diff options
author | Iyad Ahmed <iyadahmed430@gmail.com> | 2022-06-15 21:44:22 +0300 |
---|---|---|
committer | Aras Pranckevicius <aras@nesnausk.org> | 2022-06-15 21:46:38 +0300 |
commit | 28044973123516b0ecce5a29d22e70eb6965542e (patch) | |
tree | a852088ab79f36b1b796ceb24d9af933b38bf8f5 | |
parent | 43ddfdb1a530b5424fa150bb38f8dfe311acd25e (diff) |
io: remove unnecessary transposes when using mat3_from_axis_conversion
Some I/O code paths (Collada, OBJ) were using mat3_from_axis_conversion
followed by transpose_m3, instead of swapping the axis arguments
which achieves exactly the same result.
Reviewed By: Aras Pranckevicius
Differential Revision: https://developer.blender.org/D15158
4 files changed, 4 insertions, 14 deletions
diff --git a/source/blender/io/collada/BCMath.cpp b/source/blender/io/collada/BCMath.cpp index fc97110611a..d48e46ca115 100644 --- a/source/blender/io/collada/BCMath.cpp +++ b/source/blender/io/collada/BCMath.cpp @@ -49,11 +49,7 @@ BCMatrix::BCMatrix(BC_global_forward_axis global_forward_axis, BC_global_up_axis float mrot[3][3]; float mat[4][4]; mat3_from_axis_conversion( - BC_DEFAULT_FORWARD, BC_DEFAULT_UP, global_forward_axis, global_up_axis, mrot); - - /* TODO: Verify that `mat3_from_axis_conversion()` returns a transposed matrix */ - transpose_m3(mrot); - + global_forward_axis, global_up_axis, BC_DEFAULT_FORWARD, BC_DEFAULT_UP, mrot); copy_m4_m3(mat, mrot); set_transform(mat); } diff --git a/source/blender/io/wavefront_obj/exporter/obj_export_mesh.cc b/source/blender/io/wavefront_obj/exporter/obj_export_mesh.cc index 8556d7c275c..e2ecda32717 100644 --- a/source/blender/io/wavefront_obj/exporter/obj_export_mesh.cc +++ b/source/blender/io/wavefront_obj/exporter/obj_export_mesh.cc @@ -122,9 +122,7 @@ void OBJMesh::set_world_axes_transform(const eIOAxis forward, const eIOAxis up) float axes_transform[3][3]; unit_m3(axes_transform); /* +Y-forward and +Z-up are the default Blender axis settings. */ - mat3_from_axis_conversion(IO_AXIS_Y, IO_AXIS_Z, forward, up, axes_transform); - /* mat3_from_axis_conversion returns a transposed matrix! */ - transpose_m3(axes_transform); + mat3_from_axis_conversion(forward, up, IO_AXIS_Y, IO_AXIS_Z, axes_transform); mul_m4_m3m4(world_and_axes_transform_, axes_transform, export_object_eval_.obmat); /* mul_m4_m3m4 does not transform last row of obmat, i.e. location data. */ mul_v3_m3v3(world_and_axes_transform_[3], axes_transform, export_object_eval_.obmat[3]); diff --git a/source/blender/io/wavefront_obj/exporter/obj_export_nurbs.cc b/source/blender/io/wavefront_obj/exporter/obj_export_nurbs.cc index c0c29fcfdf8..172a59e5341 100644 --- a/source/blender/io/wavefront_obj/exporter/obj_export_nurbs.cc +++ b/source/blender/io/wavefront_obj/exporter/obj_export_nurbs.cc @@ -30,9 +30,7 @@ void OBJCurve::set_world_axes_transform(const eIOAxis forward, const eIOAxis up) float axes_transform[3][3]; unit_m3(axes_transform); /* +Y-forward and +Z-up are the Blender's default axis settings. */ - mat3_from_axis_conversion(IO_AXIS_Y, IO_AXIS_Z, forward, up, axes_transform); - /* mat3_from_axis_conversion returns a transposed matrix! */ - transpose_m3(axes_transform); + mat3_from_axis_conversion(forward, up, IO_AXIS_Y, IO_AXIS_Z, axes_transform); mul_m4_m3m4(world_axes_transform_, axes_transform, export_object_eval_->obmat); /* #mul_m4_m3m4 does not transform last row of #Object.obmat, i.e. location data. */ mul_v3_m3v3(world_axes_transform_[3], axes_transform, export_object_eval_->obmat[3]); diff --git a/source/blender/io/wavefront_obj/importer/importer_mesh_utils.cc b/source/blender/io/wavefront_obj/importer/importer_mesh_utils.cc index 3c0ef646e13..f33753d720d 100644 --- a/source/blender/io/wavefront_obj/importer/importer_mesh_utils.cc +++ b/source/blender/io/wavefront_obj/importer/importer_mesh_utils.cc @@ -100,9 +100,7 @@ void transform_object(Object *object, const OBJImportParams &import_params) unit_m4(obmat); /* +Y-forward and +Z-up are the default Blender axis settings. */ mat3_from_axis_conversion( - import_params.forward_axis, import_params.up_axis, IO_AXIS_Y, IO_AXIS_Z, axes_transform); - /* mat3_from_axis_conversion returns a transposed matrix! */ - transpose_m3(axes_transform); + IO_AXIS_Y, IO_AXIS_Z, import_params.forward_axis, import_params.up_axis, axes_transform); copy_m4_m3(obmat, axes_transform); BKE_object_apply_mat4(object, obmat, true, false); |