diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-04-06 13:07:27 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-04-16 20:55:33 +0300 |
commit | 34ab90f546f097cada951b2c9ca22bf271996980 (patch) | |
tree | ebcdb3d37120ac1d8fb16462b9104badd1800329 /source/blender/collada/ArmatureExporter.h | |
parent | 0c495005dd83913864acb510c1d4194a2275dbb0 (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/collada/ArmatureExporter.h')
-rw-r--r-- | source/blender/collada/ArmatureExporter.h | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/collada/ArmatureExporter.h b/source/blender/collada/ArmatureExporter.h index a3ed97c3a43..17c02d637e8 100644 --- a/source/blender/collada/ArmatureExporter.h +++ b/source/blender/collada/ArmatureExporter.h @@ -60,7 +60,7 @@ public: ArmatureExporter(COLLADASW::StreamWriter *sw, const ExportSettings *export_settings); // write bone nodes - void add_armature_bones(const struct EvaluationContext *eval_ctx, Object *ob_arm, Scene *sce, SceneExporter *se, + void add_armature_bones(struct Depsgraph *depsgraph, Object *ob_arm, Scene *sce, SceneExporter *se, std::list<Object *>& child_objects); bool add_instance_controller(Object *ob); @@ -85,7 +85,7 @@ private: // Scene, SceneExporter and the list of child_objects // are required for writing bone parented objects - void add_bone_node(const struct EvaluationContext *eval_ctx, Bone *bone, Object *ob_arm, Scene *sce, SceneExporter *se, + void add_bone_node(struct Depsgraph *depsgraph, Bone *bone, Object *ob_arm, Scene *sce, SceneExporter *se, std::list<Object *>& child_objects); void add_bone_transform(Object *ob_arm, Bone *bone, COLLADASW::Node& node); |