[Bf-blender-cvs] [f17fbf80653] master: Refactor: Rename Object->obmat to Object->object_to_world

Sergey Sharybin noreply at git.blender.org
Tue Nov 1 10:48:32 CET 2022


Commit: f17fbf80653dc0e1561b30fe03f46e354deb12bf
Author: Sergey Sharybin
Date:   Mon Oct 24 14:16:37 2022 +0200
Branches: master
https://developer.blender.org/rBf17fbf80653dc0e1561b30fe03f46e354deb12bf

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

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

M	source/blender/blenkernel/BKE_object.h
M	source/blender/blenkernel/intern/action.c
M	source/blender/blenkernel/intern/armature.c
M	source/blender/blenkernel/intern/armature_deform.c
M	source/blender/blenkernel/intern/armature_update.c
M	source/blender/blenkernel/intern/boids.c
M	source/blender/blenkernel/intern/camera.c
M	source/blender/blenkernel/intern/cloth.c
M	source/blender/blenkernel/intern/constraint.c
M	source/blender/blenkernel/intern/curve_deform.c
M	source/blender/blenkernel/intern/curves.cc
M	source/blender/blenkernel/intern/dynamicpaint.c
M	source/blender/blenkernel/intern/effect.c
M	source/blender/blenkernel/intern/fcurve_driver.c
M	source/blender/blenkernel/intern/fluid.c
M	source/blender/blenkernel/intern/geometry_set_instances.cc
M	source/blender/blenkernel/intern/gpencil.c
M	source/blender/blenkernel/intern/lattice.c
M	source/blender/blenkernel/intern/lattice_deform.c
M	source/blender/blenkernel/intern/mball_tessellate.cc
M	source/blender/blenkernel/intern/mesh_mirror.c
M	source/blender/blenkernel/intern/object.cc
M	source/blender/blenkernel/intern/object_dupli.cc
M	source/blender/blenkernel/intern/object_update.cc
M	source/blender/blenkernel/intern/paint.cc
M	source/blender/blenkernel/intern/particle.c
M	source/blender/blenkernel/intern/particle_child.c
M	source/blender/blenkernel/intern/particle_system.c
M	source/blender/blenkernel/intern/rigidbody.c
M	source/blender/blenkernel/intern/scene.cc
M	source/blender/blenkernel/intern/softbody.c
M	source/blender/blenkernel/intern/sound.c
M	source/blender/blenkernel/intern/vfont.c
M	source/blender/blenlib/BLI_math_matrix.h
M	source/blender/blenlib/BLI_uvproject.h
M	source/blender/blenlib/intern/uvproject.c
M	source/blender/depsgraph/intern/depsgraph_query_iter.cc
M	source/blender/depsgraph/intern/eval/deg_eval_flush.cc
M	source/blender/draw/engines/eevee/eevee_lightprobes.c
M	source/blender/draw/engines/eevee/eevee_lights.c
M	source/blender/draw/engines/eevee/eevee_motion_blur.c
M	source/blender/draw/engines/eevee/eevee_shadows.c
M	source/blender/draw/engines/eevee/eevee_volumes.c
M	source/blender/draw/engines/eevee_next/eevee_light.cc
M	source/blender/draw/engines/eevee_next/eevee_pipeline.cc
M	source/blender/draw/engines/eevee_next/eevee_velocity.cc
M	source/blender/draw/engines/gpencil/gpencil_cache_utils.c
M	source/blender/draw/engines/gpencil/gpencil_draw_data.c
M	source/blender/draw/engines/gpencil/gpencil_shader_fx.c
M	source/blender/draw/engines/overlay/overlay_armature.cc
M	source/blender/draw/engines/overlay/overlay_edit_text.cc
M	source/blender/draw/engines/overlay/overlay_extra.cc
M	source/blender/draw/engines/overlay/overlay_gpencil.cc
M	source/blender/draw/engines/overlay/overlay_image.cc
M	source/blender/draw/engines/overlay/overlay_lattice.cc
M	source/blender/draw/engines/overlay/overlay_metaball.cc
M	source/blender/draw/engines/overlay/overlay_outline.cc
