Avoid redundant normalize in obmat_to_viewmat
authorCampbell Barton <ideasman42@gmail.com>
Sun, 25 Oct 2015 06:30:16 +0000 (17:30 +1100)
committerCampbell Barton <ideasman42@gmail.com>
Sun, 25 Oct 2015 06:30:16 +0000 (17:30 +1100)
source/blender/editors/space_view3d/view3d_view.c

index bacb8e212cbc6b1bb8ececb794bedd893d8802f6..19df5e4534af2fe5a5a5d08e0ba551d4f6491983 100644 (file)
@@ -850,17 +850,14 @@ void view3d_winmatrix_set(ARegion *ar, const View3D *v3d, const rctf *rect)
 static void obmat_to_viewmat(RegionView3D *rv3d, Object *ob)
 {
        float bmat[4][4];
-       float tmat[3][3];
 
        rv3d->view = RV3D_VIEW_USER; /* don't show the grid */
 
-       copy_m4_m4(bmat, ob->obmat);
-       normalize_m4(bmat);
+       normalize_m4_m4(bmat, ob->obmat);
        invert_m4_m4(rv3d->viewmat, bmat);
 
        /* view quat calculation, needed for add object */
-       copy_m3_m4(tmat, rv3d->viewmat);
-       mat3_to_quat(rv3d->viewquat, tmat);
+       mat4_normalized_to_quat(rv3d->viewquat, rv3d->viewmat);
 }
 
 static float view3d_quat_axis[6][4] = {