Render Layers and Collections (merge from render-layers)
Design Documents
----------------
* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers
* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised
User Commit Log
---------------
* New Layer and Collection system to replace render layers and viewport layers.
* A layer is a set of collections of objects (and their drawing options) required for specific tasks.
* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.
* All Scenes have a master collection that all other collections are children of.
* New collection "context" tab (in Properties Editor)
* New temporary viewport "collections" panel to control per-collection
visibility
Missing User Features
---------------------
* Collection "Filter"
Option to add objects based on their names
* Collection Manager operators
The existing buttons are placeholders
* Collection Manager drawing
The editor main region is empty
* Collection Override
* Per-Collection engine settings
This will come as a separate commit, as part of the clay-engine branch
Dev Commit Log
--------------
* New DNA file (DNA_layer_types.h) with the new structs
We are replacing Base by a new extended Base while keeping it backward
compatible with some legacy settings (i.e., lay, flag_legacy).
Renamed all Base to BaseLegacy to make it clear the areas of code that
still need to be converted
Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp
* Unittesting for main syncronization requirements
- read, write, add/copy/remove objects, copy scene, collection
link/unlinking, context)
* New Editor: Collection Manager
Based on patch by Julian Eisel
This is extracted from the layer-manager branch. With the following changes:
- Renamed references of layer manager to collections manager
- I doesn't include the editors/space_collections/ draw and util files
- The drawing code itself will be implemented separately by Julian
* Base / Object:
A little note about them. Original Blender code would try to keep them
in sync through the code, juggling flags back and forth. This will now
be handled by Depsgraph, keeping Object and Bases more separated
throughout the non-rendering code.
Scene.base is being cleared in doversion, and the old viewport drawing
code was poorly converted to use the new bases while the new viewport
code doesn't get merged and replace the old one.
Python API Changes
------------------
```
- scene.layers
+ # no longer exists
- scene.objects
+ scene.scene_layers.active.objects
- scene.objects.active
+ scene.render_layers.active.objects.active
- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()
- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)
- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')
-AddObjectHelper.layers
+ # no longer exists
```
2017-02-07 10:18:38 +01:00
|
|
|
/*
|
|
|
|
* ***** BEGIN GPL LICENSE BLOCK *****
|
|
|
|
*
|
|
|
|
* This program is free software; you can redistribute it and/or
|
|
|
|
* modify it under the terms of the GNU General Public License
|
|
|
|
* as published by the Free Software Foundation; either version 2
|
|
|
|
* of the License, or (at your option) any later version.
|
|
|
|
*
|
|
|
|
* This program is distributed in the hope that it will be useful,
|
|
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
|
|
* GNU General Public License for more details.
|
|
|
|
*
|
|
|
|
* You should have received a copy of the GNU General Public License
|
|
|
|
* along with this program; if not, write to the Free Software Foundation,
|
|
|
|
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|
|
|
*
|
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|
|
* Contributor(s): Dalai Felinto
|
|
|
|
*
|
|
|
|
* ***** END GPL LICENSE BLOCK *****
|
|
|
|
*/
|
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|
|
/** \file blender/blenkernel/intern/layer.c
|
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|
|
* \ingroup bke
|
|
|
|
*/
|
|
|
|
|
2017-02-16 18:45:41 +01:00
|
|
|
#include <string.h>
|
|
|
|
|
Render Layers and Collections (merge from render-layers)
Design Documents
----------------
* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers
* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised
User Commit Log
---------------
* New Layer and Collection system to replace render layers and viewport layers.
* A layer is a set of collections of objects (and their drawing options) required for specific tasks.
* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.
* All Scenes have a master collection that all other collections are children of.
* New collection "context" tab (in Properties Editor)
* New temporary viewport "collections" panel to control per-collection
visibility
Missing User Features
---------------------
* Collection "Filter"
Option to add objects based on their names
* Collection Manager operators
The existing buttons are placeholders
* Collection Manager drawing
The editor main region is empty
* Collection Override
* Per-Collection engine settings
This will come as a separate commit, as part of the clay-engine branch
Dev Commit Log
--------------
* New DNA file (DNA_layer_types.h) with the new structs
We are replacing Base by a new extended Base while keeping it backward
compatible with some legacy settings (i.e., lay, flag_legacy).