M	source/blender/draw/engines/overlay/overlay_viewer_attribute.cc
M	source/blender/draw/engines/overlay/overlay_wireframe.cc
M	source/blender/draw/engines/select/select_engine.c
M	source/blender/draw/engines/workbench/workbench_shadow.c
M	source/blender/draw/engines/workbench/workbench_volume.c
M	source/blender/draw/intern/draw_cache_impl_mesh.cc
M	source/blender/draw/intern/draw_curves.cc
M	source/blender/draw/intern/draw_hair.cc
M	source/blender/draw/intern/draw_manager.c
M	source/blender/draw/intern/draw_manager_data.cc
M	source/blender/draw/intern/draw_manager_text.cc
M	source/blender/draw/intern/draw_resource.hh
M	source/blender/draw/intern/draw_volume.cc
M	source/blender/editors/animation/anim_motion_paths.c
M	source/blender/editors/animation/keyframing.c
M	source/blender/editors/armature/armature_add.c
M	source/blender/editors/armature/armature_edit.c
M	source/blender/editors/armature/armature_relations.c
M	source/blender/editors/armature/armature_select.c
M	source/blender/editors/armature/armature_skinning.c
M	source/blender/editors/armature/meshlaplacian.c
M	source/blender/editors/armature/pose_transform.c
M	source/blender/editors/curve/editcurve.c
M	source/blender/editors/curve/editcurve_paint.c
M	source/blender/editors/curve/editcurve_pen.c
M	source/blender/editors/curve/editcurve_select.c
M	source/blender/editors/curves/intern/curves_ops.cc
M	source/blender/editors/gizmo_library/gizmo_library_presets.c
M	source/blender/editors/gpencil/gpencil_armature.c
M	source/blender/editors/gpencil/gpencil_bake_animation.cc
M	source/blender/editors/gpencil/gpencil_data.c
M	source/blender/editors/gpencil/gpencil_edit.c
M	source/blender/editors/gpencil/gpencil_fill.c
M	source/blender/editors/gpencil/gpencil_mesh.cc
M	source/blender/editors/gpencil/gpencil_paint.c
M	source/blender/editors/gpencil/gpencil_sculpt_paint.c
M	source/blender/editors/gpencil/gpencil_utils.c
M	source/blender/editors/gpencil/gpencil_uv.c
M	source/blender/editors/interface/eyedroppers/eyedropper_depth.c
M	source/blender/editors/mesh/editface.cc
M	source/blender/editors/mesh/editmesh_add_gizmo.c
M	source/blender/editors/mesh/editmesh_bevel.c
M	source/blender/editors/mesh/editmesh_bisect.c
M	source/blender/editors/mesh/editmesh_extrude.c
M	source/blender/editors/mesh/editmesh_extrude_screw.c
M	source/blender/editors/mesh/editmesh_extrude_spin.c
M	source/blender/editors/mesh/editmesh_extrude_spin_gizmo.c
M	source/blender/editors/mesh/editmesh_inset.c
M	source/blender/editors/mesh/editmesh_knife.c
M	source/blender/editors/mesh/editmesh_loopcut.c
M	source/blender/editors/mesh/editmesh_polybuild.c
M	source/blender/editors/mesh/editmesh_preselect_elem.c
M	source/blender/editors/mesh/editmesh_select.cc
M	source/blender/editors/mesh/editmesh_select_similar.c
M	source/blender/editors/mesh/editmesh_tools.c
M	source/blender/editors/mesh/editmesh_utils.c
M	source/blender/editors/mesh/meshtools.cc
M	source/blender/editors/object/object_add.cc
M	source/blender/editors/object/object_bake_api.c
M	source/blender/editors/object/object_constraint.c
M	source/blender/editors/object/object_hook.c
M	source/blender/editors/object/object_relations.c
M	source/blender/editors/object/object_remesh.cc
M	source/blender/editors/object/object_transform.cc
M	source/blender/editors/object/object_utils.c
M	source/blender/editors/object/object_warp.c
M	source/blender/editors/physics/particle_edit.c
