Code Cleanup: use math functions and reduce View3d axis drawing into a loop
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@@ -301,8 +301,9 @@ void bmo_create_uvsphere_exec(BMesh *bm, BMOperator *op)
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BMVert *eve, *preveve;
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BMEdge *e;
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BMIter iter;
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float vec[3], mat[4][4], cmat[3][3], phi, q[4];
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float phid;
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const float axis[3] = {0, 0, 1};
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float vec[3], mat[4][4], cmat[3][3];
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float phi, phid;
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int a;
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BMO_slot_mat4_get(op->slots_in, "matrix", mat);
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@@ -331,11 +332,7 @@ void bmo_create_uvsphere_exec(BMesh *bm, BMOperator *op)
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}
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/* extrude and rotate; negative phi to make normals face outward */
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phi = -M_PI / seg;
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q[0] = cosf(phi);
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q[3] = sinf(phi);
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q[1] = q[2] = 0.0f;
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quat_to_mat3(cmat, q);
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axis_angle_to_mat3(cmat, axis, -(M_PI * 2) / seg);
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for (a = 0; a < seg; a++) {
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if (a) {
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@@ -4364,7 +4364,7 @@ bool ed_editnurb_spin(float viewmat[4][4], Object *obedit, const float axis[3],
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Curve *cu = (Curve *)obedit->data;
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ListBase *editnurb = object_editcurve_get(obedit);
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Nurb *nu;
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float si, phi, n[3], q[4], cmat[3][3], tmat[3][3], imat[3][3];
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float cmat[3][3], tmat[3][3], imat[3][3];
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float bmat[3][3], rotmat[3][3], scalemat1[3][3], scalemat2[3][3];
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float persmat[3][3], persinv[3][3];
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bool ok, changed = false;
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@@ -4377,15 +4377,7 @@ bool ed_editnurb_spin(float viewmat[4][4], Object *obedit, const float axis[3],
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copy_m3_m4(bmat, obedit->obmat);
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invert_m3_m3(imat, bmat);
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normalize_v3_v3(n, axis);
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/* TODO - use math func */
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phi = M_PI / 8.0;
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q[0] = cos(phi);
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si = sin(phi);
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q[1] = n[0] * si;
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q[2] = n[1] * si;
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q[3] = n[2] * si;
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quat_to_mat3(cmat, q);
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axis_angle_to_mat3(cmat, axis, M_PI / 4.0);
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mul_m3_m3m3(tmat, cmat, bmat);
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mul_m3_m3m3(rotmat, imat, tmat);
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@@ -1210,18 +1210,16 @@ static void drawlamp(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
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/* skip drawing extra info */
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}
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else if ((la->type == LA_SPOT) || (la->type == LA_YF_PHOTON)) {
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lvec[0] = lvec[1] = 0.0;
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lvec[2] = 1.0;
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x = rv3d->persmat[0][2];
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y = rv3d->persmat[1][2];
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z = rv3d->persmat[2][2];
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vvec[0] = x * ob->obmat[0][0] + y * ob->obmat[0][1] + z * ob->obmat[0][2];
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vvec[1] = x * ob->obmat[1][0] + y * ob->obmat[1][1] + z * ob->obmat[1][2];
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vvec[2] = x * ob->obmat[2][0] + y * ob->obmat[2][1] + z * ob->obmat[2][2];
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y = cosf(la->spotsize * (float)(M_PI / 360.0));
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spotvolume(lvec, vvec, y);
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copy_v3_fl3(lvec, 0.0f, 0.0f, 1.0f);
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copy_v3_fl3(vvec, rv3d->persmat[0][2], rv3d->persmat[1][2], rv3d->persmat[2][2]);
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mul_mat3_m4_v3(ob->obmat, vvec);
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x = -la->dist;
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y = cosf(la->spotsize * (float)(M_PI / 360.0));
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z = x * sqrtf(1.0f - y * y);
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spotvolume(lvec, vvec, y);
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mul_v3_fl(lvec, x);
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mul_v3_fl(vvec, x);
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@@ -1232,7 +1230,6 @@ static void drawlamp(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
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glVertex3fv(lvec);
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glEnd();
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z = x * sqrtf(1.0f - y * y);
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x *= y;
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/* draw the circle/square at the end of the cone */
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@@ -583,7 +583,9 @@ static void draw_view_axis(RegionView3D *rv3d, rcti *rect)
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float ydisp = 0.0; /* vertical displacement to allow obj info text */
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int bright = - 20 * (10 - U.rvibright); /* axis alpha offset (rvibright has range 0-10) */
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float vec[3];
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char axis_text[2] = "x";
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float dx, dy;
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int i;
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startx += rect->xmin;
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starty += rect->ymin;
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@@ -594,60 +596,27 @@ static void draw_view_axis(RegionView3D *rv3d, rcti *rect)
