forked from bartvdbraak/blender
warp modifier, using negative strength inverts the transformation matrix but the location it gave wasnt useful when rotation was used too, just negate the translation.
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@ -198,8 +198,14 @@ static void warpModifier_do(WarpModifierData *wmd, Object *ob,
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unit_m4(mat_unit);
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if(strength < 0.0f) {
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float loc[3];
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strength = -strength;
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/* inverted location is not useful, just use the negative */
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copy_v3_v3(loc, mat_final[3]);
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invert_m4(mat_final);
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negate_v3_v3(mat_final[3], loc);
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}
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weight= strength;
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