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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2018-06-25 15:21:15 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2018-06-25 18:15:07 +0300
commitc2110213ca7a6b8ba2392cf6e8f5a61b7ba4b554 (patch)
treedfdf68849767fc5f04dda17b0b8db5c97b3e7e07 /source/blender/blenkernel/intern/collection.c
parent2c9b32949bc00e73603bcabadb74e5b3176a161a (diff)
Physics: update softbody and dynamic paint to get colliders from depsgraph.
Because looping over the scene is unsafe and slow.
Diffstat (limited to 'source/blender/blenkernel/intern/collection.c')
-rw-r--r--source/blender/blenkernel/intern/collection.c27
1 files changed, 2 insertions, 25 deletions
diff --git a/source/blender/blenkernel/intern/collection.c b/source/blender/blenkernel/intern/collection.c
index 8a3d27ca790..1d9cc9bb8d0 100644
--- a/source/blender/blenkernel/intern/collection.c
+++ b/source/blender/blenkernel/intern/collection.c
@@ -364,36 +364,13 @@ void BKE_collection_object_cache_free(Collection *collection)
collection_object_cache_free(collection);
}
-Base *BKE_collection_or_layer_objects(const Depsgraph *depsgraph,
- const Scene *scene,
- const ViewLayer *view_layer,
- Collection *collection)
+Base *BKE_collection_or_layer_objects(const ViewLayer *view_layer, Collection *collection)
{
- // TODO: this is used by physics to get objects from a collection, but the
- // the physics systems are not all using the depsgraph correctly which means
- // we try different things. Instead we should explicitly get evaluated or
- // non-evaluated data and always have the depsgraph available when needed
-
if (collection) {
return BKE_collection_object_cache_get(collection).first;
}
- else if (depsgraph) {
- view_layer = DEG_get_evaluated_view_layer(depsgraph);
-
- if (view_layer) {
- return FIRSTBASE(view_layer);
- }
- else {
- view_layer = DEG_get_input_view_layer(depsgraph);
- return FIRSTBASE(view_layer);
- }
- }
- else if (view_layer) {
- return FIRSTBASE(view_layer);
- }
else {
- /* depsgraph is NULL during deg build */
- return FIRSTBASE(BKE_view_layer_context_active_PLACEHOLDER(scene));
+ return FIRSTBASE(view_layer);
}
}