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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/* X */
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vec[0] = 1;
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vec[1] = vec[2] = 0;
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mul_qt_v3(rv3d->viewquat, vec);
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dx = vec[0] * k;
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dy = vec[1] * k;
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UI_ThemeColorShadeAlpha(TH_AXIS_X, 0, bright);
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glBegin(GL_LINES);
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glVertex2f(startx, starty + ydisp);
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glVertex2f(startx + dx, starty + dy + ydisp);
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glEnd();
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for (i = 0; i < 3; i++) {
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zero_v3(vec);
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vec[i] = 1.0f;
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mul_qt_v3(rv3d->viewquat, vec);
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dx = vec[0] * k;
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dy = vec[1] * k;
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if (fabsf(dx) > toll || fabsf(dy) > toll) {
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BLF_draw_default_ascii(startx + dx + 2, starty + dy + ydisp + 2, 0.0f, "x", 1);
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}
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/* BLF_draw_default disables blending */
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glEnable(GL_BLEND);
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UI_ThemeColorShadeAlpha(TH_AXIS_X + i, 0, bright);
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glBegin(GL_LINES);
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glVertex2f(startx, starty + ydisp);
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glVertex2f(startx + dx, starty + dy + ydisp);
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glEnd();
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/* Y */
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vec[1] = 1;
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vec[0] = vec[2] = 0;
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mul_qt_v3(rv3d->viewquat, vec);
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dx = vec[0] * k;
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dy = vec[1] * k;
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UI_ThemeColorShadeAlpha(TH_AXIS_Y, 0, bright);
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glBegin(GL_LINES);
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glVertex2f(startx, starty + ydisp);
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glVertex2f(startx + dx, starty + dy + ydisp);
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glEnd();
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if (fabsf(dx) > toll || fabsf(dy) > toll) {
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BLF_draw_default_ascii(startx + dx + 2, starty + dy + ydisp + 2, 0.0f, axis_text, 1);
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}
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if (fabsf(dx) > toll || fabsf(dy) > toll) {
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BLF_draw_default_ascii(startx + dx + 2, starty + dy + ydisp + 2, 0.0f, "y", 1);
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}
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axis_text[0]++;
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glEnable(GL_BLEND);
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/* Z */
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vec[2] = 1;
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vec[1] = vec[0] = 0;
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mul_qt_v3(rv3d->viewquat, vec);
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dx = vec[0] * k;
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dy = vec[1] * k;
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UI_ThemeColorShadeAlpha(TH_AXIS_Z, 0, bright);
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glBegin(GL_LINES);
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glVertex2f(startx, starty + ydisp);
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glVertex2f(startx + dx, starty + dy + ydisp);
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glEnd();
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if (fabsf(dx) > toll || fabsf(dy) > toll) {
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BLF_draw_default_ascii(startx + dx + 2, starty + dy + ydisp + 2, 0.0f, "z", 1);
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/* BLF_draw_default disables blending */
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glEnable(GL_BLEND);
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}
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/* restore line-width */
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@@ -4144,16 +4144,17 @@ void ED_view3d_cursor3d_position(bContext *C, float fp[3], const int mval[2])
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}
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}
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else {
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const float dx = ((float)(mval[0] - (ar->winx / 2))) * zfac / (ar->winx / 2);
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const float dy = ((float)(mval[1] - (ar->winy / 2))) * zfac / (ar->winy / 2);
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const float fz = (rv3d->persmat[0][3] * fp[0] +
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rv3d->persmat[1][3] * fp[1] +
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rv3d->persmat[2][3] * fp[2] +
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rv3d->persmat[3][3]) / zfac;
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float tvec[3];
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fp[0] = (rv3d->persinv[0][0] * dx + rv3d->persinv[1][0] * dy + rv3d->persinv[2][0] * fz) - rv3d->ofs[0];
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fp[1] = (rv3d->persinv[0][1] * dx + rv3d->persinv[1][1] * dy + rv3d->persinv[2][1] * fz) - rv3d->ofs[1];
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fp[2] = (rv3d->persinv[0][2] * dx + rv3d->persinv[1][2] * dy + rv3d->persinv[2][2] * fz) - rv3d->ofs[2];
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tvec[0] = ((float)(mval[0] - (ar->winx / 2))) * zfac / (ar->winx / 2);
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tvec[1] = ((float)(mval[1] - (ar->winy / 2))) * zfac / (ar->winy / 2);
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tvec[2] = (rv3d->persmat[0][3] * fp[0] +
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rv3d->persmat[1][3] * fp[1] +
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rv3d->persmat[2][3] * fp[2] +
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rv3d->persmat[3][3]) / zfac;
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mul_mat3_m4_v3(rv3d->persinv, tvec);
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sub_v3_v3v3(fp, tvec, rv3d->ofs);
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}
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}
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