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/intern/iksolver_plugin.c | |
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/intern/iksolver_plugin.c')
-rw-r--r-- | source/blender/ikplugin/intern/iksolver_plugin.c | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/source/blender/ikplugin/intern/iksolver_plugin.c b/source/blender/ikplugin/intern/iksolver_plugin.c index 5169b72590c..8ad07d85639 100644 --- a/source/blender/ikplugin/intern/iksolver_plugin.c +++ b/source/blender/ikplugin/intern/iksolver_plugin.c @@ -252,7 +252,7 @@ static void where_is_ik_bone(bPoseChannel *pchan, float ik_mat[3][3]) // nr = /* called from within the core BKE_pose_where_is loop, all animsystems and constraints * were executed & assigned. Now as last we do an IK pass */ -static void execute_posetree(const struct EvaluationContext *eval_ctx, struct Scene *scene, Object *ob, PoseTree *tree) +static void execute_posetree(struct Depsgraph *depsgraph, struct Scene *scene, Object *ob, PoseTree *tree) { float R_parmat[3][3], identity[3][3]; float iR_parmat[3][3]; @@ -394,7 +394,7 @@ static void execute_posetree(const struct EvaluationContext *eval_ctx, struct Sc /* 1.0=ctime, we pass on object for auto-ik (owner-type here is object, even though * strictly speaking, it is a posechannel) */ - BKE_constraint_target_matrix_get(eval_ctx, scene, target->con, 0, CONSTRAINT_OBTYPE_OBJECT, ob, rootmat, 1.0); + BKE_constraint_target_matrix_get(depsgraph, scene, target->con, 0, CONSTRAINT_OBTYPE_OBJECT, ob, rootmat, 1.0); /* and set and transform goal */ mul_m4_m4m4(goal, goalinv, rootmat); @@ -405,7 +405,7 @@ static void execute_posetree(const struct EvaluationContext *eval_ctx, struct Sc /* same for pole vector target */ if (data->poletar) { - BKE_constraint_target_matrix_get(eval_ctx, scene, target->con, 1, CONSTRAINT_OBTYPE_OBJECT, ob, rootmat, 1.0); + BKE_constraint_target_matrix_get(depsgraph, scene, target->con, 1, CONSTRAINT_OBTYPE_OBJECT, ob, rootmat, 1.0); if (data->flag & CONSTRAINT_IK_SETANGLE) { /* don't solve IK when we are setting the pole angle */ @@ -534,7 +534,7 @@ static void free_posetree(PoseTree *tree) ///---------------------------------------- /// Plugin API for legacy iksolver -void iksolver_initialize_tree(const struct EvaluationContext *UNUSED(eval_ctx), struct Scene *UNUSED(scene), struct Object *ob, float UNUSED(ctime)) +void iksolver_initialize_tree(struct Depsgraph *UNUSED(depsgraph), struct Scene *UNUSED(scene), struct Object *ob, float UNUSED(ctime)) { bPoseChannel *pchan; @@ -545,7 +545,7 @@ void iksolver_initialize_tree(const struct EvaluationContext *UNUSED(eval_ctx), ob->pose->flag &= ~POSE_WAS_REBUILT; } -void iksolver_execute_tree(const struct EvaluationContext *eval_ctx, struct Scene *scene, Object *ob, bPoseChannel *pchan_root, float ctime) +void iksolver_execute_tree(struct Depsgraph *depsgraph, struct Scene *scene, Object *ob, bPoseChannel *pchan_root, float ctime) { while (pchan_root->iktree.first) { PoseTree *tree = pchan_root->iktree.first; @@ -558,13 +558,13 @@ void iksolver_execute_tree(const struct EvaluationContext *eval_ctx, struct Scen /* 4. walk over the tree for regular solving */ for (a = 0; a < tree->totchannel; a++) { if (!(tree->pchan[a]->flag & POSE_DONE)) // successive trees can set the flag - BKE_pose_where_is_bone(eval_ctx, scene, ob, tree->pchan[a], ctime, 1); + BKE_pose_where_is_bone(depsgraph, scene, ob, tree->pchan[a], ctime, 1); /* tell blender that this channel was controlled by IK, it's cleared on each BKE_pose_where_is() */ tree->pchan[a]->flag |= POSE_CHAIN; } /* 5. execute the IK solver */ - execute_posetree(eval_ctx, scene, ob, tree); + execute_posetree(depsgraph, scene, ob, tree); /* 6. apply the differences to the channels, * we need to calculate the original differences first */ |