diff options
author | Joshua Leung <aligorith@gmail.com> | 2011-07-24 08:34:46 +0400 |
---|---|---|
committer | Joshua Leung <aligorith@gmail.com> | 2011-07-24 08:34:46 +0400 |
commit | 6a392e8cb505b753a0bac24e42778306007c45b8 (patch) | |
tree | 6d34591894fec168b8535fae88455ef8446f0a2a /source/blender/blenkernel/BKE_animsys.h | |
parent | c22f26d2032b7116477e6a378407a10b6d7e3276 (diff) |
== RNA Property Updates get called by Animation System now ==
This fixes bug #26764 and several others like it, where modifier
properties (and others, but most visibly modifiers) would not do
anything when animated or driven, as modifier properties require the
RNA update calls to tag the modifiers to get recalculated.
While just adding a call to RNA_property_update() could have gotten
this working (as per the Campbell's patch attached in the report, and
also my own attempt #25881). However, on production rigs, the
performance cost of this is untenatable (on my own tests, without
these updates, I was getting ~5fps on such a rig, but only 0.9fps or
possibly even worse with the updates added).
Hence, this commit adds a property-update caching system to the RNA
level, which aims to reduce to the number of times that the update
functions end up needing to get called.
While this is much faster than without the caching, I also added an
optimisation for pose bones (which are numerous in production rigs) so
that their property updates are skipped, since they are useless to the
animsys (they only tag the depsgraph for updating). This gets things
moving at a more acceptable framerate.
Diffstat (limited to 'source/blender/blenkernel/BKE_animsys.h')
-rw-r--r-- | source/blender/blenkernel/BKE_animsys.h | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/blenkernel/BKE_animsys.h b/source/blender/blenkernel/BKE_animsys.h index 228a359c81d..bf619d76e68 100644 --- a/source/blender/blenkernel/BKE_animsys.h +++ b/source/blender/blenkernel/BKE_animsys.h @@ -140,10 +140,10 @@ void BKE_animdata_main_cb(struct Main *main, ID_AnimData_Edit_Callback func, voi /* In general, these ones should be called to do all animation evaluation */ /* Evaluation loop for evaluating animation data */ -void BKE_animsys_evaluate_animdata(struct ID *id, struct AnimData *adt, float ctime, short recalc); +void BKE_animsys_evaluate_animdata(struct Scene *scene, struct ID *id, struct AnimData *adt, float ctime, short recalc); /* Evaluation of all ID-blocks with Animation Data blocks - Animation Data Only */ -void BKE_animsys_evaluate_all_animation(struct Main *main, float ctime); +void BKE_animsys_evaluate_all_animation(struct Main *main, struct Scene *scene, float ctime); /* ------------ Specialised API --------------- */ |