Cleanup: use const
This commit is contained in:
parent
0971749f4c
commit
903cb13bb8
|
@ -75,7 +75,7 @@ SnapObjectContext *ED_transform_snap_object_context_create(
|
|||
SnapObjectContext *ED_transform_snap_object_context_create_view3d(
|
||||
struct Main *bmain, struct Scene *scene, int flag,
|
||||
/* extra args for view3d */
|
||||
struct ARegion *ar, struct View3D *v3d);
|
||||
const struct ARegion *ar, const struct View3D *v3d);
|
||||
void ED_transform_snap_object_context_destroy(SnapObjectContext *sctx);
|
||||
|
||||
/* callbacks to filter how snap works */
|
||||
|
|
|
@ -208,10 +208,12 @@ eV3DProjStatus ED_view3d_project_float_global(const struct ARegion *ar, const fl
|
|||
eV3DProjStatus ED_view3d_project_float_object(const struct ARegion *ar, const float co[3], float r_co[2], const eV3DProjTest flag);
|
||||
|
||||
float ED_view3d_calc_zfac(const struct RegionView3D *rv3d, const float co[3], bool *r_flip);
|
||||
bool ED_view3d_win_to_ray(const struct ARegion *ar, struct View3D *v3d, const float mval[2],
|
||||
float ray_start[3], float ray_normal[3], const bool do_clip);
|
||||
bool ED_view3d_win_to_ray_ex(const struct ARegion *ar, struct View3D *v3d, const float mval[2],
|
||||
float r_ray_co[3], float r_ray_normal[3], float r_ray_start[3], bool do_clip);
|
||||
bool ED_view3d_win_to_ray(
|
||||
const struct ARegion *ar, const struct View3D *v3d, const float mval[2],
|
||||
float ray_start[3], float ray_normal[3], const bool do_clip);
|
||||
bool ED_view3d_win_to_ray_ex(
|
||||
const struct ARegion *ar, const struct View3D *v3d, const float mval[2],
|
||||
float r_ray_co[3], float r_ray_normal[3], float r_ray_start[3], bool do_clip);
|
||||
void ED_view3d_global_to_vector(const struct RegionView3D *rv3d, const float coord[3], float vec[3]);
|
||||
void ED_view3d_win_to_3d(const struct ARegion *ar, const float depth_pt[3], const float mval[2], float out[3]);
|
||||
void ED_view3d_win_to_3d_int(const struct ARegion *ar, const float depth_pt[3], const int mval[2], float out[3]);
|
||||
|
|
|
@ -302,8 +302,9 @@ float ED_view3d_calc_zfac(const RegionView3D *rv3d, const float co[3], bool *r_f
|
|||
return zfac;
|
||||
}
|
||||
|
||||
static void view3d_win_to_ray_segment(const ARegion *ar, View3D *v3d, const float mval[2],
|
||||
float r_ray_co[3], float r_ray_dir[3], float r_ray_start[3], float r_ray_end[3])
|
||||
static void view3d_win_to_ray_segment(
|
||||
const ARegion *ar, const View3D *v3d, const float mval[2],
|
||||
float r_ray_co[3], float r_ray_dir[3], float r_ray_start[3], float r_ray_end[3])
|
||||
{
|
||||
RegionView3D *rv3d = ar->regiondata;
|
||||
float _ray_co[3], _ray_dir[3], start_offset, end_offset;
|
||||
|
@ -346,7 +347,7 @@ static void view3d_win_to_ray_segment(const ARegion *ar, View3D *v3d, const floa
|
|||
}
|
||||
}
|
||||
|
||||
BLI_INLINE bool view3d_clip_segment(RegionView3D *rv3d, float ray_start[3], float ray_end[3])
|
||||
BLI_INLINE bool view3d_clip_segment(const RegionView3D *rv3d, float ray_start[3], float ray_end[3])
|
||||
{
|
||||
if ((rv3d->rflag & RV3D_CLIPPING) &&
|
||||
(clip_segment_v3_plane_n(ray_start, ray_end, rv3d->clip, 6,
|
||||
|
@ -373,8 +374,9 @@ BLI_INLINE bool view3d_clip_segment(RegionView3D *rv3d, float ray_start[3], floa
|
|||
* \param do_clip Optionally clip the start of the ray by the view clipping planes.
