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authorCampbell Barton <ideasman42@gmail.com>2013-07-26 10:12:49 +0400
committerCampbell Barton <ideasman42@gmail.com>2013-07-26 10:12:49 +0400
commit29df776b89691cc44b6d88afd5956a64aba88058 (patch)
tree858ed9eff812b2a72ef710d47f10f1d9c82b7ba7 /source/blender/bmesh
parent501649a806db6b1175694254f4be3fe249f90163 (diff)
optimization: call one bmesh operator for rotate (not 3).
added pivot_m4() utility function since rotating about an arbitrary point is handy.
Diffstat (limited to 'source/blender/bmesh')
-rw-r--r--source/blender/bmesh/operators/bmo_utils.c18
1 files changed, 6 insertions, 12 deletions
diff --git a/source/blender/bmesh/operators/bmo_utils.c b/source/blender/bmesh/operators/bmo_utils.c
index 2a0a7864499..053e4da6e02 100644
--- a/source/blender/bmesh/operators/bmo_utils.c
+++ b/source/blender/bmesh/operators/bmo_utils.c
@@ -92,20 +92,14 @@ void bmo_scale_exec(BMesh *bm, BMOperator *op)
void bmo_rotate_exec(BMesh *bm, BMOperator *op)
{
- float vec[3];
-
- BMO_slot_vec_get(op->slots_in, "cent", vec);
-
- /* there has to be a proper matrix way to do this, but
- * this is how editmesh did it and I'm too tired to think
- * through the math right now. */
- mul_v3_fl(vec, -1.0f);
- BMO_op_callf(bm, op->flag, "translate verts=%s vec=%v", op, "verts", vec);
+ float center[3];
+ float mat[4][4];
- BMO_op_callf(bm, op->flag, "transform matrix=%s verts=%s", op, "matrix", op, "verts");
+ BMO_slot_vec_get(op->slots_in, "cent", center);
+ BMO_slot_mat4_get(op->slots_in, "matrix", mat);
+ pivot_m4(mat, center);
- mul_v3_fl(vec, -1.0f);
- BMO_op_callf(bm, op->flag, "translate verts=%s vec=%v", op, "verts", vec);
+ BMO_op_callf(bm, op->flag, "transform matrix=%m4 verts=%s", mat, op, "verts");
}
void bmo_reverse_faces_exec(BMesh *bm, BMOperator *op)