diff options
Diffstat (limited to 'source/blender/blenkernel/intern/armature.c')
-rw-r--r-- | source/blender/blenkernel/intern/armature.c | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/source/blender/blenkernel/intern/armature.c b/source/blender/blenkernel/intern/armature.c index 0a8c97ff175..6daaa10f227 100644 --- a/source/blender/blenkernel/intern/armature.c +++ b/source/blender/blenkernel/intern/armature.c @@ -1462,13 +1462,13 @@ 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(const struct EvaluationContext *eval_ctx, Object *ob, bPoseChannel *pchan, float inmat[4][4], float outmat[4][4]) +void BKE_armature_mat_pose_to_bone_ex(struct Depsgraph *depsgraph, 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(eval_ctx, NULL, ob, &work_pchan, 0.0f, false); + BKE_pose_where_is_bone(depsgraph, 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 @@ -2196,7 +2196,7 @@ void BKE_pose_where_is_bone_tail(bPoseChannel *pchan) * 'do_extra': when zero skips loc/size/rot, constraints and strip modifiers. */ void BKE_pose_where_is_bone( - const struct EvaluationContext *eval_ctx, Scene *scene, + struct Depsgraph *depsgraph, Scene *scene, Object *ob, bPoseChannel *pchan, float ctime, bool do_extra) { /* This gives a chan_mat with actions (ipos) results. */ @@ -2236,7 +2236,7 @@ void BKE_pose_where_is_bone( cob = BKE_constraints_make_evalob(scene, ob, pchan, CONSTRAINT_OBTYPE_BONE); /* Solve PoseChannel's Constraints */ - BKE_constraints_solve(eval_ctx, &pchan->constraints, cob, ctime); /* ctime doesnt alter objects */ + BKE_constraints_solve(depsgraph, &pchan->constraints, cob, ctime); /* ctime doesnt alter objects */ /* cleanup after Constraint Solving * - applies matrix back to pchan, and frees temporary struct used @@ -2258,7 +2258,7 @@ void BKE_pose_where_is_bone( /* This only reads anim data from channels, and writes to channels */ /* This is the only function adding poses */ -void BKE_pose_where_is(const struct EvaluationContext *eval_ctx, Scene *scene, Object *ob) +void BKE_pose_where_is(struct Depsgraph *depsgraph, Scene *scene, Object *ob) { bArmature *arm; Bone *bone; @@ -2297,7 +2297,7 @@ void BKE_pose_where_is(const struct EvaluationContext *eval_ctx, Scene *scene, O } /* 2a. construct the IK tree (standard IK) */ - BIK_initialize_tree(eval_ctx, scene, ob, ctime); + BIK_initialize_tree(depsgraph, scene, ob, ctime); /* 2b. construct the Spline IK trees * - this is not integrated as an IK plugin, since it should be able @@ -2309,15 +2309,15 @@ void BKE_pose_where_is(const struct EvaluationContext *eval_ctx, Scene *scene, O 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(eval_ctx, scene, ob, pchan, ctime); + BIK_execute_tree(depsgraph, 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(eval_ctx, scene, ob, pchan, ctime); + BKE_splineik_execute_tree(depsgraph, scene, ob, pchan, ctime); } /* 5. otherwise just call the normal solver */ else if (!(pchan->flag & POSE_DONE)) { - BKE_pose_where_is_bone(eval_ctx, scene, ob, pchan, ctime, 1); + BKE_pose_where_is_bone(depsgraph, scene, ob, pchan, ctime, 1); } } /* 6. release the IK tree */ |