Cleanup: use mul_v3_mat3_m4v3
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@ -1769,8 +1769,7 @@ void BKE_object_make_proxy(Object *ob, Object *target, Object *gob)
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mul_m4_m4m4(ob->obmat, gob->obmat, target->obmat);
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if (gob->dup_group) { /* should always be true */
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float tvec[3];
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copy_v3_v3(tvec, gob->dup_group->dupli_ofs);
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mul_mat3_m4_v3(ob->obmat, tvec);
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mul_v3_mat3_m4v3(tvec, ob->obmat, gob->dup_group->dupli_ofs);
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sub_v3_v3(ob->obmat[3], tvec);
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}
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BKE_object_apply_mat4(ob, ob->obmat, false, true);
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@ -574,8 +574,7 @@ static int edbm_dupli_extrude_cursor_invoke(bContext *C, wmOperator *op, const w
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mul_mat3_m4_v3(vc.obedit->imat, nor); /* local space */
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/* correct the normal to be aligned on the view plane */
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copy_v3_v3(view_vec, vc.rv3d->viewinv[2]);
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mul_mat3_m4_v3(vc.obedit->imat, view_vec);
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mul_v3_mat3_m4v3(view_vec, vc.obedit->imat, vc.rv3d->viewinv[2]);
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cross_v3_v3v3(cross, nor, view_vec);
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cross_v3_v3v3(nor, view_vec, cross);
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normalize_v3(nor);
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@ -2876,8 +2876,7 @@ static void knife_recalc_projmat(KnifeTool_OpData *kcd)
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ED_view3d_ob_project_mat_get(kcd->ar->regiondata, kcd->ob, kcd->projmat);
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invert_m4_m4(kcd->projmat_inv, kcd->projmat);
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copy_v3_v3(kcd->proj_zaxis, kcd->vc.rv3d->viewinv[2]);
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mul_mat3_m4_v3(kcd->ob->imat, kcd->proj_zaxis);
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mul_v3_mat3_m4v3(kcd->proj_zaxis, kcd->ob->imat, kcd->vc.rv3d->viewinv[2]);
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normalize_v3(kcd->proj_zaxis);
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kcd->is_ortho = ED_view3d_clip_range_get(kcd->vc.v3d, kcd->vc.rv3d,
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@ -939,8 +939,7 @@ static int object_origin_set_exec(bContext *C, wmOperator *op)
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/* convert the offset to parent space */
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BKE_object_to_mat4(ob, obmat);
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copy_v3_v3(centn, cent);
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mul_mat3_m4_v3(obmat, centn); /* omit translation part */
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mul_v3_mat3_m4v3(centn, obmat, cent); /* omit translation part */
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add_v3_v3(ob->loc, centn);
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@ -970,8 +969,7 @@ static int object_origin_set_exec(bContext *C, wmOperator *op)
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ob_other->flag |= OB_DONE;
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DAG_id_tag_update(&ob_other->id, OB_RECALC_OB | OB_RECALC_DATA);
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copy_v3_v3(centn, cent);
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mul_mat3_m4_v3(ob_other->obmat, centn); /* omit translation part */
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mul_v3_mat3_m4v3(centn, ob_other->obmat, cent); /* omit translation part */
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add_v3_v3(ob_other->loc, centn);
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BKE_object_where_is_calc(scene, ob_other);
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@ -8021,9 +8021,8 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
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/* don't show smoke before simulation starts, this could be made an option in the future */
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if (smd->domain->fluid && CFRA >= smd->domain->point_cache[0]->startframe) {
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/* get view vector */
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copy_v3_v3(viewnormal, rv3d->viewinv[2]);
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invert_m4_m4(ob->imat, ob->obmat);
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mul_mat3_m4_v3(ob->imat, viewnormal);
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mul_v3_mat3_m4v3(viewnormal, ob->imat, rv3d->viewinv[2]);
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normalize_v3(viewnormal);
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/* set dynamic boundaries to draw the volume
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@ -1400,11 +1400,8 @@ static bool snapArmature(short snap_mode, ARegion *ar, Object *ob, bArmature *ar
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invert_m4_m4(imat, obmat);
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copy_v3_v3(ray_start_local, ray_start);
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copy_v3_v3(ray_normal_local, ray_normal);
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mul_m4_v3(imat, ray_start_local);
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mul_mat3_m4_v3(imat, ray_normal_local);
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mul_v3_m4v3(ray_start_local, imat, ray_start);
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mul_v3_mat3_m4v3(ray_normal_local, imat, ray_normal);
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if (arm->edbo) {
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EditBone *eBone;
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@ -1762,11 +1759,8 @@ static bool snapEmpty(short snap_mode, ARegion *ar, Object *ob, float obmat[4][4
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invert_m4_m4(imat, obmat);
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copy_v3_v3(ray_start_local, ray_start);
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copy_v3_v3(ray_normal_local, ray_normal);
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mul_m4_v3(imat, ray_start_local);
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mul_mat3_m4_v3(imat, ray_normal_local);
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mul_v3_m4v3(ray_start_local, imat, ray_start);
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mul_v3_mat3_m4v3(ray_normal_local, imat, ray_normal);
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switch (snap_mode) {
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case SCE_SNAP_MODE_VERTEX:
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@ -2111,12 +2105,8 @@ static bool peelDerivedMesh(Object *ob, DerivedMesh *dm, float obmat[4][4],
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transpose_m3_m4(timat, imat);
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copy_v3_v3(ray_start_local, ray_start);
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copy_v3_v3(ray_normal_local, ray_normal);
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mul_m4_v3(imat, ray_start_local);
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mul_mat3_m4_v3(imat, ray_normal_local);
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mul_v3_m4v3(ray_start_local, imat, ray_start);
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mul_v3_mat3_m4v3(ray_normal_local, imat, ray_normal);
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/* If number of vert is more than an arbitrary limit,
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* test against boundbox first
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@ -1209,8 +1209,7 @@ static void particle_normal_ren(short ren_as, ParticleSettings *part, Render *re
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sd->time = 0.0f;
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sd->size = hasize;
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copy_v3_v3(vel, state->vel);
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mul_mat3_m4_v3(re->viewmat, vel);
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mul_v3_mat3_m4v3(vel, re->viewmat, state->vel);
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normalize_v3(vel);
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if (part->draw & PART_DRAW_VEL_LENGTH)
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@ -423,14 +423,11 @@ void shade_input_set_strand_texco(ShadeInput *shi, StrandRen *strand, StrandVert
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}
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if (texco & TEXCO_GLOB) {
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copy_v3_v3(shi->gl, shi->co);
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mul_m4_v3(R.viewinv, shi->gl);
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mul_v3_m4v3(shi->gl, R.viewinv, shi->co);
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if (shi->osatex) {
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copy_v3_v3(shi->dxgl, shi->dxco);
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mul_mat3_m4_v3(R.viewinv, shi->dxgl);
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copy_v3_v3(shi->dygl, shi->dyco);
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mul_mat3_m4_v3(R.viewinv, shi->dygl);
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mul_v3_mat3_m4v3(shi->dxgl, R.viewinv, shi->dxco);
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mul_v3_mat3_m4v3(shi->dygl, R.viewinv, shi->dyco);
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}
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}
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