Cleanup: remove unused scene argument
This commit is contained in:
parent
bc0ed16537
commit
1685f5824d
Notes:
blender-bot
2023-09-13 08:48:34 +02:00
Referenced by commit cdd406f4bd
, Cleanup: unused variable warning
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@ -207,17 +207,15 @@ bool BKE_animsys_read_rna_setting(struct PathResolvedRNA *anim_rna, float *r_val
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bool BKE_animsys_write_rna_setting(struct PathResolvedRNA *anim_rna, const float value);
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/* Evaluation loop for evaluating animation data */
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void BKE_animsys_evaluate_animdata(struct Scene *scene,
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struct ID *id,
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void BKE_animsys_evaluate_animdata(struct ID *id,
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struct AnimData *adt,
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float ctime,
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short recalc,
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eAnimData_Recalc recalc,
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const bool flush_to_original);
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/* Evaluation of all ID-blocks with Animation Data blocks - Animation Data Only */
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void BKE_animsys_evaluate_all_animation(struct Main *main,
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struct Depsgraph *depsgraph,
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struct Scene *scene,
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float ctime);
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/* ------------ Specialized API --------------- */
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@ -1665,6 +1665,6 @@ void what_does_obaction(
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adt.action = act;
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/* execute effects of Action on to workob (or it's PoseChannels) */
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BKE_animsys_evaluate_animdata(NULL, &workob->id, &adt, cframe, ADT_RECALC_ANIM, false);
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BKE_animsys_evaluate_animdata(&workob->id, &adt, cframe, ADT_RECALC_ANIM, false);
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}
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}
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@ -2500,7 +2500,7 @@ static void animsys_evaluate_overrides(PointerRNA *ptr, AnimData *adt)
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* have been set already by the depsgraph. Now, we use the recalc
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*/
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void BKE_animsys_evaluate_animdata(
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Scene *scene, ID *id, AnimData *adt, float ctime, short recalc, const bool flush_to_original)
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ID *id, AnimData *adt, float ctime, eAnimData_Recalc recalc, const bool flush_to_original)
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{
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PointerRNA id_ptr;
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@ -2556,10 +2556,7 @@ void BKE_animsys_evaluate_animdata(
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* 'local' (i.e. belonging in the nearest ID-block that setting is related to, not a
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* standard 'root') block are overridden by a larger 'user'
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*/
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void BKE_animsys_evaluate_all_animation(Main *main,
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Depsgraph *depsgraph,
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Scene *scene,
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float ctime)
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void BKE_animsys_evaluate_all_animation(Main *main, Depsgraph *depsgraph, float ctime)
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{
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ID *id;
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@ -2578,7 +2575,7 @@ void BKE_animsys_evaluate_all_animation(Main *main,
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for (id = first; id; id = id->next) { \
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if (ID_REAL_USERS(id) > 0) { \
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AnimData *adt = BKE_animdata_from_id(id); \
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BKE_animsys_evaluate_animdata(scene, id, adt, ctime, aflag, flush_to_original); \
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BKE_animsys_evaluate_animdata(id, adt, ctime, aflag, flush_to_original); \
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} \
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} \
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(void)0
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@ -2597,9 +2594,9 @@ void BKE_animsys_evaluate_all_animation(Main *main,
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if (ntp->nodetree) { \
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AnimData *adt2 = BKE_animdata_from_id((ID *)ntp->nodetree); \
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BKE_animsys_evaluate_animdata( \
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scene, (ID *)ntp->nodetree, adt2, ctime, ADT_RECALC_ANIM, flush_to_original); \
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&ntp->nodetree->id, adt2, ctime, ADT_RECALC_ANIM, flush_to_original); \
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} \
