code cleanup: missed r54603, arg reordering.
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@@ -150,7 +150,8 @@ void BKE_object_tfm_protected_restore(struct Object *ob,
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const short protectflag);
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void BKE_object_handle_update(struct Scene *scene, struct Object *ob);
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void BKE_object_handle_update_ex(struct Scene *scene, struct RigidBodyWorld *rbw, struct Object *ob);
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void BKE_object_handle_update_ex(struct Scene *scene, struct Object *ob,
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struct RigidBodyWorld *rbw);
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void BKE_object_sculpt_modifiers_changed(struct Object *ob);
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int BKE_object_obdata_texspace_get(struct Object *ob, short **r_texflag, float **r_loc, float **r_size, float **r_rot);
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@@ -2631,7 +2631,8 @@ int BKE_object_parent_loop_check(const Object *par, const Object *ob)
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/* the main object update call, for object matrix, constraints, keys and displist (modifiers) */
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/* requires flags to be set! */
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/* Ideally we shouldn't have to pass the rigid body world, but need bigger restructuring to avoid id */
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void BKE_object_handle_update_ex(Scene *scene, RigidBodyWorld *rbw, Object *ob)
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void BKE_object_handle_update_ex(Scene *scene, Object *ob,
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RigidBodyWorld *rbw)
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{
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if (ob->recalc & OB_RECALC_ALL) {
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/* speed optimization for animation lookups */
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@@ -2833,7 +2834,7 @@ void BKE_object_handle_update_ex(Scene *scene, RigidBodyWorld *rbw, Object *ob)
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*/
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void BKE_object_handle_update(Scene *scene, Object *ob)
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{
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BKE_object_handle_update_ex(scene, NULL, ob);
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BKE_object_handle_update_ex(scene, ob, NULL);
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}
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void BKE_object_sculpt_modifiers_changed(Object *ob)
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@@ -1125,7 +1125,7 @@ static void scene_update_tagged_recursive(Main *bmain, Scene *scene, Scene *scen
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for (base = scene->base.first; base; base = base->next) {
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Object *ob = base->object;
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BKE_object_handle_update_ex(scene_parent, scene->rigidbody_world, ob);
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BKE_object_handle_update_ex(scene_parent, ob, scene->rigidbody_world);
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if (ob->dup_group && (ob->transflag & OB_DUPLIGROUP))
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group_handle_recalc_and_update(scene_parent, ob, ob->dup_group);
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