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Diffstat (limited to 'source/blender/blenkernel/intern/anim.c')
-rw-r--r--source/blender/blenkernel/intern/anim.c78
1 files changed, 41 insertions, 37 deletions
diff --git a/source/blender/blenkernel/intern/anim.c b/source/blender/blenkernel/intern/anim.c
index 89f2291059f..ad791852253 100644
--- a/source/blender/blenkernel/intern/anim.c
+++ b/source/blender/blenkernel/intern/anim.c
@@ -311,7 +311,7 @@ static void motionpaths_calc_optimise_depsgraph(Scene *scene, ListBase *targets)
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;
}
@@ -319,37 +319,45 @@ static void motionpaths_calc_optimise_depsgraph(Scene *scene, ListBase *targets)
}
/* "brew me a list that's sorted a bit faster now depsy" */
- DAG_scene_sort(G.main, scene);
+ DAG_scene_relations_rebuild(G.main, scene);
}
/* update scene for current frame */
static void motionpaths_calc_update_scene(Scene *scene)
{
#if 1 // 'production' optimizations always on
- Base *base, *last = NULL;
-
- /* only stuff that moves or needs display still */
- DAG_scene_update_flags(G.main, scene, scene->lay, TRUE);
-
- /* find the last object with the tag
- * - all those afterwards are assumed to not be relevant for our calculations
- */
- /* optimize further by moving out... */
- for (base = scene->base.first; base; base = base->next) {
- if (base->object->flag & BA_TEMP_TAG)
- last = base;
+
+ /* 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);
}
-
- /* perform updates for tagged objects */
- /* XXX: this will break if rigs depend on scene or other data that
- * 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);
+ else { /* otherwise we can optimize by restricting updates */
+ Base *base, *last = NULL;
- /* if this is the last one we need to update, let's stop to save some time */
- if (base == last)
- break;
+ /* only stuff that moves or needs display still */
+ DAG_scene_update_flags(G.main, scene, scene->lay, TRUE);
+
+ /* find the last object with the tag
+ * - all those afterwards are assumed to not be relevant for our calculations
+ */
+ /* optimize further by moving out... */
+ for (base = scene->base.first; base; base = base->next) {
+ if (base->object->flag & BA_TEMP_TAG)
+ last = base;
+ }
+
+ /* perform updates for tagged objects */
+ /* XXX: this will break if rigs depend on scene or other data that
+ * 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);
+
+ /* if this is the last one we need to update, let's stop to save some time */
+ if (base == last)
+ break;
+ }
}
#else // original, 'always correct' version
/* do all updates
@@ -957,7 +965,7 @@ static void vertex_duplilist(ListBase *lb, ID *id, Scene *scene, Object *par, fl
dm = editbmesh_get_derived_cage(scene, par, em, CD_MASK_BAREMESH);
}
else
- dm = mesh_get_derived_deform(scene, par, CD_MASK_BAREMESH);
+ dm = mesh_get_derived_final(scene, par, CD_MASK_BAREMESH);
if (flag & DUPLILIST_FOR_RENDER) {
vdd.orco = (float(*)[3])BKE_mesh_orco_verts_get(par);
@@ -1084,7 +1092,7 @@ static void face_duplilist(ListBase *lb, ID *id, Scene *scene, Object *par, floa
dm = editbmesh_get_derived_cage(scene, par, em, CD_MASK_BAREMESH);
}
else {
- dm = mesh_get_derived_deform(scene, par, CD_MASK_BAREMESH);
+ dm = mesh_get_derived_final(scene, par, CD_MASK_BAREMESH);
}
totface = dm->getNumPolys(dm);
@@ -1146,10 +1154,6 @@ static void face_duplilist(ListBase *lb, ID *id, Scene *scene, Object *par, floa
if (ob->type != OB_MBALL) ob->flag |= OB_DONE; /* doesnt render */
for (a = 0, mp = mpoly; a < totface; a++, mp++) {
- int mv1;
- int mv2;
- int mv3;
- /* int mv4; */ /* UNUSED */
float *v1;
float *v2;
float *v3;
@@ -1163,9 +1167,9 @@ static void face_duplilist(ListBase *lb, ID *id, Scene *scene, Object *par, floa
}
else {
BKE_mesh_calc_poly_normal(mp, mloop + mp->loopstart, mvert, f_no);
- v1 = mvert[(mv1 = loopstart[0].v)].co;
- v2 = mvert[(mv2 = loopstart[1].v)].co;
- v3 = mvert[(mv3 = loopstart[2].v)].co;
+ v1 = mvert[loopstart[0].v].co;
+ v2 = mvert[loopstart[1].v].co;
+ v3 = mvert[loopstart[2].v].co;
}
/* translation */
@@ -1480,7 +1484,7 @@ static void new_particle_duplilist(ListBase *lb, ID *id, Scene *scene, Object *p
/* blender internal needs this to be set to dupligroup to render
* groups correctly, but we don't want this hack for cycles */
- if(dupli_type_hack && GS(id->name) == ID_GR)
+ if (dupli_type_hack && GS(id->name) == ID_GR)
dupli_type = OB_DUPLIGROUP;
/* to give ipos in object correct offset */
@@ -1708,7 +1712,7 @@ 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, int update, int for_render)
+ListBase *object_duplilist_ex(Scene *sce, Object *ob, bool update, bool for_render)
{
ListBase *duplilist = MEM_mallocN(sizeof(ListBase), "duplilist");
int persistent_id[MAX_DUPLI_RECUR] = {0};
@@ -1724,9 +1728,9 @@ ListBase *object_duplilist_ex(Scene *sce, Object *ob, int update, int for_render
/* 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, int for_render)
+ListBase *object_duplilist(Scene *sce, Object *ob, bool for_render)
{
- return object_duplilist_ex(sce, ob, TRUE, for_render);
+ return object_duplilist_ex(sce, ob, true, for_render);
}