Renamed all Base to BaseLegacy to make it clear the areas of code that
still need to be converted
Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp
* Unittesting for main syncronization requirements
- read, write, add/copy/remove objects, copy scene, collection
link/unlinking, context)
* New Editor: Collection Manager
Based on patch by Julian Eisel
This is extracted from the layer-manager branch. With the following changes:
- Renamed references of layer manager to collections manager
- I doesn't include the editors/space_collections/ draw and util files
- The drawing code itself will be implemented separately by Julian
* Base / Object:
A little note about them. Original Blender code would try to keep them
in sync through the code, juggling flags back and forth. This will now
be handled by Depsgraph, keeping Object and Bases more separated
throughout the non-rendering code.
Scene.base is being cleared in doversion, and the old viewport drawing
code was poorly converted to use the new bases while the new viewport
code doesn't get merged and replace the old one.
Python API Changes
------------------
```
- scene.layers
+ # no longer exists
- scene.objects
+ scene.scene_layers.active.objects
- scene.objects.active
+ scene.render_layers.active.objects.active
- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()
- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)
- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')
-AddObjectHelper.layers
+ # no longer exists
```
2017-02-07 10:18:38 +01:00
|
|
|
#include "BLI_listbase.h"
|
|
|
|
#include "BLI_string.h"
|
|
|
|
#include "BLI_string_utf8.h"
|
|
|
|
#include "BLI_string_utils.h"
|
|
|
|
#include "BLT_translation.h"
|
|
|
|
|
|
|
|
#include "BKE_collection.h"
|
2017-03-30 17:01:23 +02:00
|
|
|
#include "BKE_idprop.h"
|
Render Layers and Collections (merge from render-layers)
Design Documents
----------------
* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers
* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised
User Commit Log
---------------
* New Layer and Collection system to replace render layers and viewport layers.
* A layer is a set of collections of objects (and their drawing options) required for specific tasks.
* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.
* All Scenes have a master collection that all other collections are children of.
* New collection "context" tab (in Properties Editor)
* New temporary viewport "collections" panel to control per-collection
visibility
Missing User Features
---------------------
* Collection "Filter"
Option to add objects based on their names
* Collection Manager operators
The existing buttons are placeholders
* Collection Manager drawing
The editor main region is empty
* Collection Override
* Per-Collection engine settings
This will come as a separate commit, as part of the clay-engine branch
Dev Commit Log
--------------
* New DNA file (DNA_layer_types.h) with the new structs
We are replacing Base by a new extended Base while keeping it backward
compatible with some legacy settings (i.e., lay, flag_legacy).
Renamed all Base to BaseLegacy to make it clear the areas of code that
still need to be converted
Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp
* Unittesting for main syncronization requirements
- read, write, add/copy/remove objects, copy scene, collection
link/unlinking, context)
* New Editor: Collection Manager
Based on patch by Julian Eisel
This is extracted from the layer-manager branch. With the following changes:
- Renamed references of layer manager to collections manager
- I doesn't include the editors/space_collections/ draw and util files
- The drawing code itself will be implemented separately by Julian
* Base / Object:
A little note about them. Original Blender code would try to keep them
in sync through the code, juggling flags back and forth. This will now
be handled by Depsgraph, keeping Object and Bases more separated
throughout the non-rendering code.
Scene.base is being cleared in doversion, and the old viewport drawing
code was poorly converted to use the new bases while the new viewport
code doesn't get merged and replace the old one.
Python API Changes
------------------
```
- scene.layers
+ # no longer exists
- scene.objects
+ scene.scene_layers.active.objects
- scene.objects.active
+ scene.render_layers.active.objects.active
- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()
- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)
- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')
-AddObjectHelper.layers
+ # no longer exists
```
2017-02-07 10:18:38 +01:00
|
|
|
#include "BKE_layer.h"
|
|
|
|
#include "BKE_main.h"
|
|
|
|
#include "BKE_node.h"
|
|
|
|
|
|
|
|
#include "DNA_ID.h"
|
|
|
|
#include "DNA_layer_types.h"
|
|
|
|
#include "DNA_object_types.h"
|
|
|
|
#include "DNA_node_types.h"
|
|
|
|
#include "DNA_scene_types.h"
|
|
|
|
|
2017-02-17 17:53:51 +01:00
|
|
|
#include "DRW_engine.h"
|
|
|
|
|
Render Layers and Collections (merge from render-layers)
Design Documents
----------------
* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers
* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised
User Commit Log
---------------
* New Layer and Collection system to replace render layers and viewport layers.