|
||||
* \return success, false if the ray is totally clipped.
|
||||
*/
|
||||
bool ED_view3d_win_to_ray_ex(const ARegion *ar, View3D *v3d, const float mval[2],
|
||||
float r_ray_co[3], float r_ray_normal[3], float r_ray_start[3], bool do_clip)
|
||||
bool ED_view3d_win_to_ray_ex(
|
||||
const ARegion *ar, const View3D *v3d, const float mval[2],
|
||||
float r_ray_co[3], float r_ray_normal[3], float r_ray_start[3], bool do_clip)
|
||||
{
|
||||
float ray_end[3];
|
||||
|
||||
|
@ -382,7 +384,7 @@ bool ED_view3d_win_to_ray_ex(const ARegion *ar, View3D *v3d, const float mval[2]
|
|||
|
||||
/* bounds clipping */
|
||||
if (do_clip) {
|
||||
return view3d_clip_segment((RegionView3D *)ar->regiondata, r_ray_start, ray_end);
|
||||
return view3d_clip_segment(ar->regiondata, r_ray_start, ray_end);
|
||||
}
|
||||
|
||||
return true;
|
||||
|
@ -401,8 +403,9 @@ bool ED_view3d_win_to_ray_ex(const ARegion *ar, View3D *v3d, const float mval[2]
|
|||
* \param do_clip Optionally clip the start of the ray by the view clipping planes.
|
||||
* \return success, false if the ray is totally clipped.
|
||||
*/
|
||||
bool ED_view3d_win_to_ray(const ARegion *ar, View3D *v3d, const float mval[2],
|
||||
float r_ray_start[3], float r_ray_normal[3], const bool do_clip)
|
||||
bool ED_view3d_win_to_ray(
|
||||
const ARegion *ar, const View3D *v3d, const float mval[2],
|
||||
float r_ray_start[3], float r_ray_normal[3], const bool do_clip)
|
||||
{
|
||||
return ED_view3d_win_to_ray_ex(ar, v3d, mval, NULL, r_ray_normal, r_ray_start, do_clip);
|
||||
}
|
||||
|
|
|
@ -87,8 +87,8 @@ struct SnapObjectContext {
|
|||
* otherwise this doesn't take viewport into account. */
|
||||
bool use_v3d;
|
||||
struct {
|
||||
struct View3D *v3d;
|
||||
struct ARegion *ar;
|
||||
const struct View3D *v3d;
|
||||
const struct ARegion *ar;
|
||||
} v3d_data;
|
||||
|
||||
|
||||
|
@ -222,7 +222,7 @@ static void raycast_all_cb(void *userdata, int index, const BVHTreeRay *ray, BVH
|
|||
* \{ */
|
||||
|
||||
static bool snapEdge(
|
||||
ARegion *ar, const float v1co[3], const short v1no[3], const float v2co[3], const short v2no[3],
|
||||
const ARegion *ar, const float v1co[3], const short v1no[3], const float v2co[3], const short v2no[3],
|
||||
float obmat[4][4], float timat[3][3], const float mval_fl[2], float *dist_px,
|
||||
const float ray_start[3], const float ray_start_local[3], const float ray_normal_local[3], float *ray_depth,
|
||||
float r_loc[3], float r_no[3])
|
||||
|
@ -312,7 +312,7 @@ static bool snapEdge(
|
|||
}
|
||||
|
||||
static bool snapVertex(
|
||||
ARegion *ar, const float vco[3], const float vno[3],
|
||||
const ARegion *ar, const float vco[3], const float vno[3],
|
||||
float obmat[4][4], float timat[3][3], const float mval_fl[2], float *dist_px,
|
||||
const float ray_start[3], const float ray_start_local[3], const float ray_normal_local[3], float *ray_depth,
|
||||
float r_loc[3], float r_no[3])
|
||||
|
@ -362,7 +362,7 @@ static bool snapVertex(
|
|||
}
|
||||
|
||||
