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authorAlexander Gavrilov <angavrilov@gmail.com>2019-04-18 23:17:04 +0300
committerAlexander Gavrilov <angavrilov@gmail.com>2019-04-18 23:19:44 +0300
commit638938e5a8c30c405c3b4e96ab4f78095003958b (patch)
treef6a3e274c4a555ee48a5e284a8e150ef57307f87 /source/blender/blenkernel/BKE_armature.h
parente8c9e85401ef6162656cf3b10c5aec509ae8a850 (diff)
Armature: remove remains of the object-level deformation data cache.
Now that B-Bone shape data is kept in bPoseChannel_Runtime, the armature level cache only holds one quaternion value per bone. It can also be moved to runtime, and the structure removed. This has an additional effect that, as far as I can tell, now the Armature modifier can run as soon as all of the bones it actually needs are done, thus making T59848 a purely depsgraph level problem.
Diffstat (limited to 'source/blender/blenkernel/BKE_armature.h')
-rw-r--r--source/blender/blenkernel/BKE_armature.h11
1 files changed, 0 insertions, 11 deletions
diff --git a/source/blender/blenkernel/BKE_armature.h b/source/blender/blenkernel/BKE_armature.h
index 50457c5b3f0..e171eec023f 100644
--- a/source/blender/blenkernel/BKE_armature.h
+++ b/source/blender/blenkernel/BKE_armature.h
@@ -335,17 +335,6 @@ void BKE_pose_eval_proxy_copy_bone(struct Depsgraph *depsgraph,
struct Object *object,
int pchan_index);
-/* BBOne deformation cache.
- *
- * The idea here is to pre-calculate deformation queternions, matricies and such
- * used by armature_deform_verts().
- */
-struct ObjectBBoneDeform;
-struct ObjectBBoneDeform *BKE_armature_cached_bbone_deformation_get(struct Object *object);
-void BKE_armature_cached_bbone_deformation_free_data(struct Object *object);
-void BKE_armature_cached_bbone_deformation_free(struct Object *object);
-void BKE_armature_cached_bbone_deformation_update(struct Object *object);
-
#ifdef __cplusplus
}
#endif