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Diffstat (limited to 'source/blender/blenkernel/intern/anim.c')
-rw-r--r--source/blender/blenkernel/intern/anim.c49
1 files changed, 9 insertions, 40 deletions
diff --git a/source/blender/blenkernel/intern/anim.c b/source/blender/blenkernel/intern/anim.c
index 2f65e71c6d2..59484724aee 100644
--- a/source/blender/blenkernel/intern/anim.c
+++ b/source/blender/blenkernel/intern/anim.c
@@ -44,7 +44,6 @@
#include "DNA_scene_types.h"
#include "BKE_curve.h"
-#include "BKE_depsgraph.h"
#include "BKE_global.h"
#include "BKE_key.h"
#include "BKE_main.h"
@@ -54,6 +53,8 @@
#include "BKE_anim.h"
#include "BKE_report.h"
+#include "DEG_depsgraph_build.h"
+
// XXX bad level call...
/* --------------------- */
@@ -283,7 +284,7 @@ void animviz_get_object_motionpaths(Object *ob, ListBase *targets)
/* tweak the object ordering to trick depsgraph into making MotionPath calculations run faster */
static void motionpaths_calc_optimise_depsgraph(Scene *scene, ListBase *targets)
{
- Base *base, *baseNext;
+ BaseLegacy *base, *baseNext;
MPathTarget *mpt;
/* make sure our temp-tag isn't already in use */
@@ -308,53 +309,21 @@ static void motionpaths_calc_optimise_depsgraph(Scene *scene, ListBase *targets)
}
/* "brew me a list that's sorted a bit faster now depsy" */
- DAG_scene_relations_rebuild(G.main, scene);
+ DEG_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
- /* 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->eval_ctx, G.main, scene, scene->lay);
- }
- else { /* otherwise we can optimize by restricting updates */
- Base *base, *last = NULL;
-
- /* only stuff that moves or needs display still */
- DAG_scene_update_flags(G.main, scene, scene->lay, true, false);
-
- /* 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(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)
- break;
- }
- }
-#else // original, 'always correct' version
- /* do all updates
+ /* Do all updates
* - if this is too slow, resort to using a more efficient way
* that doesn't force complete update, but for now, this is the
* most accurate way!
+ *
+ * TODO(segey): Bring back partial updates, which became impossible
+ * with the new depsgraph due to unsorted nature of bases.
*/
- 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
+ BKE_scene_update_for_newframe(G.main->eval_ctx, G.main, scene);
}
/* ........ */