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