[Bf-blender-cvs] [e46dcc499c3] geometry-nodes-mesh-primitives: Revert changes split to a separate patch

Hans Goudey noreply at git.blender.org
Sat Mar 13 23:31:50 CET 2021


Commit: e46dcc499c392f7cae9bd765d5db223c30dd09b1
Author: Hans Goudey
Date:   Sat Mar 13 17:29:43 2021 -0500
Branches: geometry-nodes-mesh-primitives
https://developer.blender.org/rBe46dcc499c392f7cae9bd765d5db223c30dd09b1

Revert changes split to a separate patch

D10712

===================================================================

M	source/blender/nodes/geometry/nodes/node_geo_transform.cc

===================================================================

diff --git a/source/blender/nodes/geometry/nodes/node_geo_transform.cc b/source/blender/nodes/geometry/nodes/node_geo_transform.cc
index 341bb4c0472..539a7551be9 100644
--- a/source/blender/nodes/geometry/nodes/node_geo_transform.cc
+++ b/source/blender/nodes/geometry/nodes/node_geo_transform.cc
@@ -20,8 +20,6 @@
 
 #include "BLI_math_matrix.h"
 
-#include "DNA_mesh_types.h"
-#include "DNA_meshdata_types.h"
 #include "DNA_pointcloud_types.h"
 #include "DNA_volume_types.h"
 
@@ -59,34 +57,20 @@ static bool use_translate(const float3 rotation, const float3 scale)
   return true;
 }
 
-void transform_mesh(Mesh *mesh,
-                    const float3 translation,
-                    const float3 rotation,
-                    const float3 scale)
+static void transform_mesh(Mesh *mesh,
+                           const float3 translation,
+                           const float3 rotation,
+                           const float3 scale)
 {
   /* Use only translation if rotation and scale are zero. */
   if (use_translate(rotation, scale)) {
     BKE_mesh_translate(mesh, translation, true);
   }
   else {
-    float4x4 matrix;
-    loc_eul_size_to_mat4(matrix.values, translation, rotation, scale);
-    BKE_mesh_transform(mesh, matrix.values, true);
-
-    /* https://www.scratchapixel.com/lessons/mathematics-physics-for-computer-graphics/
-     * geometry/transforming-normals */
-    float rot[3][3];
-    eul_to_mat3(rot, rotation);
-    if (!invert_m3(rot)) {
-      return;
-    }
-    transpose_m3(rot);
-    for (MVert &vert : MutableSpan(mesh->mvert, mesh->totvert)) {
-      float3 normal;
-      normal_short_to_float_v3(normal, vert.no);
-      mul_m3_v3(rot, normal);
-      normal_float_to_short_v3(vert.no, normal);
-    }
+    float mat[4][4];
+    loc_eul_size_to_mat4(mat, translation, rotation, scale);
+    BKE_mesh_transform(mesh, mat, true);
+    BKE_mesh_calc_normals(mesh);
   }
 }



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