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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/nodes
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/nodes')
-rw-r--r--source/blender/nodes/geometry/nodes/node_geo_collection_info.cc6
-rw-r--r--source/blender/nodes/geometry/nodes/node_geo_object_info.cc2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_coord.cc2
3 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/nodes/geometry/nodes/node_geo_collection_info.cc b/source/blender/nodes/geometry/nodes/node_geo_collection_info.cc
index 51393ed8709..1129e954360 100644
--- a/source/blender/nodes/geometry/nodes/node_geo_collection_info.cc
+++ b/source/blender/nodes/geometry/nodes/node_geo_collection_info.cc
@@ -93,7 +93,7 @@ static void node_geo_exec(GeoNodeExecParams params)
if (!reset_children) {
add_v3_v3(transform.values[3], child_collection->instance_offset);
if (use_relative_transform) {
- mul_m4_m4_pre(transform.values, self_object->imat);
+ mul_m4_m4_pre(transform.values, self_object->world_to_object);
}
else {
sub_v3_v3(transform.values[3], collection->instance_offset);
@@ -107,7 +107,7 @@ static void node_geo_exec(GeoNodeExecParams params)
float4x4 transform = float4x4::identity();
if (!reset_children) {
if (use_relative_transform) {
- transform = self_object->imat;
+ transform = self_object->world_to_object;
}
else {
sub_v3_v3(transform.values[3], collection->instance_offset);
@@ -130,7 +130,7 @@ static void node_geo_exec(GeoNodeExecParams params)
float4x4 transform = float4x4::identity();
if (use_relative_transform) {
copy_v3_v3(transform.values[3], collection->instance_offset);
- mul_m4_m4_pre(transform.values, self_object->imat);
+ mul_m4_m4_pre(transform.values, self_object->world_to_object);
}
const int handle = instances->add_reference(*collection);
diff --git a/source/blender/nodes/geometry/nodes/node_geo_object_info.cc b/source/blender/nodes/geometry/nodes/node_geo_object_info.cc
index dc35607fe45..83a2ddb1629 100644
--- a/source/blender/nodes/geometry/nodes/node_geo_object_info.cc
+++ b/source/blender/nodes/geometry/nodes/node_geo_object_info.cc
@@ -46,7 +46,7 @@ static void node_geo_exec(GeoNodeExecParams params)
}
const float4x4 &object_matrix = object->object_to_world;
- const float4x4 transform = float4x4(self_object->imat) * object_matrix;
+ const float4x4 transform = float4x4(self_object->world_to_object) * object_matrix;
if (transform_space_relative) {
params.set_output("Location", transform.translation());
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_coord.cc b/source/blender/nodes/shader/nodes/node_shader_tex_coord.cc
index e2a40b79d53..1edf8c2aa55 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_coord.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_coord.cc
@@ -38,7 +38,7 @@ static int node_shader_gpu_tex_coord(GPUMaterial *mat,
/* Use special matrix to let the shader branch to using the render object's matrix. */
float dummy_matrix[4][4];
dummy_matrix[3][3] = 0.0f;
- GPUNodeLink *inv_obmat = (ob != nullptr) ? GPU_uniform(&ob->imat[0][0]) :
+ GPUNodeLink *inv_obmat = (ob != nullptr) ? GPU_uniform(&ob->world_to_object[0][0]) :
GPU_uniform(&dummy_matrix[0][0]);
/* Optimization: don't request orco if not needed. */