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authorSergey Sharybin <sergey@blender.org>2022-11-02 16:41:49 +0300
committerSergey Sharybin <sergey@blender.org>2022-11-02 17:42:23 +0300
commit38c7fd36ff7a6eb4522a688d38faa086a6313ae6 (patch)
treeea1136a788b1d3db9d46f9a19900c396e30ce3f1 /source/blender/editors/space_view3d
parent0fc958a174192b2b25c4187c170ec4a394dc308a (diff)
Refactor: Rename Object->imat to Object->world_to_object
The goal is to improve clarity and readability, without introducing big design changes. Follows the recent obmat to object_to_world refactor: the similar naming is used, and it is a run-time only rename, meaning, there is no affect on .blend files. This patch does not touch the redundant inversions. Those can be removed in almost (if not all) cases, but it would be the best to do it as a separate change. Differential Revision: https://developer.blender.org/D16367
Diffstat (limited to 'source/blender/editors/space_view3d')
-rw-r--r--source/blender/editors/space_view3d/view3d_buttons.c6
-rw-r--r--source/blender/editors/space_view3d/view3d_snap.c10
2 files changed, 8 insertions, 8 deletions
diff --git a/source/blender/editors/space_view3d/view3d_buttons.c b/source/blender/editors/space_view3d/view3d_buttons.c
index 83835535d49..f71ce54729c 100644
--- a/source/blender/editors/space_view3d/view3d_buttons.c
+++ b/source/blender/editors/space_view3d/view3d_buttons.c
@@ -954,9 +954,9 @@ static void v3d_editvertex_buts(uiLayout *layout, View3D *v3d, Object *ob, float
memcpy(&ve_median_basis, &tfp->ve_median, sizeof(tfp->ve_median));
if (v3d->flag & V3D_GLOBAL_STATS) {
- invert_m4_m4(ob->imat, ob->object_to_world);
- mul_m4_v3(ob->imat, median_basis.generic.location);
- mul_m4_v3(ob->imat, ve_median_basis.generic.location);
+ invert_m4_m4(ob->world_to_object, ob->object_to_world);
+ mul_m4_v3(ob->world_to_object, median_basis.generic.location);
+ mul_m4_v3(ob->world_to_object, ve_median_basis.generic.location);
}
sub_vn_vnvn((float *)&median_basis,
(float *)&ve_median_basis,
diff --git a/source/blender/editors/space_view3d/view3d_snap.c b/source/blender/editors/space_view3d/view3d_snap.c
index f2b952c4f46..8c6f4387851 100644
--- a/source/blender/editors/space_view3d/view3d_snap.c
+++ b/source/blender/editors/space_view3d/view3d_snap.c
@@ -118,7 +118,7 @@ static int snap_sel_to_grid_exec(bContext *C, wmOperator *UNUSED(op))
bPoseChannel *pchan_eval;
bArmature *arm_eval = ob_eval->data;
- invert_m4_m4(ob_eval->imat, ob_eval->object_to_world);
+ invert_m4_m4(ob_eval->world_to_object, ob_eval->object_to_world);
for (pchan_eval = ob_eval->pose->chanbase.first; pchan_eval; pchan_eval = pchan_eval->next) {
if (pchan_eval->bone->flag & BONE_SELECTED) {
@@ -134,7 +134,7 @@ static int snap_sel_to_grid_exec(bContext *C, wmOperator *UNUSED(op))
vec[1] = gridf * floorf(0.5f + nLoc[1] / gridf);
vec[2] = gridf * floorf(0.5f + nLoc[2] / gridf);
/* Back in object space... */
- mul_m4_v3(ob_eval->imat, vec);
+ mul_m4_v3(ob_eval->world_to_object, vec);
/* Get location of grid point in pose space. */
BKE_armature_loc_pose_to_bone(pchan_eval, vec, vec);
@@ -387,8 +387,8 @@ static bool snap_selected_to_location(bContext *C,
bArmature *arm = ob->data;
float snap_target_local[3];
- invert_m4_m4(ob->imat, ob->object_to_world);
- mul_v3_m4v3(snap_target_local, ob->imat, snap_target_global);
+ invert_m4_m4(ob->world_to_object, ob->object_to_world);
+ mul_v3_m4v3(snap_target_local, ob->world_to_object, snap_target_global);
for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
if ((pchan->bone->flag & BONE_SELECTED) && PBONE_VISIBLE(arm, pchan->bone) &&
@@ -415,7 +415,7 @@ static bool snap_selected_to_location(bContext *C,
mul_v3_m4v3(cursor_pose, ob->object_to_world, pchan->pose_mat[3]);
add_v3_v3(cursor_pose, offset_global);
- mul_m4_v3(ob->imat, cursor_pose);
+ mul_m4_v3(ob->world_to_object, cursor_pose);
BKE_armature_loc_pose_to_bone(pchan, cursor_pose, cursor_pose);
}
else {