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Diffstat (limited to 'source/blender/blenkernel/intern/armature.c')
-rw-r--r--source/blender/blenkernel/intern/armature.c40
1 files changed, 13 insertions, 27 deletions
diff --git a/source/blender/blenkernel/intern/armature.c b/source/blender/blenkernel/intern/armature.c
index 2edbd088334..953fef067b4 100644
--- a/source/blender/blenkernel/intern/armature.c
+++ b/source/blender/blenkernel/intern/armature.c
@@ -60,7 +60,6 @@
#include "BKE_anim.h"
#include "BKE_constraint.h"
#include "BKE_curve.h"
-#include "BKE_depsgraph.h"
#include "BKE_DerivedMesh.h"
#include "BKE_deform.h"
#include "BKE_displist.h"
@@ -1464,13 +1463,13 @@ void BKE_armature_loc_pose_to_bone(bPoseChannel *pchan, const float inloc[3], fl
copy_v3_v3(outloc, nLocMat[3]);
}
-void BKE_armature_mat_pose_to_bone_ex(Object *ob, bPoseChannel *pchan, float inmat[4][4], float outmat[4][4])
+void BKE_armature_mat_pose_to_bone_ex(const struct EvaluationContext *eval_ctx, Object *ob, bPoseChannel *pchan, float inmat[4][4], float outmat[4][4])
{
bPoseChannel work_pchan = *pchan;
/* recalculate pose matrix with only parent transformations,
* bone loc/sca/rot is ignored, scene and frame are not used. */
- BKE_pose_where_is_bone(NULL, ob, &work_pchan, 0.0f, false);
+ BKE_pose_where_is_bone(eval_ctx, NULL, ob, &work_pchan, 0.0f, false);
/* find the matrix, need to remove the bone transforms first so this is
* calculated as a matrix to set rather then a difference ontop of whats
@@ -1953,7 +1952,7 @@ void BKE_pose_clear_pointers(bPose *pose)
/* only after leave editmode, duplicating, validating older files, library syncing */
/* NOTE: pose->flag is set for it */
-void BKE_pose_rebuild_ex(Object *ob, bArmature *arm, const bool sort_bones)
+void BKE_pose_rebuild(Object *ob, bArmature *arm)
{
Bone *bone;
bPose *pose;
@@ -1997,27 +1996,12 @@ void BKE_pose_rebuild_ex(Object *ob, bArmature *arm, const bool sort_bones)
BKE_pose_update_constraint_flags(ob->pose); /* for IK detection for example */
-#ifdef WITH_LEGACY_DEPSGRAPH
- /* the sorting */
- /* Sorting for new dependnecy graph is done on the scene graph level. */
- if (counter > 1 && sort_bones) {
- DAG_pose_sort(ob);
- }
-#else
- UNUSED_VARS(sort_bones);
-#endif
-
ob->pose->flag &= ~POSE_RECALC;
ob->pose->flag |= POSE_WAS_REBUILT;
BKE_pose_channels_hash_make(ob->pose);
}
-void BKE_pose_rebuild(Object *ob, bArmature *arm)
-{
- BKE_pose_rebuild_ex(ob, arm, true);
-}
-
/* ********************** THE POSE SOLVER ******************* */
/* loc/rot/size to given mat4 */
@@ -2128,7 +2112,7 @@ static void do_strip_modifiers(Scene *scene, Object *armob, Bone *bone, bPoseCha
if (STREQ(pchan->name, amod->channel)) {
float mat4[4][4], mat3[3][3];
- curve_deform_vector(scene, amod->ob, armob, bone->arm_mat[3], pchan->pose_mat[3], mat3, amod->no_rot_axis);
+ curve_deform_vector(amod->ob, armob, bone->arm_mat[3], pchan->pose_mat[3], mat3, amod->no_rot_axis);
copy_m4_m4(mat4, pchan->pose_mat);
mul_m4_m3m4(pchan->pose_mat, mat3, mat4);
@@ -2212,7 +2196,9 @@ void BKE_pose_where_is_bone_tail(bPoseChannel *pchan)
/* pchan is validated, as having bone and parent pointer
* 'do_extra': when zero skips loc/size/rot, constraints and strip modifiers.
*/
-void BKE_pose_where_is_bone(Scene *scene, Object *ob, bPoseChannel *pchan, float ctime, bool do_extra)
+void BKE_pose_where_is_bone(
+ const struct EvaluationContext *eval_ctx, Scene *scene,
+ Object *ob, bPoseChannel *pchan, float ctime, bool do_extra)
{
/* This gives a chan_mat with actions (ipos) results. */
if (do_extra)
@@ -2251,7 +2237,7 @@ void BKE_pose_where_is_bone(Scene *scene, Object *ob, bPoseChannel *pchan, float
cob = BKE_constraints_make_evalob(scene, ob, pchan, CONSTRAINT_OBTYPE_BONE);
/* Solve PoseChannel's Constraints */
- BKE_constraints_solve(&pchan->constraints, cob, ctime); /* ctime doesnt alter objects */
+ BKE_constraints_solve(eval_ctx, &pchan->constraints, cob, ctime); /* ctime doesnt alter objects */
/* cleanup after Constraint Solving
* - applies matrix back to pchan, and frees temporary struct used
@@ -2273,7 +2259,7 @@ void BKE_pose_where_is_bone(Scene *scene, Object *ob, bPoseChannel *pchan, float
/* This only reads anim data from channels, and writes to channels */
/* This is the only function adding poses */
-void BKE_pose_where_is(Scene *scene, Object *ob)
+void BKE_pose_where_is(const struct EvaluationContext *eval_ctx, Scene *scene, Object *ob)
{
bArmature *arm;
Bone *bone;
@@ -2312,7 +2298,7 @@ void BKE_pose_where_is(Scene *scene, Object *ob)
}
/* 2a. construct the IK tree (standard IK) */
- BIK_initialize_tree(scene, ob, ctime);
+ BIK_initialize_tree(eval_ctx, scene, ob, ctime);
/* 2b. construct the Spline IK trees
* - this is not integrated as an IK plugin, since it should be able
@@ -2324,15 +2310,15 @@ void BKE_pose_where_is(Scene *scene, Object *ob)
for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
/* 4a. if we find an IK root, we handle it separated */
if (pchan->flag & POSE_IKTREE) {
- BIK_execute_tree(scene, ob, pchan, ctime);
+ BIK_execute_tree(eval_ctx, scene, ob, pchan, ctime);
}
/* 4b. if we find a Spline IK root, we handle it separated too */
else if (pchan->flag & POSE_IKSPLINE) {
- BKE_splineik_execute_tree(scene, ob, pchan, ctime);
+ BKE_splineik_execute_tree(eval_ctx, scene, ob, pchan, ctime);
}
/* 5. otherwise just call the normal solver */
else if (!(pchan->flag & POSE_DONE)) {
- BKE_pose_where_is_bone(scene, ob, pchan, ctime, 1);
+ BKE_pose_where_is_bone(eval_ctx, scene, ob, pchan, ctime, 1);
}
}
/* 6. release the IK tree */