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Diffstat (limited to 'source/blender/blenkernel/intern/anim.c')
-rw-r--r--source/blender/blenkernel/intern/anim.c60
1 files changed, 32 insertions, 28 deletions
diff --git a/source/blender/blenkernel/intern/anim.c b/source/blender/blenkernel/intern/anim.c
index 1624a02e773..779593c2f76 100644
--- a/source/blender/blenkernel/intern/anim.c
+++ b/source/blender/blenkernel/intern/anim.c
@@ -76,7 +76,8 @@
/* --------------------- */
/* forward declarations */
-static void object_duplilist_recursive(ID *id, Scene *scene, Object *ob, ListBase *duplilist, float par_space_mat[4][4],
+static void object_duplilist_recursive(EvaluationContext *eval_ctx,
+ ID *id, Scene *scene, Object *ob, ListBase *duplilist, float par_space_mat[4][4],
int persistent_id[MAX_DUPLI_RECUR], int level, int index, short flag);
/* ******************************************************************** */
@@ -326,11 +327,10 @@ static void motionpaths_calc_optimise_depsgraph(Scene *scene, ListBase *targets)
static void motionpaths_calc_update_scene(Scene *scene)
{
#if 1 // 'production' optimizations always on
-
/* rigid body simulation needs complete update to work correctly for now */
/* RB_TODO investigate if we could avoid updating everything */
if (BKE_scene_check_rigidbody_active(scene)) {
- BKE_scene_update_for_newframe(G.main, scene, scene->lay);
+ BKE_scene_update_for_newframe(G.main->eval_ctx, G.main, scene, scene->lay);
}
else { /* otherwise we can optimize by restricting updates */
Base *base, *last = NULL;
@@ -352,7 +352,7 @@ static void motionpaths_calc_update_scene(Scene *scene)
* is animated but not attached to/updatable from objects */
for (base = scene->base.first; base; base = base->next) {
/* update this object */
- BKE_object_handle_update(scene, base->object);
+ BKE_object_handle_update(G.main->eval_ctx, scene, base->object);
/* if this is the last one we need to update, let's stop to save some time */
if (base == last)
@@ -365,7 +365,7 @@ static void motionpaths_calc_update_scene(Scene *scene)
* that doesn't force complete update, but for now, this is the
* most accurate way!
*/
- BKE_scene_update_for_newframe(G.main, scene, scene->lay); /* XXX this is the best way we can get anything moving */
+ BKE_scene_update_for_newframe(G.main->eval_ctx, G.main, scene, scene->lay); /* XXX this is the best way we can get anything moving */
#endif
}
@@ -745,7 +745,8 @@ static DupliObject *new_dupli_object(ListBase *lb, Object *ob, float mat[4][4],
return dob;
}
-static void group_duplilist(ListBase *lb, Scene *scene, Object *ob, int persistent_id[MAX_DUPLI_RECUR],
+static void group_duplilist(EvaluationContext *eval_ctx,
+ ListBase *lb, Scene *scene, Object *ob, int persistent_id[MAX_DUPLI_RECUR],
int level, short flag)
{
DupliObject *dob;
@@ -775,7 +776,7 @@ static void group_duplilist(ListBase *lb, Scene *scene, Object *ob, int persiste
if (flag & DUPLILIST_DO_UPDATE) {
/* note: update is optional because we don't always need object
* transformations to be correct. Also fixes bug [#29616]. */
- BKE_group_handle_recalc_and_update(scene, ob, group);
+ BKE_group_handle_recalc_and_update(eval_ctx, scene, ob, group);
}
if (BKE_group_is_animated(group, ob))
@@ -792,15 +793,15 @@ static void group_duplilist(ListBase *lb, Scene *scene, Object *ob, int persiste
/* check the group instance and object layers match, also that the object visible flags are ok. */
if ((dob->origlay & group->layer) == 0 ||
- ((G.is_rendering == FALSE) && dob->ob->restrictflag & OB_RESTRICT_VIEW) ||
- ((G.is_rendering == TRUE) && dob->ob->restrictflag & OB_RESTRICT_RENDER))