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BKE_animsys_evaluate_animdata(scene, id, adt, ctime, aflag, flush_to_original); \
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BKE_animsys_evaluate_animdata(id, adt, ctime, aflag, flush_to_original); \
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} \
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} \
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(void)0
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@ -2714,7 +2711,7 @@ void BKE_animsys_eval_animdata(Depsgraph *depsgraph, ID *id)
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Scene *scene = NULL;
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DEG_debug_print_eval_time(depsgraph, __func__, id->name, id, ctime);
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const bool flush_to_original = DEG_is_active(depsgraph);
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BKE_animsys_evaluate_animdata(scene, id, adt, ctime, ADT_RECALC_ANIM, flush_to_original);
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BKE_animsys_evaluate_animdata(id, adt, ctime, ADT_RECALC_ANIM, flush_to_original);
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}
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void BKE_animsys_update_driver_array(ID *id)
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@ -2677,7 +2677,7 @@ void BKE_object_where_is_calc_time(Depsgraph *depsgraph, Scene *scene, Object *o
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{
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/* Execute drivers and animation. */
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const bool flush_to_original = DEG_is_active(depsgraph);
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BKE_animsys_evaluate_animdata(scene, &ob->id, ob->adt, ctime, ADT_RECALC_ALL, flush_to_original);
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BKE_animsys_evaluate_animdata(&ob->id, ob->adt, ctime, ADT_RECALC_ALL, flush_to_original);
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object_where_is_calc_ex(depsgraph, scene, ob, ctime, NULL, NULL);
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}
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@ -4567,8 +4567,7 @@ bool BKE_object_modifier_update_subframe(Depsgraph *depsgraph,
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/* TODO(sergey): What about animation? */
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ob->id.recalc |= ID_RECALC_ALL;
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if (update_mesh) {
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BKE_animsys_evaluate_animdata(
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scene, &ob->id, ob->adt, frame, ADT_RECALC_ANIM, flush_to_original);
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BKE_animsys_evaluate_animdata(&ob->id, ob->adt, frame, ADT_RECALC_ANIM, flush_to_original);
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/* ignore cache clear during subframe updates
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* to not mess up cache validity */
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object_cacheIgnoreClear(ob, 1);
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@ -4582,14 +4581,12 @@ bool BKE_object_modifier_update_subframe(Depsgraph *depsgraph,
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/* for curve following objects, parented curve has to be updated too */
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if (ob->type == OB_CURVE) {
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Curve *cu = ob->data;
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BKE_animsys_evaluate_animdata(
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scene, &cu->id, cu->adt, frame, ADT_RECALC_ANIM, flush_to_original);
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BKE_animsys_evaluate_animdata(&cu->id, cu->adt, frame, ADT_RECALC_ANIM, flush_to_original);
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}
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/* and armatures... */
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if (ob->type == OB_ARMATURE) {
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bArmature *arm = ob->data;
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BKE_animsys_evaluate_animdata(
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scene, &arm->id, arm->adt, frame, ADT_RECALC_ANIM, flush_to_original);
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BKE_animsys_evaluate_animdata(&arm->id, arm->adt, frame, ADT_RECALC_ANIM, flush_to_original);
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BKE_pose_where_is(depsgraph, scene, ob);
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}
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@ -4847,7 +4847,7 @@ void particle_system_update(struct Depsgraph *depsgraph,
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hcfra = 100.0f * (float)i / (float)psys->part->hair_step;
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if ((part->flag & PART_HAIR_REGROW) == 0) {
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BKE_animsys_evaluate_animdata(
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scene, &part_local->id, part_local->adt, hcfra, ADT_RECALC_ANIM, false);
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&part_local->id, part_local->adt, hcfra, ADT_RECALC_ANIM, false);
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}
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system_step(&sim, hcfra, use_render_params);
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psys->cfra = hcfra;
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@ -332,8 +332,7 @@ static void *seq_prefetch_frames(void *job)
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pfjob->scene_eval->ed->prefetch_job = NULL;
