Transform: Avoid use of ob->recalc in snapping code
Do a direct update of object transform instead, without involving manual trickery of recalc flag. Shouldn't be functional changes as far as artists are concerned, but will allow us to get rid of recalc flags in 2.8. Thanks Bastien for review!
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@ -201,6 +201,10 @@ void BKE_object_eval_cloth(struct EvaluationContext *eval_ctx,
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struct Object *object);
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void BKE_object_eval_transform_all(struct EvaluationContext *eval_ctx,
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struct Scene *scene,
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struct Object *object);
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void BKE_object_handle_data_update(struct EvaluationContext *eval_ctx,
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struct Scene *scene,
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struct Object *ob);
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@ -342,3 +342,19 @@ void BKE_object_eval_cloth(EvaluationContext *UNUSED(eval_ctx), Scene *scene, Ob
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DEBUG_PRINT("%s on %s\n", __func__, object->id.name);
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BKE_ptcache_object_reset(scene, object, PTCACHE_RESET_DEPSGRAPH);
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}
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void BKE_object_eval_transform_all(EvaluationContext *eval_ctx,
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Scene *scene,
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Object *object)
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{
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/* This mimics full transform update chain from new depsgraph. */
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BKE_object_eval_local_transform(eval_ctx, scene, object);
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if (object->parent != NULL) {
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BKE_object_eval_parent(eval_ctx, scene, object);
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}
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if (!BLI_listbase_is_empty(&object->constraints)) {
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BKE_object_eval_constraints(eval_ctx, scene, object);
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}
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BKE_object_eval_uber_transform(eval_ctx, scene, object);
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BKE_object_eval_done(eval_ctx, object);
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}
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@ -316,9 +316,7 @@ void applyProject(TransInfo *t)
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mul_m4_v3(ob->obmat, iloc);
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}
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else if (t->flag & T_OBJECT) {
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/* TODO(sergey): Ideally force update is not needed here. */
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td->ob->recalc |= OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME;
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BKE_object_handle_update(G.main->eval_ctx, t->scene, td->ob);
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BKE_object_eval_transform_all(G.main->eval_ctx, t->scene, td->ob);
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copy_v3_v3(iloc, td->ob->obmat[3]);
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}
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@ -407,8 +405,7 @@ void applyGridAbsolute(TransInfo *t)
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mul_m4_v3(obmat, iloc);
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}
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else if (t->flag & T_OBJECT) {
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td->ob->recalc |= OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME;
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BKE_object_handle_update(G.main->eval_ctx, t->scene, td->ob);
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BKE_object_eval_transform_all(G.main->eval_ctx, t->scene, td->ob);
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copy_v3_v3(iloc, td->ob->obmat[3]);
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}
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