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authorAlexander Gavrilov <angavrilov@gmail.com>2018-11-22 13:38:03 +0300
committerAlexander Gavrilov <angavrilov@gmail.com>2018-11-23 23:19:23 +0300
commit1e820898ff4dfc734710a6640ca7bafc0bfc69db (patch)
tree8f68fba82219df0295d89581e49e105ff907ba80 /source/blender/draw/intern
parente49c66efae9d9fb85154ca4b3073ae3733400708 (diff)
Depsgraph: add a new operation node for computing B-Bone segments.
Computing the shape of a B-Bone is a quite expensive operation, and there are multiple constraints that can access this information in a variety of useful ways. This means computing the shape once per bone and saving it is good for performance. Since the shape may depend on the position of up to two other bones, often in a "cyclic" manner, this computation has to be a separate node with its own dependencies. Reviewers: sergey Differential Revision: https://developer.blender.org/D3975
Diffstat (limited to 'source/blender/draw/intern')
-rw-r--r--source/blender/draw/intern/draw_armature.c7
1 files changed, 6 insertions, 1 deletions
diff --git a/source/blender/draw/intern/draw_armature.c b/source/blender/draw/intern/draw_armature.c
index 40581093b28..aec25274ab1 100644
--- a/source/blender/draw/intern/draw_armature.c
+++ b/source/blender/draw/intern/draw_armature.c
@@ -1082,7 +1082,12 @@ static void draw_bone_update_disp_matrix_bbone(EditBone *eBone, bPoseChannel *pc
if (pchan) {
Mat4 *bbones_mat = (Mat4 *)pchan->draw_data->bbone_matrix;
if (bbone_segments > 1) {
- b_bone_spline_setup(pchan, false, bbones_mat);
+ if (bbone_segments == pchan->runtime.bbone_segments) {
+ memcpy(bbones_mat, pchan->runtime.bbone_pose_mats, sizeof(Mat4) * bbone_segments);
+ }
+ else {
+ b_bone_spline_setup(pchan, false, bbones_mat);
+ }
for (int i = bbone_segments; i--; bbones_mat++) {
mul_m4_m4m4(bbones_mat->mat, bbones_mat->mat, s);