M	source/blender/editors/physics/particle_object.c
M	source/blender/editors/render/render_preview.cc
M	source/blender/editors/sculpt_paint/curves_sculpt_brush.cc
M	source/blender/editors/sculpt_paint/curves_sculpt_ops.cc
M	source/blender/editors/sculpt_paint/paint_cursor.c
M	source/blender/editors/sculpt_paint/paint_image_proj.c
M	source/blender/editors/sculpt_paint/paint_mask.c
M	source/blender/editors/sculpt_paint/paint_stroke.c
M	source/blender/editors/sculpt_paint/paint_utils.c
M	source/blender/editors/sculpt_paint/paint_vertex.cc
M	source/blender/editors/sculpt_paint/sculpt.c
M	source/blender/editors/sculpt_paint/sculpt_cloth.c
M	source/blender/editors/sculpt_paint/sculpt_detail.c
M	source/blender/editors/sculpt_paint/sculpt_face_set.cc
M	source/blender/editors/sculpt_paint/sculpt_filter_mesh.c
M	source/blender/editors/sculpt_paint/sculpt_ops.c
M	source/blender/editors/space_view3d/space_view3d.cc
M	source/blender/editors/space_view3d/view3d_buttons.c
M	source/blender/editors/space_view3d/view3d_camera_control.c
M	source/blender/editors/space_view3d/view3d_draw.cc
M	source/blender/editors/space_view3d/view3d_gizmo_armature.c
M	source/blender/editors/space_view3d/view3d_gizmo_camera.c
M	source/blender/editors/space_view3d/view3d_gizmo_empty.c
M	source/blender/editors/space_view3d/view3d_gizmo_forcefield.c
M	source/blender/editors/space_view3d/view3d_gizmo_light.c
M	source/blender/editors/space_view3d/view3d_gizmo_preselect_type.cc
M	source/blender/editors/space_view3d/view3d_iterators.cc
M	source/blender/editors/space_view3d/view3d_navigate.c
M	source/blender/editors/space_view3d/view3d_navigate_smoothview.c
M	source/blender/editors/space_view3d/view3d_project.c
M	source/blender/editors/space_view3d/view3d_select.cc
M	source/blender/editors/space_view3d/view3d_snap.c
M	source/blender/editors/space_view3d/view3d_utils.c
M	source/blender/editors/space_view3d/view3d_view.c
M	source/blender/editors/transform/transform.h
M	source/blender/editors/transform/transform_convert.c
M	source/blender/editors/transform/transform_convert_armature.c
M	source/blender/editors/transform/transform_convert_curve.c
M	source/blender/editors/transform/transform_convert_lattice.c
M	source/blender/editors/transform/transform_convert_mball.c
M	source/blender/editors/transform/transform_convert_mesh.c
M	source/blender/editors/transform/transform_convert_mesh_edge.c
M	source/blender/editors/transform/transform_convert_mesh_skin.c
M	source/blender/editors/transform/transform_convert_mesh_vert_cdata.c
M	source/blender/editors/transform/transform_convert_object.c
M	source/blender/editors/transform/transform_convert_object_texspace.c
M	source/blender/editors/transform/transform_convert_particle.c
M	source/blender/editors/transform/transform_convert_sculpt.c
M	source/blender/editors/transform/transform_generics.c
M	source/blender/editors/transform/transform_gizmo_3d.c
M	source/blender/editors/transform/transform_mode.c
M	source/blender/editors/transform/transform_mode_edge_slide.c
M	source/blender/editors/transform/transform_mode_vert_slide.c
M	source/blender/editors/transform/transform_orientations.c
M	source/blender/editors/transform/transform_snap.c
M	source/blender/editors/transform/transform_snap_object.cc
M	source/blender/editors/uvedit/uvedit_select.c
M	source/blender/editors/uvedit/uvedit_unwrap_ops.c
M	source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp
