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-rw-r--r--source/blender/blenkernel/intern/anim.c45
-rw-r--r--source/blender/depsgraph/DEG_depsgraph_build.h3
2 files changed, 2 insertions, 46 deletions
diff --git a/source/blender/blenkernel/intern/anim.c b/source/blender/blenkernel/intern/anim.c
index 34ab8a064d4..758bf588a9c 100644
--- a/source/blender/blenkernel/intern/anim.c
+++ b/source/blender/blenkernel/intern/anim.c
@@ -275,45 +275,6 @@ void animviz_get_object_motionpaths(Object *ob, ListBase *targets)
/* ........ */
-/* Note on evaluation optimizations:
- * Optimization's currently used here play tricks with the depsgraph in order to try and
- * evaluate as few objects as strictly necessary to get nicer performance under standard
- * production conditions. For those people who really need the accurate version,
- * disable the ifdef (i.e. 1 -> 0) and comment out the call to motionpaths_calc_optimise_depsgraph()
- */
-
-/* tweak the object ordering to trick depsgraph into making MotionPath calculations run faster */
-static void motionpaths_calc_optimise_depsgraph(bContext *C, Scene *scene, ListBase *targets)
-{
- BaseLegacy *base, *baseNext;
- MPathTarget *mpt;
- Main *bmain = CTX_data_main(C);
-
- /* make sure our temp-tag isn't already in use */
- for (base = scene->base.first; base; base = base->next)
- base->object->flag &= ~BA_TEMP_TAG;
-
- /* for each target, dump its object to the start of the list if it wasn't moved already */
- for (mpt = targets->first; mpt; mpt = mpt->next) {
- for (base = scene->base.first; base; base = baseNext) {
- baseNext = base->next;
-
- if ((base->object == mpt->ob) && !(mpt->ob->flag & BA_TEMP_TAG)) {
- BLI_remlink(&scene->base, base);
- BLI_addhead(&scene->base, base);
-
- mpt->ob->flag |= BA_TEMP_TAG;
-
- /* we really don't need to continue anymore once this happens, but this line might really 'break' */
- break;
- }
- }
- }
-
- /* "brew me a list that's sorted a bit faster now depsy" */
- DEG_scene_relations_rebuild(bmain, scene);
-}
-
/* update scene for current frame */
static void motionpaths_calc_update_scene(Scene *scene)
{
@@ -375,7 +336,7 @@ static void motionpaths_calc_bake_targets(Scene *scene, ListBase *targets)
* - recalc: whether we need to
*/
/* TODO: include reports pointer? */
-void animviz_calc_motionpaths(bContext *C, Scene *scene, ListBase *targets)
+void animviz_calc_motionpaths(bContext *UNUSED(C), Scene *scene, ListBase *targets)
{
MPathTarget *mpt;
int sfra, efra;
@@ -399,10 +360,6 @@ void animviz_calc_motionpaths(bContext *C, Scene *scene, ListBase *targets)
}
if (efra <= sfra) return;
- /* optimize the depsgraph for faster updates */
- /* TODO: whether this is used should depend on some setting for the level of optimizations used */
- motionpaths_calc_optimise_depsgraph(C, scene, targets);
-
/* calculate path over requested range */
for (CFRA = sfra; CFRA <= efra; CFRA++) {
/* update relevant data for new frame */
diff --git a/source/blender/depsgraph/DEG_depsgraph_build.h b/source/blender/depsgraph/DEG_depsgraph_build.h
index 067bd5ba8e9..84cf12ba675 100644
--- a/source/blender/depsgraph/DEG_depsgraph_build.h
+++ b/source/blender/depsgraph/DEG_depsgraph_build.h
@@ -74,8 +74,7 @@ void DEG_relations_tag_update(struct Main *bmain);
void DEG_scene_relations_update(struct Main *bmain, struct Scene *scene);
/* Rebuild dependency graph only for a given scene. */
-void DEG_scene_relations_rebuild(struct Main *bmain,
- struct Scene *scene);
+void DEG_scene_relations_rebuild(struct Main *bmain, struct Scene *scene);
/* Add Dependencies ----------------------------- */