Cleanup: Add r_ prefix for ED_view3d_global_to_vector
Pull Request: https://projects.blender.org/blender/blender/pulls/126666
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@@ -614,9 +614,9 @@ void ED_view3d_win_to_ray(const ARegion *region,
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* In orthographic view the resulting vector will match the view vector.
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* \param rv3d: The region (used for the window width and height).
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* \param coord: The world-space location.
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* \param vec: The resulting normalized vector.
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* \param r_out: The resulting normalized vector.
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*/
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void ED_view3d_global_to_vector(const RegionView3D *rv3d, const float coord[3], float vec[3]);
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void ED_view3d_global_to_vector(const RegionView3D *rv3d, const float coord[3], float r_out[3]);
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/**
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* Calculate a 3d location from 2d window coordinates.
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* \param region: The region (used for the window width and height).
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@@ -421,7 +421,7 @@ void ED_view3d_win_to_ray(const ARegion *region,
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ED_view3d_win_to_vector(region, mval, r_ray_normal);
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}
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void ED_view3d_global_to_vector(const RegionView3D *rv3d, const float coord[3], float vec[3])
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void ED_view3d_global_to_vector(const RegionView3D *rv3d, const float coord[3], float r_out[3])
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{
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if (rv3d->is_persp) {
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float p1[4], p2[4];
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@@ -436,12 +436,12 @@ void ED_view3d_global_to_vector(const RegionView3D *rv3d, const float coord[3],
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mul_m4_v4(rv3d->viewinv, p2);
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sub_v3_v3v3(vec, p1, p2);
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sub_v3_v3v3(r_out, p1, p2);
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}
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else {
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copy_v3_v3(vec, rv3d->viewinv[2]);
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copy_v3_v3(r_out, rv3d->viewinv[2]);
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}
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normalize_v3(vec);
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normalize_v3(r_out);
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}
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/* very similar to ED_view3d_win_to_3d() but has no advantage, de-duplicating */
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