+ ((eval_ctx->for_render == false) && dob->ob->restrictflag & OB_RESTRICT_VIEW) ||
+ ((eval_ctx->for_render == true) && dob->ob->restrictflag & OB_RESTRICT_RENDER))
{
dob->no_draw = TRUE;
}
if (go->ob->transflag & OB_DUPLI) {
copy_m4_m4(dob->ob->obmat, dob->mat);
- object_duplilist_recursive(&group->id, scene, go->ob, lb, ob_obmat_ofs, persistent_id, level + 1, id, flag);
+ object_duplilist_recursive(eval_ctx, &group->id, scene, go->ob, lb, ob_obmat_ofs, persistent_id, level + 1, id, flag);
copy_m4_m4(dob->ob->obmat, dob->omat);
}
}
@@ -877,6 +878,7 @@ static void frames_duplilist(ListBase *lb, Scene *scene, Object *ob, int persist
}
typedef struct VertexDupliData {
+ EvaluationContext *eval_ctx;
ID *id; /* scene or group, for recursive loops */
int level;
short flag;
@@ -935,7 +937,7 @@ static void vertex_dupli__mapFunc(void *userData, int index, const float co[3],
float tmpmat[4][4];
copy_m4_m4(tmpmat, vdd->ob->obmat);
copy_m4_m4(vdd->ob->obmat, obmat); /* pretend we are really this mat */
- object_duplilist_recursive((ID *)vdd->id, vdd->scene, vdd->ob, vdd->lb, obmat, vdd->persistent_id, vdd->level + 1, index, vdd->flag);
+ object_duplilist_recursive(vdd->eval_ctx, (ID *)vdd->id, vdd->scene, vdd->ob, vdd->lb, obmat, vdd->persistent_id, vdd->level + 1, index, vdd->flag);
copy_m4_m4(vdd->ob->obmat, tmpmat);
}
}
@@ -1071,7 +1073,8 @@ static void vertex_duplilist(ListBase *lb, ID *id, Scene *scene, Object *par, fl
dm->release(dm);
}
-static void face_duplilist(ListBase *lb, ID *id, Scene *scene, Object *par, float par_space_mat[4][4], int persistent_id[MAX_DUPLI_RECUR],
+static void face_duplilist(EvaluationContext *eval_ctx,
+ ListBase *lb, ID *id, Scene *scene, Object *par, float par_space_mat[4][4], int persistent_id[MAX_DUPLI_RECUR],
int level, short flag)
{
Object *ob, *ob_iter;
@@ -1237,7 +1240,7 @@ static void face_duplilist(ListBase *lb, ID *id, Scene *scene, Object *par, floa
float tmpmat[4][4];
copy_m4_m4(tmpmat, ob->obmat);
copy_m4_m4(ob->obmat, obmat); /* pretend we are really this mat */
- object_duplilist_recursive((ID *)id, scene, ob, lb, ob->obmat, persistent_id, level + 1, a, flag);
+ object_duplilist_recursive(eval_ctx, (ID *)id, scene, ob, lb, ob->obmat, persistent_id, level + 1, a, flag);
copy_m4_m4(ob->obmat, tmpmat);
}
}
@@ -1254,7 +1257,8 @@ static void face_duplilist(ListBase *lb, ID *id, Scene *scene, Object *par, floa
dm->release(dm);
}
-static void new_particle_duplilist(ListBase *lb, ID *id, Scene *scene, Object *par, float par_space_mat[4][4],
+static void new_particle_duplilist(EvaluationContext *eval_ctx,
+ ListBase *lb, ID *id, Scene *scene, Object *par, float par_space_mat[4][4],
int persistent_id[MAX_DUPLI_RECUR], ParticleSystem *psys,
int level, short flag)
{
@@ -1289,7 +1293,7 @@ static void new_particle_duplilist(ListBase *lb, ID *id, Scene *scene, Object *p
if (!psys_check_enabled(par, psys))
return;
- if (G.is_rendering == FALSE)
+ if (eval_ctx->for_render == false)
no_draw_flag |= PARS_NO_DISP;
ctime = BKE_scene_frame_get(scene); /* NOTE: in old animsys, used parent object's timeoffset... */
@@ -1341,7 +1345,7 @@ static void new_particle_duplilist(ListBase *lb, ID *id, Scene *scene, Object *p
/* gather list of objects or single object */
if (part->ren_as == PART_DRAW_GR) {
if (flag & DUPLILIST_DO_UPDATE) {
- BKE_group_handle_recalc_and_update(scene, par, part->dup_group);
+ BKE_group_handle_recalc_and_update(eval_ctx, scene, par, part->dup_group);
}
if (part->draw & PART_DRAW_COUNT_GR) {
@@ -1650,14 +1654,15 @@ static void font_duplilist(ListBase *lb, Scene *scene, Object *par, int persiste