* A layer is a set of collections of objects (and their drawing options) required for specific tasks.
* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.
* All Scenes have a master collection that all other collections are children of.
* New collection "context" tab (in Properties Editor)
* New temporary viewport "collections" panel to control per-collection
visibility
Missing User Features
---------------------
* Collection "Filter"
Option to add objects based on their names
* Collection Manager operators
The existing buttons are placeholders
* Collection Manager drawing
The editor main region is empty
* Collection Override
* Per-Collection engine settings
This will come as a separate commit, as part of the clay-engine branch
Dev Commit Log
--------------
* New DNA file (DNA_layer_types.h) with the new structs
We are replacing Base by a new extended Base while keeping it backward
compatible with some legacy settings (i.e., lay, flag_legacy).
Renamed all Base to BaseLegacy to make it clear the areas of code that
still need to be converted
Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp
* Unittesting for main syncronization requirements
- read, write, add/copy/remove objects, copy scene, collection
link/unlinking, context)
* New Editor: Collection Manager
Based on patch by Julian Eisel
This is extracted from the layer-manager branch. With the following changes:
- Renamed references of layer manager to collections manager
- I doesn't include the editors/space_collections/ draw and util files
- The drawing code itself will be implemented separately by Julian
* Base / Object:
A little note about them. Original Blender code would try to keep them
in sync through the code, juggling flags back and forth. This will now
be handled by Depsgraph, keeping Object and Bases more separated
throughout the non-rendering code.
Scene.base is being cleared in doversion, and the old viewport drawing
code was poorly converted to use the new bases while the new viewport
code doesn't get merged and replace the old one.
Python API Changes
------------------
```
- scene.layers
+ # no longer exists
- scene.objects
+ scene.scene_layers.active.objects
- scene.objects.active
+ scene.render_layers.active.objects.active
- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()
- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)
- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')
-AddObjectHelper.layers
+ # no longer exists
```
2017-02-07 10:18:38 +01:00
|
|
|
#include "MEM_guardedalloc.h"
|
|
|
|
|
|
|
|
/* prototype */
|
2017-02-07 11:20:15 +01:00
|
|
|
struct CollectionEngineSettingsCB_Type;
|
Render Layers and Collections (merge from render-layers)
Design Documents
----------------
* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers
* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised
User Commit Log
---------------
* New Layer and Collection system to replace render layers and viewport layers.
* A layer is a set of collections of objects (and their drawing options) required for specific tasks.
* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.
* All Scenes have a master collection that all other collections are children of.
* New collection "context" tab (in Properties Editor)
* New temporary viewport "collections" panel to control per-collection
visibility
Missing User Features
---------------------
* Collection "Filter"
Option to add objects based on their names
* Collection Manager operators
The existing buttons are placeholders
* Collection Manager drawing
The editor main region is empty
* Collection Override
* Per-Collection engine settings
This will come as a separate commit, as part of the clay-engine branch
Dev Commit Log
--------------
* New DNA file (DNA_layer_types.h) with the new structs
We are replacing Base by a new extended Base while keeping it backward
compatible with some legacy settings (i.e., lay, flag_legacy).
Renamed all Base to BaseLegacy to make it clear the areas of code that
still need to be converted
Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp
* Unittesting for main syncronization requirements
- read, write, add/copy/remove objects, copy scene, collection
link/unlinking, context)
* New Editor: Collection Manager
Based on patch by Julian Eisel
This is extracted from the layer-manager branch. With the following changes:
- Renamed references of layer manager to collections manager
- I doesn't include the editors/space_collections/ draw and util files
- The drawing code itself will be implemented separately by Julian
* Base / Object:
A little note about them. Original Blender code would try to keep them
in sync through the code, juggling flags back and forth. This will now
be handled by Depsgraph, keeping Object and Bases more separated
throughout the non-rendering code.
Scene.base is being cleared in doversion, and the old viewport drawing
code was poorly converted to use the new bases while the new viewport
code doesn't get merged and replace the old one.
