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authorSergey Sharybin <sergey.vfx@gmail.com>2013-07-12 15:18:34 +0400
committerSergey Sharybin <sergey.vfx@gmail.com>2013-07-12 15:18:34 +0400
commitda0ea308665e4ccdddaf3ab97893de13362f1cf5 (patch)
tree9b27dba31d8689c283a4eae30975334e7f471617 /source/blender/blenkernel/intern/object.c
parentce172d60ce2c65bc72ca13804b9ddda21c137aa5 (diff)
Get rid of global originmat matrix from object.c
This matrix was used to store the space the object is in, which then was accessed by snapping code. No reason to keep it as a global variable (which isn't safe for threading, unlikely it'll give issues now, but it's easy to avoid issues early here). Now made it so BKE_object_where_is_calc_ex will get an optional parameter originmat and set this matrix in solve_parent. Original patch by self, minor changes by Campbell, thanks!
Diffstat (limited to 'source/blender/blenkernel/intern/object.c')
-rw-r--r--source/blender/blenkernel/intern/object.c33
1 files changed, 18 insertions, 15 deletions
diff --git a/source/blender/blenkernel/intern/object.c b/source/blender/blenkernel/intern/object.c
index f1183868e8b..957bd84cd90 100644
--- a/source/blender/blenkernel/intern/object.c
+++ b/source/blender/blenkernel/intern/object.c
@@ -121,9 +121,6 @@
#include "GPU_material.h"
-/* Local function protos */
-float originmat[3][3]; /* after BKE_object_where_is_calc(), can be used in other functions (bad!) */
-
void BKE_object_workob_clear(Object *workob)
{
memset(workob, 0, sizeof(Object));
@@ -1991,7 +1988,11 @@ static void ob_parvert3(Object *ob, Object *par, float mat[4][4])
}
}
-static void solve_parenting(Scene *scene, Object *ob, Object *par, float obmat[4][4], float slowmat[4][4], int simul)
+/**
+ * \param r_originmat Optional matrix that stores the space the object is in (without its own matrix applied)
+ */
+static void solve_parenting(Scene *scene, Object *ob, Object *par, float obmat[4][4], float slowmat[4][4],
+ float r_originmat[3][3], const bool simul)
{
float totmat[4][4];
float tmat[4][4];
@@ -2056,8 +2057,10 @@ static void solve_parenting(Scene *scene, Object *ob, Object *par, float obmat[4
}
else {
- /* external usable originmat */
- copy_m3_m4(originmat, tmat);
+ if (r_originmat) {
+ /* usable originmat */
+ copy_m3_m4(r_originmat, tmat);
+ }
/* origin, for help line */
if ((ob->partype & PARTYPE) == PARSKEL) {
@@ -2091,7 +2094,7 @@ static int where_is_object_parslow(Object *ob, float obmat[4][4], float slowmat[
/* note, scene is the active scene while actual_scene is the scene the object resides in */
void BKE_object_where_is_calc_time_ex(Scene *scene, Object *ob, float ctime,
- RigidBodyWorld *rbw)
+ RigidBodyWorld *rbw, float r_originmat[3][3])
{
if (ob == NULL) return;
@@ -2103,7 +2106,7 @@ void BKE_object_where_is_calc_time_ex(Scene *scene, Object *ob, float ctime,
float slowmat[4][4] = MAT4_UNITY;
/* calculate parent matrix */
- solve_parenting(scene, ob, par, ob->obmat, slowmat, 0);
+ solve_parenting(scene, ob, par, ob->obmat, slowmat, r_originmat, false);
/* "slow parent" is definitely not threadsafe, and may also give bad results jumping around
* An old-fashioned hack which probably doesn't really cut it anymore
@@ -2138,7 +2141,7 @@ void BKE_object_where_is_calc_time_ex(Scene *scene, Object *ob, float ctime,
void BKE_object_where_is_calc_time(Scene *scene, Object *ob, float ctime)
{
- BKE_object_where_is_calc_time_ex(scene, ob, ctime, NULL);
+ BKE_object_where_is_calc_time_ex(scene, ob, ctime, NULL, NULL);
}
/* get object transformation matrix without recalculating dependencies and
@@ -2152,7 +2155,7 @@ void BKE_object_where_is_calc_mat4(Scene *scene, Object *ob, float obmat[4][4])
if (ob->parent) {
Object *par = ob->parent;
- solve_parenting(scene, ob, par, obmat, slowmat, 1);
+ solve_parenting(scene, ob, par, obmat, slowmat, NULL, true);
if (ob->partype & PARSLOW)
where_is_object_parslow(ob, obmat, slowmat);
@@ -2162,13 +2165,13 @@ void BKE_object_where_is_calc_mat4(Scene *scene, Object *ob, float obmat[4][4])
}
}
-void BKE_object_where_is_calc_ex(Scene *scene, RigidBodyWorld *rbw, Object *ob)
+void BKE_object_where_is_calc_ex(Scene *scene, RigidBodyWorld *rbw, Object *ob, float r_originmat[3][3])
{
- BKE_object_where_is_calc_time_ex(scene, ob, BKE_scene_frame_get(scene), rbw);
+ BKE_object_where_is_calc_time_ex(scene, ob, BKE_scene_frame_get(scene), rbw, r_originmat);
}
void BKE_object_where_is_calc(Scene *scene, Object *ob)
{
- BKE_object_where_is_calc_time_ex(scene, ob, BKE_scene_frame_get(scene), NULL);
+ BKE_object_where_is_calc_time_ex(scene, ob, BKE_scene_frame_get(scene), NULL, NULL);
}
/* was written for the old game engine (until 2.04) */
@@ -2186,7 +2189,7 @@ void BKE_object_where_is_calc_simul(Scene *scene, Object *ob)
if (ob->parent) {
par = ob->parent;
- solve_parenting(scene, ob, par, ob->obmat, slowmat, 1);
+ solve_parenting(scene, ob, par, ob->obmat, slowmat, NULL, true);
if (ob->partype & PARSLOW) {
fac1 = (float)(1.0 / (1.0 + fabs(ob->sf)));
@@ -2658,7 +2661,7 @@ void BKE_object_handle_update_ex(Scene *scene, Object *ob,
copy_m4_m4(ob->obmat, ob->proxy_from->obmat);
}
else
- BKE_object_where_is_calc_ex(scene, rbw, ob);
+ BKE_object_where_is_calc_ex(scene, rbw, ob, NULL);
}
if (ob->recalc & OB_RECALC_DATA) {