Anim: added BKE_object_moves_in_time(object) function
This function exposes the already-existing static `object_moves_in_time()` function, and optionally recursively checks the parent object for animatedness as well. I also added checking `AnimData::overrides` to `BKE_animdata_id_is_animated()`. This ensures that, apart from the optional recursion to the parent object, the function has the same functionality.
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@@ -3763,26 +3763,26 @@ int BKE_object_is_modified(Scene *scene, Object *ob)
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* speed. In combination with checks of modifier stack and real life usage
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* percentage of false-positives shouldn't be that height.
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*/
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static bool object_moves_in_time(Object *object)
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bool BKE_object_moves_in_time(const Object *object, bool recurse_parent)
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{
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AnimData *adt = object->adt;
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if (adt != NULL) {
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/* If object has any sort of animation data assume it is moving. */
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if (adt->action != NULL || !BLI_listbase_is_empty(&adt->nla_tracks) ||
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!BLI_listbase_is_empty(&adt->drivers) || !BLI_listbase_is_empty(&adt->overrides)) {
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return true;
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}
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/* If object has any sort of animation data assume it is moving. */
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if (BKE_animdata_id_is_animated(&object->id)) {
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return true;
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}
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if (!BLI_listbase_is_empty(&object->constraints)) {
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return true;
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}
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if (object->parent != NULL) {
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/* TODO(sergey): Do recursive check here? */
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return true;
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if (recurse_parent && object->parent != NULL) {
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return BKE_object_moves_in_time(object->parent, true);
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}
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return false;
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}
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static bool object_moves_in_time(const Object *object)
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{
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return BKE_object_moves_in_time(object, true);
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}
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static bool object_deforms_in_time(Object *object)
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{
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if (BKE_key_from_object(object) != NULL) {
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