Python API Changes
------------------
```
- scene.layers
+ # no longer exists
- scene.objects
+ scene.scene_layers.active.objects
- scene.objects.active
+ scene.render_layers.active.objects.active
- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()
- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)
- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')
-AddObjectHelper.layers
+ # no longer exists
```
2017-02-07 10:18:38 +01:00
|
|
|
static void layer_collection_free(SceneLayer *sl, LayerCollection *lc);
|
|
|
|
static LayerCollection *layer_collection_add(SceneLayer *sl, ListBase *lb, SceneCollection *sc);
|
|
|
|
static LayerCollection *find_layer_collection_by_scene_collection(LayerCollection *lc, const SceneCollection *sc);
|
2017-03-30 17:01:23 +02:00
|
|
|
static IDProperty *collection_engine_settings_create(struct CollectionEngineSettingsCB_Type *ces_type, const bool populate);
|
|
|
|
static IDProperty *collection_engine_get(IDProperty *root, const int type, const char *engine_name);
|
|
|
|
static void collection_engine_settings_init(IDProperty *root, const bool populate);
|
|
|
|
static void scene_layer_engine_settings_update(Scene *scene, SceneLayer *sl, Object *ob);
|
Render Layers and Collections (merge from render-layers)
Design Documents
----------------
* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers
* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised
User Commit Log
---------------
* New Layer and Collection system to replace render layers and viewport layers.
* A layer is a set of collections of objects (and their drawing options) required for specific tasks.
* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.
* All Scenes have a master collection that all other collections are children of.
* New collection "context" tab (in Properties Editor)
* New temporary viewport "collections" panel to control per-collection
visibility
Missing User Features
---------------------
* Collection "Filter"
Option to add objects based on their names
* Collection Manager operators
The existing buttons are placeholders
* Collection Manager drawing
The editor main region is empty
* Collection Override
* Per-Collection engine settings
This will come as a separate commit, as part of the clay-engine branch
Dev Commit Log
--------------
* New DNA file (DNA_layer_types.h) with the new structs
We are replacing Base by a new extended Base while keeping it backward
compatible with some legacy settings (i.e., lay, flag_legacy).
Renamed all Base to BaseLegacy to make it clear the areas of code that
still need to be converted
Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp
* Unittesting for main syncronization requirements
- read, write, add/copy/remove objects, copy scene, collection
link/unlinking, context)
* New Editor: Collection Manager
Based on patch by Julian Eisel
This is extracted from the layer-manager branch. With the following changes:
- Renamed references of layer manager to collections manager
- I doesn't include the editors/space_collections/ draw and util files
- The drawing code itself will be implemented separately by Julian
* Base / Object:
A little note about them. Original Blender code would try to keep them
in sync through the code, juggling flags back and forth. This will now
be handled by Depsgraph, keeping Object and Bases more separated
throughout the non-rendering code.
Scene.base is being cleared in doversion, and the old viewport drawing
code was poorly converted to use the new bases while the new viewport
code doesn't get merged and replace the old one.
Python API Changes
------------------
```
- scene.layers
+ # no longer exists
- scene.objects
+ scene.scene_layers.active.objects
- scene.objects.active
+ scene.render_layers.active.objects.active
- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()
- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)
- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')
-AddObjectHelper.layers
+ # no longer exists
```
2017-02-07 10:18:38 +01:00
|
|
|
static void object_bases_Iterator_next(Iterator *iter, const int flag);
|
|
|
|
|
|
|
|
/* RenderLayer */
|
|
|
|
|
2017-02-08 16:05:24 +01:00
|
|
|
/**
|
|
|
|
* Returns the SceneLayer to be used for rendering
|
2017-02-15 18:37:59 +01:00
|
|
|
* Most of the time BKE_scene_layer_context_active should be used instead
|
2017-02-08 16:05:24 +01:00
|
|
|
*/
|
2017-02-22 16:02:43 +01:00
|
|
|
SceneLayer *BKE_scene_layer_render_active(const Scene *scene)
|
2017-02-08 16:05:24 +01:00
|
|
|
{
|
|
|
|
SceneLayer *sl = BLI_findlink(&scene->render_layers, scene->active_layer);
|
|
|
|
BLI_assert(sl);
|
|
|
|
return sl;
|
|
|
|
}
|
|
|
|
|
2017-02-15 18:37:59 +01:00
|
|
|
/**
|
|
|
|
* Returns the SceneLayer to be used for drawing, outliner, and
|
|
|
|
* other context related areas.
