Depsgraph: Cleanup, split build_driver function up

This commit is contained in:
Sergey Sharybin
2017-12-04 17:01:02 +01:00
parent 52e81de9f7
commit 3795e37c62
2 changed files with 25 additions and 10 deletions

View File

@@ -1093,6 +1093,30 @@ void DepsgraphRelationBuilder::build_driver(ID *id, FCurve *fcu)
* initialised later?
*/
/* Loop over variables to get the target relationships. */
build_driver_variables(id, fcu);
/* It's quite tricky to detect if the driver actually depends on time or
* not, so for now we'll be quite conservative here about optimization and
* consider all python drivers to be depending on time.
*/
if ((driver->type == DRIVER_TYPE_PYTHON) &&
python_driver_depends_on_time(driver))
{
TimeSourceKey time_src_key;
add_relation(time_src_key, driver_key, "TimeSrc -> Driver");
}
}
void DepsgraphRelationBuilder::build_driver_variables(ID *id, FCurve *fcu)
{
ChannelDriver *driver = fcu->driver;
OperationKey driver_key(id,
DEG_NODE_TYPE_PARAMETERS,
DEG_OPCODE_DRIVER,
fcu->rna_path ? fcu->rna_path : "",
fcu->array_index);
const char *rna_path = fcu->rna_path ? fcu->rna_path : "";
const RNAPathKey self_key(id, rna_path);
LINKLIST_FOREACH (DriverVar *, dvar, &driver->variables) {
/* Only used targets. */
DRIVER_TARGETS_USED_LOOPER(dvar)
@@ -1158,16 +1182,6 @@ void DepsgraphRelationBuilder::build_driver(ID *id, FCurve *fcu)
}
DRIVER_TARGETS_LOOPER_END
}
/* It's quite tricky to detect if the driver actually depends on time or
* not, so for now we'll be quite conservative here about optimization and
* consider all python drivers to be depending on time.
*/
if ((driver->type == DRIVER_TYPE_PYTHON) &&
python_driver_depends_on_time(driver))
{
TimeSourceKey time_src_key;
add_relation(time_src_key, driver_key, "TimeSrc -> Driver");
}
}
void DepsgraphRelationBuilder::build_world(World *world)

View File

@@ -198,6 +198,7 @@ struct DepsgraphRelationBuilder
RootPChanMap *root_map);
void build_animdata(ID *id);
void build_driver(ID *id, FCurve *fcurve);
void build_driver_variables(ID *id, FCurve *fcurve);
void build_world(World *world);
void build_rigidbody(Scene *scene);
void build_particles(Object *object);