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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2018-06-21 20:45:39 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2018-06-22 18:57:22 +0300
commitcc4dc2dce26c724e27598e4a1878e00fdf30dcf2 (patch)
tree0ccf3d58e17666a24f9b0b6325666d0453b55645 /source/blender/physics
parent79615c5adb46ffaa84d17b548074cec83d1071bb (diff)
Depsgraph: cache effector relations, for performance and stability.
To find all effectors in the scene, we need to loop over all objects. Doing this during depsgraph evaluation caused crashes because not all objects are guaranteed to be evaluated yet. To fix this, we now cache the relations as part of the dependency graph build. As a bonus this also makes evaluation faster for big scenes, since looping over all objects for each particle system is slow. Fixes T55156.
Diffstat (limited to 'source/blender/physics')
-rw-r--r--source/blender/physics/intern/BPH_mass_spring.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/physics/intern/BPH_mass_spring.cpp b/source/blender/physics/intern/BPH_mass_spring.cpp
index 738673b0b37..1ce6407161e 100644
--- a/source/blender/physics/intern/BPH_mass_spring.cpp
+++ b/source/blender/physics/intern/BPH_mass_spring.cpp
@@ -488,7 +488,7 @@ static void cloth_calc_force(Scene *scene, ClothModifierData *clmd, float UNUSED
BPH_mass_spring_get_motion_state(data, i, x, v);
pd_point_from_loc(scene, x, v, i, &epoint);
- pdDoEffectors(effectors, NULL, clmd->sim_parms->effector_weights, &epoint, winvec[i], NULL);
+ BKE_effectors_apply(effectors, NULL, clmd->sim_parms->effector_weights, &epoint, winvec[i], NULL);
}
for (i = 0; i < cloth->tri_num; i++) {