|
|
|
|
*/
|
|
|
|
SceneLayer *BKE_scene_layer_context_active(Scene *scene)
|
|
|
|
{
|
|
|
|
/* waiting for workspace to get the layer from context*/
|
|
|
|
TODO_LAYER_CONTEXT;
|
|
|
|
return BKE_scene_layer_render_active(scene);
|
|
|
|
}
|
|
|
|
|
Render Layers and Collections (merge from render-layers)
Design Documents
----------------
* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers
* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised
User Commit Log
---------------
* New Layer and Collection system to replace render layers and viewport layers.
* A layer is a set of collections of objects (and their drawing options) required for specific tasks.
* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.
* All Scenes have a master collection that all other collections are children of.
* New collection "context" tab (in Properties Editor)
* New temporary viewport "collections" panel to control per-collection
visibility
Missing User Features
---------------------
* Collection "Filter"
Option to add objects based on their names
* Collection Manager operators
The existing buttons are placeholders
* Collection Manager drawing
The editor main region is empty
* Collection Override
* Per-Collection engine settings
This will come as a separate commit, as part of the clay-engine branch
Dev Commit Log
--------------
* New DNA file (DNA_layer_types.h) with the new structs
We are replacing Base by a new extended Base while keeping it backward
compatible with some legacy settings (i.e., lay, flag_legacy).
Renamed all Base to BaseLegacy to make it clear the areas of code that
still need to be converted
Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp
* Unittesting for main syncronization requirements
- read, write, add/copy/remove objects, copy scene, collection
link/unlinking, context)
* New Editor: Collection Manager
Based on patch by Julian Eisel
This is extracted from the layer-manager branch. With the following changes:
- Renamed references of layer manager to collections manager
- I doesn't include the editors/space_collections/ draw and util files
- The drawing code itself will be implemented separately by Julian
* Base / Object:
A little note about them. Original Blender code would try to keep them
in sync through the code, juggling flags back and forth. This will now
be handled by Depsgraph, keeping Object and Bases more separated
throughout the non-rendering code.
Scene.base is being cleared in doversion, and the old viewport drawing
code was poorly converted to use the new bases while the new viewport
code doesn't get merged and replace the old one.
Python API Changes
------------------
```
- scene.layers
+ # no longer exists
- scene.objects
+ scene.scene_layers.active.objects
- scene.objects.active
+ scene.render_layers.active.objects.active
- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()
- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)
- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')
-AddObjectHelper.layers
+ # no longer exists
```
2017-02-07 10:18:38 +01:00
|
|
|
/**
|
|
|
|
* Add a new renderlayer
|
|
|
|
* by default, a renderlayer has the master collection
|
|
|
|
*/
|
|
|
|
SceneLayer *BKE_scene_layer_add(Scene *scene, const char *name)
|
|
|
|
{
|
|
|
|
if (!name) {
|
|
|
|
name = DATA_("Render Layer");
|
|
|
|
}
|
|
|
|
|
|
|
|
SceneLayer *sl = MEM_callocN(sizeof(SceneLayer), "Scene Layer");
|
|
|
|
sl->flag |= SCENE_LAYER_RENDER;
|
|
|
|
|
|
|
|
BLI_addtail(&scene->render_layers, sl);
|
|
|
|
|
|
|
|
/* unique name */
|
|
|
|
BLI_strncpy_utf8(sl->name, name, sizeof(sl->name));
|
|
|
|
BLI_uniquename(&scene->render_layers, sl, DATA_("SceneLayer"), '.', offsetof(SceneLayer, name), sizeof(sl->name));
|
|
|
|
|
|
|
|
SceneCollection *sc = BKE_collection_master(scene);
|
|
|
|
layer_collection_add(sl, &sl->layer_collections, sc);
|
|
|
|
|
|
|
|
return sl;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool BKE_scene_layer_remove(Main *bmain, Scene *scene, SceneLayer *sl)
|
|
|
|
{
|
|
|
|
const int act = BLI_findindex(&scene->render_layers, sl);
|
|
|
|
|
|
|
|
if (act == -1) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
else if ( (scene->render_layers.first == scene->render_layers.last) &&
|
|
|
|
(scene->render_layers.first == sl))
|
|
|
|
{
|
|
|
|
/* ensure 1 layer is kept */
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
BLI_remlink(&scene->render_layers, sl);
|
|
|
|
|
|
|
|
BKE_scene_layer_free(sl);
|
|
|
|
MEM_freeN(sl);
|
|
|
|
|
|
|
|
scene->active_layer = 0;
|
|
|
|
/* TODO WORKSPACE: set active_layer to 0 */
|
|
|
|
|
|
|
|
for (Scene *sce = bmain->scene.first; sce; sce = sce->id.next) {
|
|
|
|
if (sce->nodetree) {
|
|
|
|
BKE_nodetree_remove_layer_n(sce->nodetree, scene, act);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Free (or release) any data used by this SceneLayer (does not free the SceneLayer itself).
