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Diffstat (limited to 'source/blender/ikplugin/intern/iksolver_plugin.c')
-rw-r--r--source/blender/ikplugin/intern/iksolver_plugin.c14
1 files changed, 7 insertions, 7 deletions
diff --git a/source/blender/ikplugin/intern/iksolver_plugin.c b/source/blender/ikplugin/intern/iksolver_plugin.c
index 5169b72590c..8ad07d85639 100644
--- a/source/blender/ikplugin/intern/iksolver_plugin.c
+++ b/source/blender/ikplugin/intern/iksolver_plugin.c
@@ -252,7 +252,7 @@ static void where_is_ik_bone(bPoseChannel *pchan, float ik_mat[3][3]) // nr =
/* called from within the core BKE_pose_where_is loop, all animsystems and constraints
* were executed & assigned. Now as last we do an IK pass */
-static void execute_posetree(const struct EvaluationContext *eval_ctx, struct Scene *scene, Object *ob, PoseTree *tree)
+static void execute_posetree(struct Depsgraph *depsgraph, struct Scene *scene, Object *ob, PoseTree *tree)
{
float R_parmat[3][3], identity[3][3];
float iR_parmat[3][3];
@@ -394,7 +394,7 @@ static void execute_posetree(const struct EvaluationContext *eval_ctx, struct Sc
/* 1.0=ctime, we pass on object for auto-ik (owner-type here is object, even though
* strictly speaking, it is a posechannel)
*/
- BKE_constraint_target_matrix_get(eval_ctx, scene, target->con, 0, CONSTRAINT_OBTYPE_OBJECT, ob, rootmat, 1.0);
+ BKE_constraint_target_matrix_get(depsgraph, scene, target->con, 0, CONSTRAINT_OBTYPE_OBJECT, ob, rootmat, 1.0);
/* and set and transform goal */
mul_m4_m4m4(goal, goalinv, rootmat);
@@ -405,7 +405,7 @@ static void execute_posetree(const struct EvaluationContext *eval_ctx, struct Sc
/* same for pole vector target */
if (data->poletar) {
- BKE_constraint_target_matrix_get(eval_ctx, scene, target->con, 1, CONSTRAINT_OBTYPE_OBJECT, ob, rootmat, 1.0);
+ BKE_constraint_target_matrix_get(depsgraph, scene, target->con, 1, CONSTRAINT_OBTYPE_OBJECT, ob, rootmat, 1.0);
if (data->flag & CONSTRAINT_IK_SETANGLE) {
/* don't solve IK when we are setting the pole angle */
@@ -534,7 +534,7 @@ static void free_posetree(PoseTree *tree)
///----------------------------------------
/// Plugin API for legacy iksolver
-void iksolver_initialize_tree(const struct EvaluationContext *UNUSED(eval_ctx), struct Scene *UNUSED(scene), struct Object *ob, float UNUSED(ctime))
+void iksolver_initialize_tree(struct Depsgraph *UNUSED(depsgraph), struct Scene *UNUSED(scene), struct Object *ob, float UNUSED(ctime))
{
bPoseChannel *pchan;
@@ -545,7 +545,7 @@ void iksolver_initialize_tree(const struct EvaluationContext *UNUSED(eval_ctx),
ob->pose->flag &= ~POSE_WAS_REBUILT;
}
-void iksolver_execute_tree(const struct EvaluationContext *eval_ctx, struct Scene *scene, Object *ob, bPoseChannel *pchan_root, float ctime)
+void iksolver_execute_tree(struct Depsgraph *depsgraph, struct Scene *scene, Object *ob, bPoseChannel *pchan_root, float ctime)
{
while (pchan_root->iktree.first) {
PoseTree *tree = pchan_root->iktree.first;
@@ -558,13 +558,13 @@ void iksolver_execute_tree(const struct EvaluationContext *eval_ctx, struct Scen
/* 4. walk over the tree for regular solving */
for (a = 0; a < tree->totchannel; a++) {
if (!(tree->pchan[a]->flag & POSE_DONE)) // successive trees can set the flag
- BKE_pose_where_is_bone(eval_ctx, scene, ob, tree->pchan[a], ctime, 1);
+ BKE_pose_where_is_bone(depsgraph, scene, ob, tree->pchan[a], ctime, 1);
/* tell blender that this channel was controlled by IK, it's cleared on each BKE_pose_where_is() */
tree->pchan[a]->flag |= POSE_CHAIN;
}
/* 5. execute the IK solver */
- execute_posetree(eval_ctx, scene, ob, tree);
+ execute_posetree(depsgraph, scene, ob, tree);
/* 6. apply the differences to the channels,
* we need to calculate the original differences first */