M	source/blender/geometry/intern/realize_instances.cc
M	source/blender/gpencil_modifiers/intern/MOD_gpencilarray.c
M	source/blender/gpencil_modifiers/intern/MOD_gpencilbuild.c
M	source/blender/gpencil_modifiers/intern/MOD_gpencilhook.c
M	source/blender/gpencil_modifiers/intern/MOD_gpencilmirror.c
M	source/blender/gpencil_modifiers/intern/MOD_gpencilmultiply.c
M	source/blender/gpencil_modifiers/intern/MOD_gpenciloutline.c
M	source/blender/gpencil_modifiers/intern/MOD_gpenciltint.c
M	source/blender/gpencil_modifiers/intern/MOD_gpencilweight_angle.c
M	source/blender/gpencil_modifiers/intern/MOD_gpencilweight_proximity.c
M	source/blender/gpencil_modifiers/intern/lineart/lineart_cpu.c
M	source/blender/gpencil_modifiers/intern/lineart/lineart_shadow.c
M	source/blender/ikplugin/intern/iksolver_plugin.c
M	source/blender/ikplugin/intern/itasc_plugin.cpp
M	source/blender/io/alembic/exporter/abc_writer_hair.cc
M	source/blender/io/alembic/intern/abc_axis_conversion.cc
M	source/blender/io/alembic/intern/abc_reader_object.cc
M	source/blender/io/collada/AnimationImporter.cpp
M	source/blender/io/collada/ArmatureImporter.cpp
M	source/blender/io/collada/ControllerExporter.cpp
M	source/blender/io/collada/DocumentImporter.cpp
M	source/blender/io/collada/SkinInfo.cpp
M	source/blender/io/collada/collada_utils.cpp
M	source/blender/io/common/intern/abstract_hierarchy_iterator.cc
M	source/blender/io/gpencil/intern/gpencil_io_base.cc
M	source/blender/io/gpencil/intern/gpencil_io_export_pdf.cc
M	source/blender/io/gpencil/intern/gpencil_io_export_svg.cc
M	source/blender/io/wavefront_obj/exporter/obj_export_mesh.cc
M	source/blender/io/wavefront_obj/exporter/obj_export_nurbs.cc
M	source/blender/makesdna/DNA_object_defaults.h
M	source/blender/makesdna/DNA_object_types.h
M	source/blender/makesdna/intern/dna_rename_defs.h
M	source/blender/makesrna/intern/rna_depsgraph.c
M	source/blender/makesrna/intern/rna_gpencil.c
M	source/blender/makesrna/intern/rna_object.c
M	source/blender/makesrna/intern/rna_particle.c
M	source/blender/modifiers/intern/MOD_array.c
M	source/blender/modifiers/intern/MOD_boolean.cc
M	source/blender/modifiers/intern/MOD_cast.c
M	source/blender/modifiers/intern/MOD_collision.c
M	source/blender/modifiers/intern/MOD_displace.c
M	source/blender/modifiers/intern/MOD_explode.c
M	source/blender/modifiers/intern/MOD_hook.c
M	source/blender/modifiers/intern/MOD_mesh_to_volume.cc
M	source/blender/modifiers/intern/MOD_meshdeform.c
M	source/blender/modifiers/intern/MOD_normal_edit.cc
M	source/blender/modifiers/intern/MOD_particleinstance.c
M	source/blender/modifiers/intern/MOD_screw.c
M	source/blender/modifiers/intern/MOD_surface.c
M	source/blender/modifiers/intern/MOD_surfacedeform.c
M	source/blender/modifiers/intern/MOD_util.cc
M	source/blender/modifiers/intern/MOD_uvproject.cc
M	source/blender/modifiers/intern/MOD_uvwarp.cc
M	source/blender/modifiers/intern/MOD_volume_displace.cc
M	source/blender/modifiers/intern/MOD_volume_to_mesh.cc
M	source/blender/modifiers/intern/MOD_warp.c
M	source/blender/modifiers/intern/MOD_wave.cc
M	source/blender/modifiers/intern/MOD_weightvgproximity.cc
M	source/blender/nodes/geometry/nodes/node_geo_collection_info.cc
M	source/blender/nodes/geometry/nodes/node_geo_object_info.cc
M	source/blender/render/intern/bake.c
M	source/blender/render/intern/texture_pointdensity.c
M	source/blender/windowmanager/xr/intern/wm_xr_session.c