|
|
|
|
*/
|
|
|
|
void BKE_scene_layer_free(SceneLayer *sl)
|
|
|
|
{
|
|
|
|
sl->basact = NULL;
|
|
|
|
BLI_freelistN(&sl->object_bases);
|
|
|
|
|
|
|
|
for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
|
|
|
|
layer_collection_free(NULL, lc);
|
|
|
|
}
|
|
|
|
BLI_freelistN(&sl->layer_collections);
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Set the render engine of a renderlayer
|
|
|
|
*/
|
|
|
|
void BKE_scene_layer_engine_set(SceneLayer *sl, const char *engine)
|
|
|
|
{
|
|
|
|
BLI_strncpy_utf8(sl->engine, engine, sizeof(sl->engine));
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Tag all the selected objects of a renderlayer
|
|
|
|
*/
|
|
|
|
void BKE_scene_layer_selected_objects_tag(SceneLayer *sl, const int tag)
|
|
|
|
{
|
|
|
|
for (Base *base = sl->object_bases.first; base; base = base->next) {
|
|
|
|
if ((base->flag & BASE_SELECTED) != 0) {
|
|
|
|
base->object->flag |= tag;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
base->object->flag &= ~tag;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static bool find_scene_collection_in_scene_collections(ListBase *lb, const LayerCollection *lc)
|
|
|
|
{
|
|
|
|
for (LayerCollection *lcn = lb->first; lcn; lcn = lcn->next) {
|
|
|
|
if (lcn == lc) {
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
if (find_scene_collection_in_scene_collections(&lcn->layer_collections, lc)) {
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Find the SceneLayer a LayerCollection belongs to
|
|
|
|
*/
|
2017-03-08 17:21:43 +01:00
|
|
|
SceneLayer *BKE_scene_layer_find_from_collection(const Scene *scene, LayerCollection *lc)
|
Render Layers and Collections (merge from render-layers)
Design Documents
----------------
* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers
* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised
User Commit Log
---------------
* New Layer and Collection system to replace render layers and viewport layers.
* A layer is a set of collections of objects (and their drawing options) required for specific tasks.
* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.
* All Scenes have a master collection that all other collections are children of.
* New collection "context" tab (in Properties Editor)
* New temporary viewport "collections" panel to control per-collection
visibility
Missing User Features
---------------------
* Collection "Filter"
Option to add objects based on their names
* Collection Manager operators
The existing buttons are placeholders
* Collection Manager drawing
The editor main region is empty
* Collection Override
* Per-Collection engine settings
This will come as a separate commit, as part of the clay-engine branch
Dev Commit Log
--------------
* New DNA file (DNA_layer_types.h) with the new structs
We are replacing Base by a new extended Base while keeping it backward
compatible with some legacy settings (i.e., lay, flag_legacy).
Renamed all Base to BaseLegacy to make it clear the areas of code that
still need to be converted
Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp
* Unittesting for main syncronization requirements
- read, write, add/copy/remove objects, copy scene, collection
link/unlinking, context)
* New Editor: Collection Manager
Based on patch by Julian Eisel
This is extracted from the layer-manager branch. With the following changes:
- Renamed references of layer manager to collections manager
- I doesn't include the editors/space_collections/ draw and util files
- The drawing code itself will be implemented separately by Julian
* Base / Object:
A little note about them. Original Blender code would try to keep them
in sync through the code, juggling flags back and forth. This will now
be handled by Depsgraph, keeping Object and Bases more separated
throughout the non-rendering code.
