco & TEXCO_UV) {
@@ -4241,7 +4241,7 @@ static void check_non_flat_quads(ObjectRen *obr)
                                flen= normal_tri_v3( nor,vlr->v4->co, vlr->v3->co, vlr->v1->co);
                                if(flen==0.0f) normal_tri_v3( nor,vlr->v4->co, vlr->v2->co, vlr->v1->co);
                                
-                               xn= nor[0]*vlr->n[0] + nor[1]*vlr->n[1] + nor[2]*vlr->n[2];
+                               xn = dot_v3v3(nor, vlr->n);
 
                                if(ABS(xn) < 0.999995f ) {      // checked on noisy fractal grid
                                        
@@ -4252,11 +4252,11 @@ static void check_non_flat_quads(ObjectRen *obr)
                                        
                                        /* split direction based on vnorms */
                                        normal_tri_v3( nor,vlr->v1->co, vlr->v2->co, vlr->v3->co);
-                                       d1= nor[0]*vlr->v1->n[0] + nor[1]*vlr->v1->n[1] + nor[2]*vlr->v1->n[2];
+                                       d1 = dot_v3v3(nor, vlr->v1->n);
 
                                        normal_tri_v3( nor,vlr->v2->co, vlr->v3->co, vlr->v4->co);
-                                       d2= nor[0]*vlr->v2->n[0] + nor[1]*vlr->v2->n[1] + nor[2]*vlr->v2->n[2];
-                               
+                                       d2 = dot_v3v3(nor, vlr->v2->n);
+
                                        if( fabs(d1) < fabs(d2) ) vlr->flag |= R_DIVIDE_24;
                                        else vlr->flag &= ~R_DIVIDE_24;
 
@@ -5267,7 +5267,7 @@ static void speedvector_project(Render *re, float zco[2], const float co[3], con
                if(vec[0]<0.0f) ang= -ang;
                zco[0]= ang/pixelphix + zmulx;
                
-               ang= 0.5f*(float)M_PI - saacos(vec[1]/sqrtf(vec[0]*vec[0] + vec[1]*vec[1] + vec[2]*vec[2]));
+               ang= 0.5f*(float)M_PI - saacos(vec[1] / len_v3(vec));
                zco[1]= ang/pixelphiy + zmuly;
                
        }
@@ -5487,9 +5487,9 @@ static int load_fluidsimspeedvectors(Render *re, ObjectInstanceRen *obi, float *
                }
                
                // transform (=rotate) to cam space
-               camco[0]= imat[0][0]*fsvec[0] + imat[0][1]*fsvec[1] + imat[0][2]*fsvec[2];
-               camco[1]= imat[1][0]*fsvec[0] + imat[1][1]*fsvec[1] + imat[1][2]*fsvec[2];
-               camco[2]= imat[2][0]*fsvec[0] + imat[2][1]*fsvec[1] + imat[2][2]*fsvec[2];
+               camco[0] = dot_v3v3(imat[0], fsvec);
+               camco[1] = dot_v3v3(imat[1], fsvec);
+               camco[2] = dot_v3v3(imat[2], fsvec);
 
                // get homogenous coordinates
                projectvert(camco, winmat, hoco);
index e20fd85..782e0b5 100644 (file)
@@ -1413,7 +1413,7 @@ static void sample_occ_tree(Render *re, OcclusionTree *tree, OccFace *exclude, f
        if(env) {
                /* sky shading using bent normal */
                if(ELEM(envcolor, WO_AOSKYCOL, WO_AOSKYTEX)) {
-                       fac= 0.5f*(1.0f+bn[0]*re->grvec[0]+ bn[1]*re->grvec[1]+ bn[2]*re->grvec[2]);
+                       fac= 0.5f * (1.0f + dot_v3v3(bn, re->grvec));
                        env[0]= (1.0f-fac)*re->wrld.horr + fac*re->wrld.zenr;
                        env[1]= (1.0f-fac)*re->wrld.horg + fac*re->wrld.zeng;
                        env[2]= (1.0f-fac)*re->wrld.horb + fac*re->wrld.zenb;
index f261ec4..24683ec 100644 (file)
@@ -104,7 +104,7 @@ static void render_lighting_halo(HaloRen *har, float col_r[3])
                        lv[0]= rco[0]-lar->co[0];
                        lv[1]= rco[1]-lar->co[1];
                        lv[2]= rco[2]-lar->co[2];
-                       ld= sqrt(lv[0]*lv[0]+lv[1]*lv[1]+lv[2]*lv[2]);
+                       ld = len_v3(lv);
                        lv[0]/= ld;
                        lv[1]/= ld;
                        lv[2]/= ld;
@@ -210,7 +210,7 @@ static void render_lighting_halo(HaloRen *har, float col_r[3])
                
