Cleanup: use const

This commit is contained in:
Campbell Barton 2016-06-29 23:22:54 +10:00
parent 0971749f4c
commit 903cb13bb8
4 changed files with 30 additions and 25 deletions

View File

@ -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 */

View File

@ -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]);

View File

@ -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);
}

View File

@ -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);