Scene.base is being cleared in doversion, and the old viewport drawing
code was poorly converted to use the new bases while the new viewport
code doesn't get merged and replace the old one.
Python API Changes
------------------
```
- scene.layers
+ # no longer exists
- scene.objects
+ scene.scene_layers.active.objects
- scene.objects.active
+ scene.render_layers.active.objects.active
- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()
- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)
- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')
-AddObjectHelper.layers
+ # no longer exists
```
2017-02-07 10:18:38 +01:00
|
|
|
{
|
|
|
|
for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
|
|
|
|
if (find_scene_collection_in_scene_collections(&sl->layer_collections, lc)) {
|
|
|
|
return sl;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Base */
|
|
|
|
|
|
|
|
Base *BKE_scene_layer_base_find(SceneLayer *sl, Object *ob)
|
|
|
|
{
|
|
|
|
return BLI_findptr(&sl->object_bases, ob, offsetof(Base, object));
|
|
|
|
}
|
|
|
|
|
|
|
|
void BKE_scene_layer_base_deselect_all(SceneLayer *sl)
|
|
|
|
{
|
|
|
|
Base *base;
|
|
|
|
|
|
|
|
for (base = sl->object_bases.first; base; base = base->next) {
|
|
|
|
base->flag &= ~BASE_SELECTED;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void BKE_scene_layer_base_select(struct SceneLayer *sl, Base *selbase)
|
|
|
|
{
|
|
|
|
sl->basact = selbase;
|
|
|
|
if ((selbase->flag & BASE_SELECTABLED) != 0) {
|
|
|
|
selbase->flag |= BASE_SELECTED;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2017-02-22 18:52:07 +01:00
|
|
|
static void scene_layer_object_base_unref(SceneLayer *sl, Base *base)
|
Render Layers and Collections (merge from render-layers)
Design Documents
----------------
* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers
* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised
User Commit Log
---------------
* New Layer and Collection system to replace render layers and viewport layers.
* A layer is a set of collections of objects (and their drawing options) required for specific tasks.
* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.
* All Scenes have a master collection that all other collections are children of.
* New collection "context" tab (in Properties Editor)
* New temporary viewport "collections" panel to control per-collection
visibility
Missing User Features
---------------------
* Collection "Filter"
Option to add objects based on their names
* Collection Manager operators
The existing buttons are placeholders
* Collection Manager drawing
The editor main region is empty
* Collection Override
* Per-Collection engine settings
This will come as a separate commit, as part of the clay-engine branch
Dev Commit Log
--------------
* New DNA file (DNA_layer_types.h) with the new structs
We are replacing Base by a new extended Base while keeping it backward
compatible with some legacy settings (i.e., lay, flag_legacy).
Renamed all Base to BaseLegacy to make it clear the areas of code that
still need to be converted
Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp
* Unittesting for main syncronization requirements
- read, write, add/copy/remove objects, copy scene, collection
link/unlinking, context)
* New Editor: Collection Manager
Based on patch by Julian Eisel
This is extracted from the layer-manager branch. With the following changes:
- Renamed references of layer manager to collections manager
- I doesn't include the editors/space_collections/ draw and util files
- The drawing code itself will be implemented separately by Julian
* Base / Object:
A little note about them. Original Blender code would try to keep them
in sync through the code, juggling flags back and forth. This will now
be handled by Depsgraph, keeping Object and Bases more separated
throughout the non-rendering code.
Scene.base is being cleared in doversion, and the old viewport drawing
code was poorly converted to use the new bases while the new viewport
code doesn't get merged and replace the old one.
Python API Changes
------------------
```
- scene.layers
+ # no longer exists
- scene.objects
+ scene.scene_layers.active.objects
- scene.objects.active
+ scene.render_layers.active.objects.active
- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()
- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)
- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')
-AddObjectHelper.layers
+ # no longer exists
```
2017-02-07 10:18:38 +01:00
|
|
|
{
|
|
|
|
base->refcount--;
|
|
|
|
|
|
|
|
/* It only exists in the RenderLayer */
|
|
|
|
if (base->refcount == 0) {
|
|
|
|
if (sl->basact == base) {
|
|
|
|
sl->basact = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
BLI_remlink(&sl->object_bases, base);
|
|
|
|
MEM_freeN(base);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2017-02-22 18:52:07 +01:00
|
|
|
static void layer_collection_base_flag_recalculate(
|
|
|
|
LayerCollection *lc, const bool tree_is_visible, const bool tree_is_selectable)
|
Render Layers and Collections (merge from render-layers)
Design Documents
----------------
* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers
* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised
User Commit Log
---------------
* New Layer and Collection system to replace render layers and viewport layers.
