added len_squared_v2v2, use instead of len_v3v3 for font handle tests, also fixed some warnings.
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@@ -1,4 +1,4 @@
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/*
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/***************************************************************************************************
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**
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@@ -95,6 +95,7 @@ MINLINE void star_m3_v3(float R[3][3],float a[3]);
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MINLINE float len_v2(const float a[2]);
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MINLINE float len_v2v2(const float a[2], const float b[2]);
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MINLINE float len_squared_v2v2(const float a[3], const float b[3]);
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MINLINE float len_v3(const float a[3]);
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MINLINE float len_v3v3(const float a[3], const float b[3]);
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MINLINE float len_squared_v3v3(const float a[3], const float b[3]);
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@@ -252,15 +252,15 @@ static void freetypechar_to_vchar(FT_Face face, FT_ULong charcode, VFontData *vf
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}
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// get the handles that are aligned, tricky...
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// DistVL2Dfl, check if the three beztriple points are on one line
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// VecLenf, see if there's a distance between the three points
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// VecLenf again, to check the angle between the handles
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// dist_to_line_v2, check if the three beztriple points are on one line
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// len_squared_v2v2, see if there's a distance between the three points
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// len_squared_v2v2 again, to check the angle between the handles
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// finally, check if one of them is a vector handle
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if((dist_to_line_v2(bezt->vec[0],bezt->vec[1],bezt->vec[2]) < 0.001) &&
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(len_v3v3(bezt->vec[0], bezt->vec[1]) > 0.0001) &&
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(len_v3v3(bezt->vec[1], bezt->vec[2]) > 0.0001) &&
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(len_v3v3(bezt->vec[0], bezt->vec[2]) > 0.0002) &&
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(len_v3v3(bezt->vec[0], bezt->vec[2]) > MAX2(len_v3v3(bezt->vec[0], bezt->vec[1]), len_v3v3(bezt->vec[1], bezt->vec[2]))) &&
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(len_squared_v2v2(bezt->vec[0], bezt->vec[1]) > 0.0001*0.0001) &&
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(len_squared_v2v2(bezt->vec[1], bezt->vec[2]) > 0.0001*0.0001) &&
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(len_squared_v2v2(bezt->vec[0], bezt->vec[2]) > 0.0002*0.0001) &&
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(len_squared_v2v2(bezt->vec[0], bezt->vec[2]) > MAX2(len_squared_v2v2(bezt->vec[0], bezt->vec[1]), len_squared_v2v2(bezt->vec[1], bezt->vec[2]))) &&
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bezt->h1 != HD_VECT && bezt->h2 != HD_VECT)
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{
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bezt->h1= bezt->h2= HD_ALIGN;
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@@ -302,7 +302,7 @@ MINLINE void star_m3_v3(float mat[][3], float *vec)
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MINLINE float len_v2(const float v[2])
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{
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return (float)sqrt(v[0]*v[0] + v[1]*v[1]);
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return (float)sqrtf(v[0]*v[0] + v[1]*v[1]);
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}
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MINLINE float len_v2v2(const float v1[2], const float v2[2])
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@@ -311,7 +311,7 @@ MINLINE float len_v2v2(const float v1[2], const float v2[2])
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x = v1[0]-v2[0];
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y = v1[1]-v2[1];
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return (float)sqrt(x*x+y*y);
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return (float)sqrtf(x*x+y*y);
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}
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MINLINE float len_v3(const float a[3])
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@@ -319,6 +319,14 @@ MINLINE float len_v3(const float a[3])
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return sqrtf(dot_v3v3(a, a));
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}
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MINLINE float len_squared_v2v2(const float a[3], const float b[3])
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{
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float d[2];
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sub_v2_v2v2(d, b, a);
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return dot_v2v2(d, d);
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}
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MINLINE float len_v3v3(const float a[3], const float b[3])
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{
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float d[3];
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@@ -49,6 +49,10 @@
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#include "BKE_image.h"
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#include "BKE_paint.h"
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#ifdef WITH_LCMS
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#include "BKE_colortools.h"
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#endif
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#include "BIF_gl.h"
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#include "BIF_glutil.h"
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