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

diff --git a/source/blender/blenkernel/BKE_object.h b/source/blender/blenkernel/BKE_object.h
index 60dfc0af25f..5cbd7937f3f 100644
--- a/source/blender/blenkernel/BKE_object.h
+++ b/source/blender/blenkernel/BKE_object.h
@@ -323,7 +323,7 @@ struct Base **BKE_object_pose_base_array_get(const struct Scene *scene,
 void BKE_object_get_parent_matrix(struct Object *ob, struct Object *par, float r_parentmat[4][4]);
 
 /**
- * Compute object world transform and store it in `ob->obmat`.
+ * Compute object world transform and store it in `ob->object_to_world`.
  */
 void BKE_object_where_is_calc(struct Depsgraph *depsgraph, struct Scene *scene, struct Object *ob);
 void BKE_object_where_is_calc_ex(struct Depsgraph *depsgraph,
diff --git a/source/blender/blenkernel/intern/action.c b/source/blender/blenkernel/intern/action.c
index 10aa4ec7906..8f6bd812d8e 100644
--- a/source/blender/blenkernel/intern/action.c
+++ b/source/blender/blenkernel/intern/action.c
@@ -1738,7 +1738,7 @@ void what_does_obaction(Object *ob,
   BKE_object_workob_clear(workob);
 
   /* init workob */
-  copy_m4_m4(workob->obmat, ob->obmat);
+  copy_m4_m4(workob->object_to_world, ob->object_to_world);
   copy_m4_m4(workob->parentinv, ob->parentinv);
   copy_m4_m4(workob->constinv, ob->constinv);
   workob->parent = ob->parent;
diff --git a/source/blender/blenkernel/intern/armature.c b/source/blender/blenkernel/intern/armature.c
index 2e73cac99b5..0f8bf0e9928 100644
--- a/source/blender/blenkernel/intern/armature.c
+++ b/source/blender/blenkernel/intern/armature.c
@@ -1596,7 +1596,7 @@ void BKE_armature_mat_world_to_pose(Object *ob, const float inmat[4][4], float o
   }
 
   /* Get inverse of (armature) object's matrix. */
-  invert_m4_m4(obmat, ob->obmat);
+  invert_m4_m4(obmat, ob->object_to_world);
 
   /* multiply given matrix by object's-inverse to find pose-space matrix */
   mul_m4_m4m4(outmat, inmat, obmat);
@@ -2569,7 +2569,7 @@ void BKE_pose_where_is(struct Depsgraph *depsgraph, Scene *scene, Object *ob)
     }
   }
   else {
-    invert_m4_m4(ob->imat, ob->obmat); /* imat is needed */
+    invert_m4_m4(ob->imat, ob->object_to_world); /* imat is needed */
 
     /* 1. clear flags */
     for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
@@ -2696,14 +2696,14 @@ void BKE_pchan_minmax(const Object *ob,
                  pchan->custom_translation[0],
                  pchan->custom_translation[1],
                  pchan->custom_translation[2]);
-    mul_m4_series(mat, ob->obmat, tmp, rmat, smat);
+    mul_m4_series(mat, ob->object_to_world, tmp, rmat, smat);
     BKE_boundbox_minmax(bb_custom, mat, r_min, r_max);
   }
   else {
     float vec[3];
-    mul_v3_m4v3(vec, ob->obmat, pchan_tx->pose_head);
+    mul_v3_m4v3(vec, ob->object_to_world, pchan_tx->pose_head);
     minmax_v3v3_v3(r_min, r_max, vec);
-    mul_v3_m4v3(vec, ob->obmat, pchan_tx->pose_tail);
+    mul_v3_m4v3(vec, ob->object_to_world, pchan_tx->pose_tail);
     minmax_v3v3_v3(r_min, r_max, vec);
   }
 }
diff --git a/source/blender/blenkernel/intern/armature_deform.c b/source/blender/blenkernel/intern/armature_deform.c
index 89afb886fc2..64a3937c191 100644
--- a/source/blender/blenkernel/intern/armature_deform.c
+++ b/source/blender/blenkernel/intern/armature_deform.c
@@ -582,9 +582,9 @@ static void armature_deform_coords_impl(const Object *ob_arm,
   };
 
   float obinv[4][4];
-  invert_m4_m4(obinv, ob_target->obmat);
+  invert_m4_m4(obinv, ob_target->object_to_world);
 