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AnimData *adt = BKE_animdata_from_id(&pfjob->context_cpy.scene->id);
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BKE_animsys_evaluate_animdata(pfjob->context_cpy.scene,
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&pfjob->context_cpy.scene->id,
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BKE_animsys_evaluate_animdata(&pfjob->context_cpy.scene->id,
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adt,
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pfjob->cfra + pfjob->num_frames_prefetched,
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ADT_RECALC_ALL,
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@ -3330,8 +3330,7 @@ static ImBuf *seq_render_mask(const SeqRenderData *context, Mask *mask, float nr
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/* anim-data */
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adt = BKE_animdata_from_id(&mask->id);
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BKE_animsys_evaluate_animdata(
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context->scene, &mask_temp->id, adt, mask->sfra + nr, ADT_RECALC_ANIM, false);
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BKE_animsys_evaluate_animdata(&mask_temp->id, adt, mask->sfra + nr, ADT_RECALC_ANIM, false);
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maskbuf = MEM_mallocN(sizeof(float) * context->rectx * context->recty, __func__);
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@ -3660,8 +3659,7 @@ static ImBuf *do_render_strip_seqbase(const SeqRenderData *context,
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if (seqbase && !BLI_listbase_is_empty(seqbase)) {
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if (seq->flag & SEQ_SCENE_STRIPS && seq->scene) {
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BKE_animsys_evaluate_all_animation(
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context->bmain, context->depsgraph, seq->scene, nr + offset);
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BKE_animsys_evaluate_all_animation(context->bmain, context->depsgraph, nr + offset);
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}
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ibuf = seq_render_strip_stack(context,
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@ -73,8 +73,7 @@ static void eevee_motion_blur_camera_get_matrix_at_time(Scene *scene,
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/* Past matrix */
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/* FIXME : This is a temporal solution that does not take care of parent animations */
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/* Recalc Anim manually */
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BKE_animsys_evaluate_animdata(
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scene, &camdata_cpy.id, camdata_cpy.adt, time, ADT_RECALC_ALL, false);
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BKE_animsys_evaluate_animdata(&camdata_cpy.id, camdata_cpy.adt, time, ADT_RECALC_ALL, false);
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BKE_object_where_is_calc_time(draw_ctx->depsgraph, scene, &cam_cpy, time);
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/* Compute winmat */
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@ -1240,7 +1240,7 @@ static int pose_clear_user_transforms_exec(bContext *C, wmOperator *op)
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workob.adt = ob->adt;
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workob.pose = dummyPose;
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BKE_animsys_evaluate_animdata(scene, &workob.id, workob.adt, cframe, ADT_RECALC_ANIM, false);
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BKE_animsys_evaluate_animdata(&workob.id, workob.adt, cframe, ADT_RECALC_ANIM, false);
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/* copy back values, but on selected bones only */
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for (pchan = dummyPose->chanbase.first; pchan; pchan = pchan->next) {
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@ -2455,7 +2455,7 @@ static int ocean_bake_exec(bContext *C, wmOperator *op)
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* No drivers or other modifier parameters. */
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/* TODO(sergey): This operates on an original data, so no flush is needed. However, baking
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* usually should happen on an evaluated objects, so this seems to be deeper issue here. */
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BKE_animsys_evaluate_animdata(scene, (ID *)ob, ob->adt, f, ADT_RECALC_ANIM, false);
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BKE_animsys_evaluate_animdata((ID *)ob, ob->adt, f, ADT_RECALC_ANIM, false);
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och->time[i] = omd->time;
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i++;
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@ -2514,7 +2514,7 @@ void RE_RenderAnim(Render *re,
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{
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float ctime = BKE_scene_frame_get(scene);
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AnimData *adt = BKE_animdata_from_id(&scene->id);
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BKE_animsys_evaluate_animdata(scene, &scene->id, adt, ctime, ADT_RECALC_ALL, false);
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BKE_animsys_evaluate_animdata(&scene->id, adt, ctime, ADT_RECALC_ALL, false);
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}
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render_update_depsgraph(re);
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