                /* dot product and  reflectivity*/
                
-               inp= 1.0-fabs(vn[0]*lv[0] + vn[1]*lv[1] + vn[2]*lv[2]);
+               inp = 1.0 - fabs(dot_v3v3(vn, lv));
                
                /* inp= cos(0.5*M_PI-acos(inp)); */
                
@@ -511,7 +511,7 @@ void shadeSkyView(float col_r[3], const float rco[3], const float view[3], const
        /* Some view vector stuff. */
        if(R.wrld.skytype & WO_SKYREAL) {
                
-               blend= view[0]*R.grvec[0]+ view[1]*R.grvec[1]+ view[2]*R.grvec[2];
+               blend = dot_v3v3(view, R.grvec);
                
                if(blend<0.0f) skyflag= 0;
                
index f9ffc25..6c0386c 100644 (file)
@@ -471,7 +471,7 @@ void makeraytree(Render *re)
                        sub[i] = max[i]-min[i];
                }
 
-               re->maxdist= sub[0]*sub[0] + sub[1]*sub[1] + sub[2]*sub[2];
+               re->maxdist = dot_v3v3(sub, sub);
                if(re->maxdist > 0.0f) re->maxdist= sqrt(re->maxdist);
 
                re->i.infostr= "Raytree finished";
@@ -598,7 +598,7 @@ static int refraction(float refract[3], const float n[3], const float view[3], f
 
        copy_v3_v3(refract, view);
        
-       dot= view[0]*n[0] + view[1]*n[1] + view[2]*n[2];
+       dot = dot_v3v3(view, n);
 
        if(dot>0.0f) {
                index = 1.0f/index;
@@ -1708,7 +1708,7 @@ static int UNUSED_FUNCTION(ray_trace_shadow_rad)(ShadeInput *ship, ShadeResult *
                counter+=3;
                counter %= 768;
                copy_v3_v3(vec, hashvectf+counter);
-               if(ship->vn[0]*vec[0]+ship->vn[1]*vec[1]+ship->vn[2]*vec[2]>0.0f) {
+               if (dot_v3v3(ship->vn, vec) > 0.0f) {
                        vec[0]-= vec[0];
                        vec[1]-= vec[1];
                        vec[2]-= vec[2];
@@ -1771,7 +1771,7 @@ static void DS_energy(float *sphere, int tot, float vec[3])
        
        for(a=0, fp=sphere; a<tot; a++, fp+=3) {
                sub_v3_v3v3(force, vec, fp);
-               fac= force[0]*force[0] + force[1]*force[1] + force[2]*force[2];
+               fac = dot_v3v3(force, force);
                if(fac!=0.0f) {
                        fac= 1.0f/fac;
                        res[0]+= fac*force[0];
@@ -1997,7 +1997,7 @@ static void ray_ao_qmc(ShadeInput *shi, float ao[3], float env[3])
                        normalize_v3(view);
                        