-  mul_m4_m4m4(data.postmat, obinv, ob_arm->obmat);
+  mul_m4_m4m4(data.postmat, obinv, ob_arm->object_to_world);
   invert_m4_m4(data.premat, data.postmat);
 
   if (em_target != NULL) {
diff --git a/source/blender/blenkernel/intern/armature_update.c b/source/blender/blenkernel/intern/armature_update.c
index 6d7aed239e7..b9f46118c0d 100644
--- a/source/blender/blenkernel/intern/armature_update.c
+++ b/source/blender/blenkernel/intern/armature_update.c
@@ -249,7 +249,7 @@ static void apply_curve_transform(
    * unless the option to allow curve to be positioned elsewhere is activated (i.e. no root).
    */
   if ((ik_data->flag & CONSTRAINT_SPLINEIK_NO_ROOT) == 0) {
-    mul_m4_v3(ik_data->tar->obmat, r_vec);
+    mul_m4_v3(ik_data->tar->object_to_world, r_vec);
   }
 
   /* Convert the position to pose-space. */
@@ -819,7 +819,7 @@ void BKE_pose_eval_init(struct Depsgraph *depsgraph, Scene *UNUSED(scene), Objec
   BLI_assert((object->pose->flag & POSE_RECALC) == 0);
 
   /* imat is needed for solvers. */
-  invert_m4_m4(object->imat, object->obmat);
+  invert_m4_m4(object->imat, object->object_to_world);
 
   /* clear flags */
   for (bPoseChannel *pchan = pose->chanbase.first; pchan != NULL; pchan = pchan->next) {
diff --git a/source/blender/blenkernel/intern/boids.c b/source/blender/blenkernel/intern/boids.c
index 2e07b52c7bf..a0458f0f8d8 100644
--- a/source/blender/blenkernel/intern/boids.c
+++ b/source/blender/blenkernel/intern/boids.c
@@ -959,7 +959,7 @@ void boids_precalc_rules(ParticleSettings *part, float cfra)
         if (flbr->ob && flbr->cfra != cfra) {
           /* save object locations for velocity calculations */
           copy_v3_v3(flbr->oloc, flbr->loc);
-          copy_v3_v3(flbr->loc, flbr->ob->obmat[3]);
+          copy_v3_v3(flbr->loc, flbr->ob->object_to_world[3]);
           flbr->cfra = cfra;
         }
       }
diff --git a/source/blender/blenkernel/intern/camera.c b/source/blender/blenkernel/intern/camera.c
index 8608ce97397..7c1193d80ab 100644
--- a/source/blender/blenkernel/intern/camera.c
+++ b/source/blender/blenkernel/intern/camera.c
@@ -221,16 +221,16 @@ float BKE_camera_object_dof_distance(const Object *ob)
   }
   if (cam->dof.focus_object) {
     float view_dir[3], dof_dir[3];
-    normalize_v3_v3(view_dir, ob->obmat[2]);
+    normalize_v3_v3(view_dir, ob->object_to_world[2]);
     bPoseChannel *pchan = BKE_pose_channel_find_name(cam->dof.focus_object->pose,
                                                      cam->dof.focus_subtarget);
     if (pchan) {
       float posemat[4][4];
-      mul_m4_m4m4(posemat, cam->dof.focus_object->obmat, pchan->pose_mat);
-      sub_v3_v3v3(dof_dir, ob->obmat[3], posemat[3]);
+      mul_m4_m4m4(posemat, cam->dof.focus_object->object_to_world, pchan->pose_mat);
+      sub_v3_v3v3(dof_dir, ob->object_to_world[3], posemat[3]);
     }
     else {
-      sub_v3_v3v3(dof_dir, ob->obmat[3], cam->dof.focus_object->obmat[3]);
+      sub_v3_v3v3(dof_dir, ob->object_to_world[3], cam->dof.focus_object->object_to_world[3]);
     }
     return fabsf(dot_v3v3(view_dir, dof_dir));
   }
@@ -628,7 +628,7 @@ static void camera_frame_fit_data_init(const Scene *scene,
   BKE_camera_params_compute_matrix(params);
 
