dont use const for matrix arg, since it needs to be cast in most cases.
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@ -102,9 +102,9 @@ void transpose_m3(float R[3][3]);
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void transpose_m4(float R[4][4]);
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void transpose_m4(float R[4][4]);
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void normalize_m3(float R[3][3]);
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void normalize_m3(float R[3][3]);
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void normalize_m3_m3(float R[3][3], const float A[3][3]);
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void normalize_m3_m3(float R[3][3], float A[3][3]);
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void normalize_m4(float R[4][4]);
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void normalize_m4(float R[4][4]);
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void normalize_m4_m4(float R[4][4], const float A[4][4]);
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void normalize_m4_m4(float R[4][4], float A[4][4]);
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void orthogonalize_m3(float R[3][3], int axis);
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void orthogonalize_m3(float R[3][3], int axis);
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void orthogonalize_m4(float R[4][4], int axis);
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void orthogonalize_m4(float R[4][4], int axis);
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@ -750,7 +750,7 @@ void normalize_m3(float mat[][3])
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normalize_v3(mat[2]);
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normalize_v3(mat[2]);
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}
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}
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void normalize_m3_m3(float rmat[][3], const float mat[][3])
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void normalize_m3_m3(float rmat[][3], float mat[][3])
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{
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{
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normalize_v3_v3(rmat[0], mat[0]);
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normalize_v3_v3(rmat[0], mat[0]);
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normalize_v3_v3(rmat[1], mat[1]);
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normalize_v3_v3(rmat[1], mat[1]);
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@ -770,7 +770,7 @@ void normalize_m4(float mat[][4])
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if(len!=0.0) mat[2][3]/= len;
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if(len!=0.0) mat[2][3]/= len;
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}
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}
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void normalize_m4_m4(float rmat[][4], const float mat[][4])
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void normalize_m4_m4(float rmat[][4], float mat[][4])
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{
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{
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float len;
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float len;
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@ -967,7 +967,7 @@ void mat4_to_loc_rot_size(float loc[3], float rot[3][3], float size[3], float wm
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/* so scale doesnt interfear with rotation [#24291] */
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/* so scale doesnt interfear with rotation [#24291] */
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/* note: this is a workaround for negative matrix not working for rotation conversion, FIXME */
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/* note: this is a workaround for negative matrix not working for rotation conversion, FIXME */
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is_neg= is_negative_m3(mat3);
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is_neg= is_negative_m3(mat3);
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normalize_m3_m3(mat3_n, (const float(*)[3])mat3);
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normalize_m3_m3(mat3_n, mat3);
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if(is_neg) {
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if(is_neg) {
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negate_v3(mat3_n[0]);
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negate_v3(mat3_n[0]);
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negate_v3(mat3_n[1]);
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negate_v3(mat3_n[1]);
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