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/ikplugin/BIK_api.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/ikplugin/BIK_api.h')
-rw-r--r-- | source/blender/ikplugin/BIK_api.h | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/ikplugin/BIK_api.h b/source/blender/ikplugin/BIK_api.h index ad842029941..2a7a473db51 100644 --- a/source/blender/ikplugin/BIK_api.h +++ b/source/blender/ikplugin/BIK_api.h @@ -43,7 +43,7 @@ struct bPoseChannel; struct bPose; struct Scene; struct bConstraint; -struct EvaluationContext; +struct Depsgraph; enum BIK_ParamType { BIK_PARAM_TYPE_FLOAT = 0, @@ -62,8 +62,8 @@ struct BIK_ParamValue { }; typedef struct BIK_ParamValue BIK_ParamValue; -void BIK_initialize_tree(const struct EvaluationContext *eval_ctx, struct Scene *scene, struct Object *ob, float ctime); -void BIK_execute_tree(const struct EvaluationContext *eval_ctx, struct Scene *scene, struct Object *ob, struct bPoseChannel *pchan, float ctime); +void BIK_initialize_tree(struct Depsgraph *depsgraph, struct Scene *scene, struct Object *ob, float ctime); +void BIK_execute_tree(struct Depsgraph *depsgraph, struct Scene *scene, struct Object *ob, struct bPoseChannel *pchan, float ctime); void BIK_release_tree(struct Scene *scene, struct Object *ob, float ctime); void BIK_clear_data(struct bPose *pose); void BIK_clear_cache(struct bPose *pose); |