static bool snapArmature(
|
||||
ARegion *ar, Object *ob, bArmature *arm, float obmat[4][4],
|
||||
const ARegion *ar, Object *ob, bArmature *arm, float obmat[4][4],
|
||||
const float mval[2], float *dist_px, const short snap_to,
|
||||
const float ray_start[3], const float ray_normal[3], float *ray_depth,
|
||||
float r_loc[3], float *UNUSED(r_no))
|
||||
|
@ -444,7 +444,7 @@ static bool snapArmature(
|
|||
}
|
||||
|
||||
static bool snapCurve(
|
||||
ARegion *ar, Object *ob, Curve *cu, float obmat[4][4],
|
||||
const ARegion *ar, Object *ob, Curve *cu, float obmat[4][4],
|
||||
const float mval[2], float *dist_px, const short snap_to,
|
||||
const float ray_start[3], const float ray_normal[3], float *ray_depth,
|
||||
float r_loc[3], float *UNUSED(r_no))
|
||||
|
@ -542,7 +542,7 @@ static bool snapCurve(
|
|||
|
||||
/* may extend later (for now just snaps to empty center) */
|
||||
static bool snapEmpty(
|
||||
ARegion *ar, Object *ob, float obmat[4][4],
|
||||
const ARegion *ar, Object *ob, float obmat[4][4],
|
||||
const float mval[2], float *dist_px, const short snap_to,
|
||||
const float ray_start[3], const float ray_normal[3], float *ray_depth,
|
||||
float r_loc[3], float *UNUSED(r_no))
|
||||
|
@ -582,7 +582,7 @@ static bool snapEmpty(
|
|||
}
|
||||
|
||||
static bool snapCamera(
|
||||
ARegion *ar, Scene *scene, Object *object, float obmat[4][4],
|
||||
const ARegion *ar, Scene *scene, Object *object, float obmat[4][4],
|
||||
const float mval[2], float *dist_px, const short snap_to,
|
||||
const float ray_start[3], const float ray_normal[3], float *ray_depth,
|
||||
float r_loc[3], float *UNUSED(r_no))
|
||||
|
@ -683,7 +683,7 @@ static bool snapDerivedMesh(
|
|||
float r_loc[3], float r_no[3], int *r_index,
|
||||
ListBase *r_hit_list)
|
||||
{
|
||||
ARegion *ar = sctx->v3d_data.ar;
|
||||
const ARegion *ar = sctx->v3d_data.ar;
|
||||
bool retval = false;
|
||||
|
||||
if (snap_to == SCE_SNAP_MODE_FACE) {
|
||||
|
@ -965,7 +965,7 @@ static bool snapEditMesh(
|
|||
float r_loc[3], float r_no[3], int *r_index,
|
||||
ListBase *r_hit_list)
|
||||
{
|
||||
ARegion *ar = sctx->v3d_data.ar;
|
||||
const ARegion *ar = sctx->v3d_data.ar;
|
||||
bool retval = false;
|
||||
|
||||
if (snap_to == SCE_SNAP_MODE_FACE) {
|
||||
|
@ -1242,7 +1242,7 @@ static bool snapObject(
|
|||
Object **r_ob, float r_obmat[4][4],
|
||||
ListBase *r_hit_list)
|
||||
{
|
||||
ARegion *ar = sctx->v3d_data.ar;
|
||||
const ARegion *ar = sctx->v3d_data.ar;
|
||||
bool retval = false;
|
||||
|
||||
if (ob->type == OB_MESH) {
|
||||
|
@ -1419,7 +1419,7 @@ SnapObjectContext *ED_transform_snap_object_context_create(
|
|||
SnapObjectContext *ED_transform_snap_object_context_create_view3d(
|
||||
Main *bmain, Scene *scene, int flag,
|
||||
/* extra args for view3d */
|
||||
ARegion *ar, View3D *v3d)
|
||||
const ARegion *ar, const View3D *v3d)
|
||||
{
|
||||
SnapObjectContext *sctx = ED_transform_snap_object_context_create(bmain, scene, flag);
|
||||
|
||||
|
|
Loading…
Reference in New Issue