   /* initialize callback data */
-  copy_m3_m4(data->camera_rotmat, (float(*)[4])ob->obmat);
+  copy_m3_m4(data->camera_rotmat, (float(*)[4])ob->object_to_world);
   normalize_m3(data->camera_rotmat);
   /* To transform a plane which is in its homogeneous representation (4d vector),
    * we need the inverse of the transpose of the transform matrix... */
@@ -828,7 +828,7 @@ bool BKE_camera_view_frame_fit_to_coords(const Depsgraph *depsgraph,
 
 static void camera_model_matrix(const Object *camera, float r_modelmat[4][4])
 {
-  copy_m4_m4(r_modelmat, camera->obmat);
+  copy_m4_m4(r_modelmat, camera->object_to_world);
 }
 
 static void camera_stereo3d_model_matrix(const Object *camera,
@@ -854,7 +854,7 @@ static void camera_stereo3d_model_matrix(const Object *camera,
   }
 
   float size[3];
-  mat4_to_size(size, camera->obmat);
+  mat4_to_size(size, camera->object_to_world);
   size_to_mat4(sizemat, size);
 
   if (pivot == CAM_S3D_PIVOT_CENTER) {
@@ -894,7 +894,7 @@ static void camera_stereo3d_model_matrix(const Object *camera,
       toeinmat[3][0] = interocular_distance * fac_signed;
 
       /* transform */
-      normalize_m4_m4(r_modelmat, camera->obmat);
+      normalize_m4_m4(r_modelmat, camera->object_to_world);
       mul_m4_m4m4(r_modelmat, r_modelmat, toeinmat);
 
       /* scale back to the original size */
@@ -902,7 +902,7 @@ static void camera_stereo3d_model_matrix(const Object *camera,
     }
     else { /* CAM_S3D_PIVOT_LEFT, CAM_S3D_PIVOT_RIGHT */
       /* rotate perpendicular to the interocular line */
-      normalize_m4_m4(r_modelmat, camera->obmat);
+      normalize_m4_m4(r_modelmat, camera->object_to_world);
       mul_m4_m4m4(r_modelmat, r_modelmat, rotmat);
 
       /* translate along the interocular line */
@@ -918,7 +918,7 @@ static void camera_stereo3d_model_matrix(const Object *camera,
     }
   }
   else {
-    normalize_m4_m4(r_modelmat, camera->obmat);
+    normalize_m4_m4(r_modelmat, camera->object_to_world);
 
     /* translate - no rotation in CAM_S3D_OFFAXIS, CAM_S3D_PARALLEL */
     translate_m4(r_modelmat, -interocular_distance * fac_signed, 0.0f, 0.0f);
diff --git a/source/blender/blenkernel/intern/cloth.c b/source/blender/blenkernel/intern/cloth.c
index 89983eb8f62..910869bbc72 100644
--- a/source/blender/blenkernel/intern/cloth.c
+++ b/source/blender/blenkernel/intern/cloth.c
@@ -269,7 +269,7 @@ static int do_step_cloth(
 
     /* Get the current position. */
     copy_v3_v3(verts->xconst, mvert[i].co);
-    mul_m4_v3(ob->obmat, verts->xconst);
+    mul_m4_v3(ob->object_to_world, verts->xconst);
 
     if (vert_mass_changed) {
       verts->mass = clmd->sim_parms->mass;
@@ -581,7 +581,7 @@ static void cloth_to_object(Object *ob, ClothModifierData *clmd, float (*vertexC
 
   if (clmd->clothObject) {
     /* Inverse matrix is not up to date. */
-    invert_m4_m4(ob->imat, ob->obmat);
+    invert_m4_m4(ob->imat, ob->object_to_world);
 
     for (i = 0; i < cloth->mvert_num; i++) {
       copy_v3_v3(vertexCos[i], cloth->verts[i].x);
@@ -763,11 +763,11 @@ static bool cloth_from_object(
     if (first) {
       copy_v3_v3(verts->x, mvert[i].co);
 
-      mul_m4_v3(ob->obmat, verts->x);
+      mul_m4_v3(ob->object_to_world, verts->x);
 
       if (shapekey_rest) {
         copy_v3_v3(verts->xrest, shapekey_rest[i]);
-        mul_m4_v3(ob->obmat, verts->xrest);
+        mul_m4_v3(ob->object_to_world, verts->xrest);
       }
       else {
         copy_v3_v3(verts->xrest, verts->x);
@@ -1155,7 +1155,7 @@ static void cloth_update_verts

@@ Diff output truncated at 10240 characters. @@



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