diff options
author | Sergey Sharybin <sergey@blender.org> | 2022-10-24 15:16:37 +0300 |
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committer | Sergey Sharybin <sergey@blender.org> | 2022-11-01 12:48:18 +0300 |
commit | f17fbf80653dc0e1561b30fe03f46e354deb12bf (patch) | |
tree | 46003d781a1b9ca0272112a9a9c2cdf45482d640 /source/blender/editors/sculpt_paint/paint_mask.c | |
parent | 8b2b5b0b8384c95d92da41297b1a950e729cd782 (diff) |
Refactor: Rename Object->obmat to Object->object_to_world
Motivation is to disambiguate on the naming level what the matrix
actually means. It is very easy to understand the meaning backwards,
especially since in Python the name goes the opposite way (it is
called `world_matrix` in the Python API).
It is important to disambiguate the naming without making developers
to look into the comment in the header file (which is also not super
clear either). Additionally, more clear naming facilitates the unit
verification (or, in this case, space validation) when reading an
expression.
This patch calls the matrix `object_to_world` which makes it clear
from the local code what is it exactly going on. This is only done
on DNA level, and a lot of local variables still follow the old
naming.
A DNA rename is setup in a way that there is no change on the file
level, so there should be no regressions at all.
The possibility is to add `_matrix` or `_mat` suffix to the name
to make it explicit that it is a matrix. Although, not sure if it
really helps the readability, or is it something redundant.
Differential Revision: https://developer.blender.org/D16328
Diffstat (limited to 'source/blender/editors/sculpt_paint/paint_mask.c')
-rw-r--r-- | source/blender/editors/sculpt_paint/paint_mask.c | 12 |
1 files changed, 7 insertions, 5 deletions
diff --git a/source/blender/editors/sculpt_paint/paint_mask.c b/source/blender/editors/sculpt_paint/paint_mask.c index 571ebd79764..c3e3109ac87 100644 --- a/source/blender/editors/sculpt_paint/paint_mask.c +++ b/source/blender/editors/sculpt_paint/paint_mask.c @@ -1009,11 +1009,12 @@ static void sculpt_gesture_trim_shape_origin_normal_get(SculptGestureContext *sg copy_v3_v3(r_normal, sgcontext->world_space_view_normal); break; case SCULPT_GESTURE_TRIM_ORIENTATION_SURFACE: - mul_v3_m4v3(r_origin, sgcontext->vc.obact->obmat, sgcontext->ss->gesture_initial_location); + mul_v3_m4v3( + r_origin, sgcontext->vc.obact->object_to_world, sgcontext->ss->gesture_initial_location); /* Transforming the normal does not take non uniform scaling into account. Sculpt mode is not * expected to work on object with non uniform scaling. */ copy_v3_v3(r_normal, sgcontext->ss->gesture_initial_normal); - mul_mat3_m4_v3(sgcontext->vc.obact->obmat, r_normal); + mul_mat3_m4_v3(sgcontext->vc.obact->object_to_world, r_normal); break; } } @@ -1044,7 +1045,7 @@ static void sculpt_gesture_trim_calculate_depth(SculptGestureContext *sgcontext) * mesh, coordinates are first calculated in world space, then converted to object space to * store them. */ float world_space_vco[3]; - mul_v3_m4v3(world_space_vco, vc->obact->obmat, vco); + mul_v3_m4v3(world_space_vco, vc->obact->object_to_world, vco); const float dist = dist_signed_to_plane_v3(world_space_vco, shape_plane); trim_operation->depth_front = min_ff(dist, trim_operation->depth_front); trim_operation->depth_back = max_ff(dist, trim_operation->depth_back); @@ -1052,8 +1053,9 @@ static void sculpt_gesture_trim_calculate_depth(SculptGestureContext *sgcontext) if (trim_operation->use_cursor_depth) { float world_space_gesture_initial_location[3]; - mul_v3_m4v3( - world_space_gesture_initial_location, vc->obact->obmat, ss->gesture_initial_location); + mul_v3_m4v3(world_space_gesture_initial_location, + vc->obact->object_to_world, + ss->gesture_initial_location); float mid_point_depth; if (trim_operation->orientation == SCULPT_GESTURE_TRIM_ORIENTATION_VIEW) { |