forked from bartvdbraak/blender
Support object scale for mesh display options. (currently only uniform scale for thickness test)
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ed1a08382f
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4a7feafa49
@ -1576,6 +1576,11 @@ static void statvis_calc_overhang(
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axis_from_enum_v3(dir, axis);
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if (LIKELY(em->ob)) {
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mul_transposed_mat3_m4_v3(em->ob->obmat, dir);
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normalize_v3(dir);
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}
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/* now convert into global space */
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BM_ITER_MESH_INDEX (f, &iter, bm, BM_FACES_OF_MESH, index) {
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float fac = angle_normalized_v3v3(polyNos ? polyNos[index] : f->no, dir) / (float)M_PI;
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@ -1667,7 +1672,7 @@ static void statvis_calc_thickness(
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if (vertexCos) {
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cos[0] = vertexCos[BM_elem_index_get(ltri[0]->v)];
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cos[1] = vertexCos[BM_elem_index_get(ltri[1]->v)];
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cos[3] = vertexCos[BM_elem_index_get(ltri[2]->v)];
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cos[2] = vertexCos[BM_elem_index_get(ltri[2]->v)];
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}
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else {
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cos[0] = ltri[0]->v->co;
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@ -1805,6 +1810,7 @@ void BKE_editmesh_statvis_calc(BMEditMesh *em, DerivedMesh *dm,
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switch (statvis->type) {
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case SCE_STATVIS_OVERHANG:
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{
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statvis_calc_overhang(
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em, bmdm ? bmdm->polyNos : NULL,
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statvis->overhang_min / (float)M_PI,
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@ -1812,18 +1818,24 @@ void BKE_editmesh_statvis_calc(BMEditMesh *em, DerivedMesh *dm,
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statvis->overhang_axis,
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r_face_colors);
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break;
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}
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case SCE_STATVIS_THICKNESS:
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{
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const float scale = 1.0f / mat4_to_scale(em->ob->obmat);
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statvis_calc_thickness(
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em, bmdm ? bmdm->vertexCos : NULL,
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statvis->thickness_min,
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statvis->thickness_max,
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statvis->thickness_min * scale,
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statvis->thickness_max * scale,
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statvis->thickness_samples,
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r_face_colors);
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break;
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}
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case SCE_STATVIS_INTERSECT:
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{
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statvis_calc_intersect(
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em, bmdm ? bmdm->vertexCos : NULL,
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r_face_colors);
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break;
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}
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}
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}
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@ -98,6 +98,7 @@ void mul_m3_v3(float M[3][3], float r[3]);
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void mul_v3_m3v3(float r[3], float M[3][3], const float a[3]);
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void mul_v2_m3v3(float r[2], float M[3][3], const float a[3]);
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void mul_transposed_m3_v3(float M[3][3], float r[3]);
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void mul_transposed_mat3_m4_v3(float M[4][4], float r[3]);
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void mul_m3_v3_double(float M[3][3], double r[3]);
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void mul_m3_fl(float R[3][3], float f);
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@ -445,6 +445,18 @@ void mul_transposed_m3_v3(float mat[3][3], float vec[3])
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vec[2] = x * mat[2][0] + y * mat[2][1] + mat[2][2] * vec[2];
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}
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void mul_transposed_mat3_m4_v3(float mat[4][4], float vec[3])
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{
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float x, y;
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x = vec[0];
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y = vec[1];
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vec[0] = x * mat[0][0] + y * mat[0][1] + mat[0][2] * vec[2];
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vec[1] = x * mat[1][0] + y * mat[1][1] + mat[1][2] * vec[2];
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vec[2] = x * mat[2][0] + y * mat[2][1] + mat[2][2] * vec[2];
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}
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void mul_m3_fl(float m[3][3], float f)
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{
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int i, j;
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