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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2018-04-06 13:07:27 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2018-04-16 20:55:33 +0300
commit34ab90f546f097cada951b2c9ca22bf271996980 (patch)
treeebcdb3d37120ac1d8fb16462b9104badd1800329 /source/blender/blenkernel/BKE_rigidbody.h
parent0c495005dd83913864acb510c1d4194a2275dbb0 (diff)
Depsgraph: remove EvaluationContext, pass Depsgraph instead.
The depsgraph was always created within a fixed evaluation context. Passing both risks the depsgraph and evaluation context not matching, and it complicates the Python API where we'd have to expose both which is not so easy to understand. This also removes the global evaluation context in main, which assumed there to be a single active scene and view layer. Differential Revision: https://developer.blender.org/D3152
Diffstat (limited to 'source/blender/blenkernel/BKE_rigidbody.h')
-rw-r--r--source/blender/blenkernel/BKE_rigidbody.h12
1 files changed, 6 insertions, 6 deletions
diff --git a/source/blender/blenkernel/BKE_rigidbody.h b/source/blender/blenkernel/BKE_rigidbody.h
index 6aa43665427..016a531db95 100644
--- a/source/blender/blenkernel/BKE_rigidbody.h
+++ b/source/blender/blenkernel/BKE_rigidbody.h
@@ -37,7 +37,7 @@
struct RigidBodyWorld;
struct RigidBodyOb;
-struct EvaluationContext;
+struct Depsgraph;
struct Scene;
struct Object;
@@ -100,19 +100,19 @@ void BKE_rigidbody_aftertrans_update(struct Object *ob, float loc[3], float rot[
void BKE_rigidbody_sync_transforms(struct RigidBodyWorld *rbw, struct Object *ob, float ctime);
bool BKE_rigidbody_check_sim_running(struct RigidBodyWorld *rbw, float ctime);
void BKE_rigidbody_cache_reset(struct RigidBodyWorld *rbw);
-void BKE_rigidbody_rebuild_world(const struct EvaluationContext *eval_ctx, struct Scene *scene, float ctime);
-void BKE_rigidbody_do_simulation(const struct EvaluationContext *eval_ctx, struct Scene *scene, float ctime);
+void BKE_rigidbody_rebuild_world(struct Depsgraph *depsgraph, struct Scene *scene, float ctime);
+void BKE_rigidbody_do_simulation(struct Depsgraph *depsgraph, struct Scene *scene, float ctime);
/* -------------------- */
/* Depsgraph evaluation */
-void BKE_rigidbody_rebuild_sim(const struct EvaluationContext *eval_ctx,
+void BKE_rigidbody_rebuild_sim(struct Depsgraph *depsgraph,
struct Scene *scene);
-void BKE_rigidbody_eval_simulation(const struct EvaluationContext *eval_ctx,
+void BKE_rigidbody_eval_simulation(struct Depsgraph *depsgraph,
struct Scene *scene);
-void BKE_rigidbody_object_sync_transforms(const struct EvaluationContext *eval_ctx,
+void BKE_rigidbody_object_sync_transforms(struct Depsgraph *depsgraph,
struct Scene *scene,
struct Object *ob);