/* ------------- */
-static void object_duplilist_recursive(ID *id, Scene *scene, Object *ob, ListBase *duplilist, float par_space_mat[4][4],
+static void object_duplilist_recursive(EvaluationContext *eval_ctx,
+ ID *id, Scene *scene, Object *ob, ListBase *duplilist, float par_space_mat[4][4],
int persistent_id[MAX_DUPLI_RECUR], int level, int index, short flag)
{
if ((ob->transflag & OB_DUPLI) == 0)
return;
/* Should the dupli's be generated for this object? - Respect restrict flags */
- if (G.is_rendering) {
+ if (eval_ctx->for_render) {
if (ob->restrictflag & OB_RESTRICT_RENDER) {
return;
}
@@ -1679,7 +1684,7 @@ static void object_duplilist_recursive(ID *id, Scene *scene, Object *ob, ListBas
/* particle system take up one level in id, the particles another */
for (; psys; psys = psys->next, psysid++) {
persistent_id[level] = psysid;
- new_particle_duplilist(duplilist, id, scene, ob, par_space_mat, persistent_id, psys, level + 2, flag);
+ new_particle_duplilist(eval_ctx, duplilist, id, scene, ob, par_space_mat, persistent_id, psys, level + 2, flag);
}
persistent_id[level] = 0;
@@ -1696,7 +1701,7 @@ static void object_duplilist_recursive(ID *id, Scene *scene, Object *ob, ListBas
}
else if (ob->transflag & OB_DUPLIFACES) {
if (ob->type == OB_MESH)
- face_duplilist(duplilist, id, scene, ob, par_space_mat, persistent_id, level + 1, flag);
+ face_duplilist(eval_ctx, duplilist, id, scene, ob, par_space_mat, persistent_id, level + 1, flag);
}
else if (ob->transflag & OB_DUPLIFRAMES) {
if (GS(id->name) == ID_SCE) { /* TODO - support dupligroups */
@@ -1706,7 +1711,7 @@ static void object_duplilist_recursive(ID *id, Scene *scene, Object *ob, ListBas
else if (ob->transflag & OB_DUPLIGROUP) {
DupliObject *dob;
- group_duplilist(duplilist, scene, ob, persistent_id, level + 1, flag); /* now recursive */
+ group_duplilist(eval_ctx, duplilist, scene, ob, persistent_id, level + 1, flag); /* now recursive */
if (level == 0) {
for (dob = duplilist->first; dob; dob = dob->next)
@@ -1722,31 +1727,30 @@ static void object_duplilist_recursive(ID *id, Scene *scene, Object *ob, ListBas
/* Returns a list of DupliObject
* note; group dupli's already set transform matrix. see note in group_duplilist() */
-ListBase *object_duplilist_ex(Scene *sce, Object *ob, bool update, bool for_render)
+ListBase *object_duplilist_ex(EvaluationContext *eval_ctx, Scene *sce, Object *ob, bool update)
{
ListBase *duplilist = MEM_mallocN(sizeof(ListBase), "duplilist");
int persistent_id[MAX_DUPLI_RECUR] = {0};
int flag = 0;
/* don't allow BKE_object_handle_update for viewport during render, can crash */
- if (update && !(G.is_rendering && !for_render))
+ if (update && !(G.is_rendering && !eval_ctx->for_render))
flag |= DUPLILIST_DO_UPDATE;
- if (for_render)
+ if (eval_ctx->for_render)
flag |= DUPLILIST_FOR_RENDER;
duplilist->first = duplilist->last = NULL;
- object_duplilist_recursive((ID *)sce, sce, ob, duplilist, NULL, persistent_id, 0, 0, flag);
+ object_duplilist_recursive(eval_ctx, (ID *)sce, sce, ob, duplilist, NULL, persistent_id, 0, 0, flag);
return duplilist;
}
/* note: previously updating was always done, this is why it defaults to be on
* but there are likely places it can be called without updating */
-ListBase *object_duplilist(Scene *sce, Object *ob, bool for_render)
+ListBase *object_duplilist(EvaluationContext *eval_ctx, Scene *sce, Object *ob)
{
- return object_duplilist_ex(sce, ob, true, for_render);
+ return object_duplilist_ex(eval_ctx, sce, ob, true);
}
-
void free_object_duplilist(ListBase *lb)
{
DupliObject *dob;