                        if(envcolor==WO_AOSKYCOL) {
-                               const float skyfac= 0.5f*(1.0f+view[0]*R.grvec[0]+ view[1]*R.grvec[1]+ view[2]*R.grvec[2]);
+                               const float skyfac= 0.5f * (1.0f + dot_v3v3(view, R.grvec));
                                env[0]+= (1.0f-skyfac)*R.wrld.horr + skyfac*R.wrld.zenr;
                                env[1]+= (1.0f-skyfac)*R.wrld.horg + skyfac*R.wrld.zeng;
                                env[2]+= (1.0f-skyfac)*R.wrld.horb + skyfac*R.wrld.zenb;
@@ -2101,7 +2101,7 @@ static void ray_ao_spheresamp(ShadeInput *shi, float ao[3], float env[3])
        
        while(tot--) {
                
-               if ((vec[0]*nrm[0] + vec[1]*nrm[1] + vec[2]*nrm[2]) > bias) {
+               if (dot_v3v3(vec, nrm) > bias) {
                        /* only ao samples for mask */
                        if(R.r.mode & R_OSA) {
                                j++;
@@ -2135,7 +2135,7 @@ static void ray_ao_spheresamp(ShadeInput *shi, float ao[3], float env[3])
                                normalize_v3(view);
                                
                                if(envcolor==WO_AOSKYCOL) {
-                                       const float fac= 0.5f*(1.0f+view[0]*R.grvec[0]+ view[1]*R.grvec[1]+ view[2]*R.grvec[2]);
+                                       const float fac = 0.5f * (1.0f + dot_v3v3(view, R.grvec));
                                        env[0]+= (1.0f-fac)*R.wrld.horr + fac*R.wrld.zenr;
                                        env[1]+= (1.0f-fac)*R.wrld.horg + fac*R.wrld.zeng;
                                        env[2]+= (1.0f-fac)*R.wrld.horb + fac*R.wrld.zenb;
index c14a768..88d86d5 100644 (file)
@@ -2068,7 +2068,7 @@ static int viewpixel_to_lampbuf(ShadBuf *shb, ObjectInstanceRen *obi, VlakRen *v
                mul_m4_v3(obi->mat, v1);
 
        /* from shadepixel() */
-       dface= v1[0]*nor[0] + v1[1]*nor[1] + v1[2]*nor[2];
+       dface = dot_v3v3(v1, nor);
        hoco[3]= 1.0f;
        
        /* ortho viewplane cannot intersect using view vector originating in (0,0,0) */
@@ -2091,7 +2091,7 @@ static int viewpixel_to_lampbuf(ShadBuf *shb, ObjectInstanceRen *obi, VlakRen *v
                
                calc_view_vector(view, x, y);
                
-               div= nor[0]*view[0] + nor[1]*view[1] + nor[2]*view[2];
+               div = dot_v3v3(nor, view);
                if (div==0.0f) 
                        return 0;
                
index 580a09d..e0b5da8 100644 (file)
@@ -608,7 +608,7 @@ void shade_input_calc_viewco(ShadeInput *shi, float x, float y, float z, float v
                if(shi->obi->flag & R_TRANSFORMED)
                        mul_m4_v3(shi->obi->mat, v1);
                
-               dface= v1[0]*shi->facenor[0]+v1[1]*shi->facenor[1]+v1[2]*shi->facenor[2];
+               dface = dot_v3v3(v1, shi->facenor);
                
                /* ortho viewplane cannot intersect using view vector originating in (0,0,0) */
                if(R.r.mode & R_ORTHO) {
@@ -650,7 +650,7 @@ void shade_input_calc_viewco(ShadeInput *shi, float x, float y, float z, float v
                else {
                        float div;
                        
-                       div= shi->facenor[0]*view[0] + shi->facenor[1]*view[1] + shi->facenor[2]*view[2];
+                       div = dot_v3v3(shi->facenor, view);
                        if (div!=0.0f) fac= dface/div;
                        else fac= 0.0f;
                        
index 3637c2d..66cbb18 100644 (file)
@@ -274,7 +274,7 @@ static float metadensity(Object* ob, const float co[3])
                }
                
                /* ml->rad2 is not set */
-               dist2 = 1.f - ((tp[0]*tp[0] + tp[1]*tp[1] + tp[2]*tp[2]) / (ml->rad*ml->rad));
+               dist2 = 1.0f - (dot_v3v3(tp, tp) / (ml->rad * ml->rad));
                if (dist2 > 0.f)
                        dens += (ml->flag & MB_NEGATIVE) ? -ml->s*dist2*dist2*dist2 : ml->s*dist2*dist2*dist2;
        }