no functional change, avoid making stack arrays for the purpose of indexing.

This commit is contained in:
Campbell Barton
2011-04-14 17:06:55 +00:00
parent d9c2497859
commit 3ac68d7975

View File

@@ -2513,9 +2513,8 @@ static void GetPosition(const SMikkTSpaceContext * pContext, float fPos[], const
{
//assert(vert_index>=0 && vert_index<4);
SGLSLMeshToTangent * pMesh = (SGLSLMeshToTangent *) pContext->m_pUserData;
unsigned int indices[] = { pMesh->mface[face_num].v1, pMesh->mface[face_num].v2,
pMesh->mface[face_num].v3, pMesh->mface[face_num].v4 };
VECCOPY(fPos, pMesh->mvert[indices[vert_index]].co);
const float *co= pMesh->mvert[(&pMesh->mface[face_num].v1)[vert_index]].co;
VECCOPY(fPos, co);
}
static void GetTextureCoordinate(const SMikkTSpaceContext * pContext, float fUV[], const int face_num, const int vert_index)
@@ -2528,12 +2527,9 @@ static void GetTextureCoordinate(const SMikkTSpaceContext * pContext, float fUV[
float * uv = pMesh->mtface[face_num].uv[vert_index];
fUV[0]=uv[0]; fUV[1]=uv[1];
}
else
{
unsigned int indices[] = { pMesh->mface[face_num].v1, pMesh->mface[face_num].v2,
pMesh->mface[face_num].v3, pMesh->mface[face_num].v4 };
map_to_sphere( &fUV[0], &fUV[1],pMesh->orco[indices[vert_index]][0], pMesh->orco[indices[vert_index]][1], pMesh->orco[indices[vert_index]][2]);
else {
const float *orco= pMesh->orco[(&pMesh->mface[face_num].v1)[vert_index]];
map_to_sphere( &fUV[0], &fUV[1], orco[0], orco[1], orco[2]);
}
}
@@ -2541,36 +2537,30 @@ static void GetNormal(const SMikkTSpaceContext * pContext, float fNorm[], const
{
//assert(vert_index>=0 && vert_index<4);
SGLSLMeshToTangent * pMesh = (SGLSLMeshToTangent *) pContext->m_pUserData;
unsigned int indices[] = { pMesh->mface[face_num].v1, pMesh->mface[face_num].v2,
pMesh->mface[face_num].v3, pMesh->mface[face_num].v4 };
const int smoothnormal = (pMesh->mface[face_num].flag & ME_SMOOTH);
if(!smoothnormal) // flat
{
if(pMesh->precomputedFaceNormals)
{
if(pMesh->precomputedFaceNormals) {
VECCOPY(fNorm, &pMesh->precomputedFaceNormals[3*face_num]);
}
else
{
float nor[3];
float * p0, * p1, * p2;
const int iGetNrVerts = pMesh->mface[face_num].v4!=0 ? 4 : 3;
p0 = pMesh->mvert[indices[0]].co; p1 = pMesh->mvert[indices[1]].co; p2 = pMesh->mvert[indices[2]].co;
if(iGetNrVerts==4)
{
float * p3 = pMesh->mvert[indices[3]].co;
normal_quad_v3( nor, p0, p1, p2, p3);
else {
MFace *mf= &pMesh->mface[face_num];
float *p0= pMesh->mvert[mf->v1].co;
float *p1= pMesh->mvert[mf->v2].co;
float *p2= pMesh->mvert[mf->v3].co;
if(mf->v4) {
float *p3 = pMesh->mvert[mf->v4].co;
normal_quad_v3(fNorm, p0, p1, p2, p3);
}
else {
normal_tri_v3(nor, p0, p1, p2);
normal_tri_v3(fNorm, p0, p1, p2);
}
VECCOPY(fNorm, nor);
}
}
else
{
short *no = pMesh->mvert[indices[vert_index]].no;
else {
const short *no= pMesh->mvert[(&pMesh->mface[face_num].v1)[vert_index]].no;
normal_short_to_float_v3(fNorm, no);
normalize_v3(fNorm); /* XXX, is this needed */
}