evas/canvas - it will be more standard computation. and compute less than before.

SVN revision: 60333
This commit is contained in:
ChunEon Park 2011-06-15 08:57:45 +00:00
parent bca5315dca
commit b310df818a
1 changed files with 8 additions and 6 deletions

View File

@ -338,10 +338,12 @@ evas_object_map_enable_set(Evas_Object *obj, Eina_Bool enabled)
evas_object_mapped_clip_across_mark(obj);
}
}
_evas_map_calc_geom_change(obj);
_evas_map_calc_map_geometry(obj);
/* This is a bit heavy handed, but it fixes the case of same geometry, but
* changed colour or UV settings. */
evas_object_change(obj);
evas_damage_rectangle_add(evas_object_evas_get(obj), 0, 0, 240, 400);
}
EAPI Eina_Bool
@ -772,24 +774,24 @@ evas_map_util_3d_rotate(Evas_Map *m, double dx, double dy, double dz,
{
xx = x * cos(rz);
yy = x * sin(rz);
x = xx + (y * cos(rz + M_PI_2));
y = yy + (y * sin(rz + M_PI_2));
x = xx - (y * sin(rz));
y = yy + (y * cos(rz));
}
if (ry != 0.0)
{
xx = x * cos(ry);
zz = x * sin(ry);
x = xx + (z * cos(ry + M_PI_2));
z = zz + (z * sin(ry + M_PI_2));
x = xx - (z * sin(ry));
z = zz + (z * cos(ry));
}
if (rx != 0.0)
{
zz = z * cos(rx);
yy = z * sin(rx);
z = zz + (y * cos(rx + M_PI_2));
y = yy + (y * sin(rx + M_PI_2));
z = zz - (y * sin(rx));
y = yy + (y * cos(rx));
}
p->px = p->x = x + cx;