* A layer is a set of collections of objects (and their drawing options) required for specific tasks.
* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.
* All Scenes have a master collection that all other collections are children of.
* New collection "context" tab (in Properties Editor)
* New temporary viewport "collections" panel to control per-collection
visibility
Missing User Features
---------------------
* Collection "Filter"
Option to add objects based on their names
* Collection Manager operators
The existing buttons are placeholders
* Collection Manager drawing
The editor main region is empty
* Collection Override
* Per-Collection engine settings
This will come as a separate commit, as part of the clay-engine branch
Dev Commit Log
--------------
* New DNA file (DNA_layer_types.h) with the new structs
We are replacing Base by a new extended Base while keeping it backward
compatible with some legacy settings (i.e., lay, flag_legacy).
Renamed all Base to BaseLegacy to make it clear the areas of code that
still need to be converted
Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp
* Unittesting for main syncronization requirements
- read, write, add/copy/remove objects, copy scene, collection
link/unlinking, context)
* New Editor: Collection Manager
Based on patch by Julian Eisel
This is extracted from the layer-manager branch. With the following changes:
- Renamed references of layer manager to collections manager
- I doesn't include the editors/space_collections/ draw and util files
- The drawing code itself will be implemented separately by Julian
* Base / Object:
A little note about them. Original Blender code would try to keep them
in sync through the code, juggling flags back and forth. This will now
be handled by Depsgraph, keeping Object and Bases more separated
throughout the non-rendering code.
Scene.base is being cleared in doversion, and the old viewport drawing
code was poorly converted to use the new bases while the new viewport
code doesn't get merged and replace the old one.
Python API Changes
------------------
```
- scene.layers
+ # no longer exists
- scene.objects
+ scene.scene_layers.active.objects
- scene.objects.active
+ scene.render_layers.active.objects.active
- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()
- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)
- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')
-AddObjectHelper.layers
+ # no longer exists
```
2017-02-07 10:18:38 +01:00
|
|
|
{
|
|
|
|
bool is_visible = tree_is_visible && ((lc->flag & COLLECTION_VISIBLE) != 0);
|
|
|
|
/* an object can only be selected if it's visible */
|
|
|
|
bool is_selectable = tree_is_selectable && is_visible && ((lc->flag & COLLECTION_SELECTABLE) != 0);
|
|
|
|
|
|
|
|
for (LinkData *link = lc->object_bases.first; link; link = link->next) {
|
|
|
|
Base *base = link->data;
|
|
|
|
|
|
|
|
if (is_visible) {
|
|
|
|
base->flag |= BASE_VISIBLED;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (is_selectable) {
|
|
|
|
base->flag |= BASE_SELECTABLED;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
for (LayerCollection *lcn = lc->layer_collections.first; lcn; lcn = lcn->next) {
|
|
|
|
layer_collection_base_flag_recalculate(lcn, is_visible, is_selectable);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Re-evaluate the ObjectBase flags for SceneLayer
|
|
|
|
*/
|
|
|
|
void BKE_scene_layer_base_flag_recalculate(SceneLayer *sl)
|
|
|
|
{
|
2017-02-17 13:08:24 +01:00
|
|
|
for (Base *base = sl->object_bases.first; base; base = base->next) {
|
|
|
|
base->flag &= ~(BASE_VISIBLED | BASE_SELECTABLED);
|
|
|
|
}
|
|
|
|
|
Render Layers and Collections (merge from render-layers)
Design Documents
----------------
* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers
* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised
User Commit Log
---------------
* New Layer and Collection system to replace render layers and viewport layers.
* A layer is a set of collections of objects (and their drawing options) required for specific tasks.
* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.
* All Scenes have a master collection that all other collections are children of.
* New collection "context" tab (in Properties Editor)
* New temporary viewport "collections" panel to control per-collection
visibility
Missing User Features
---------------------
* Collection "Filter"
Option to add objects based on their names
* Collection Manager operators
The existing buttons are placeholders
* Collection Manager drawing
The editor main region is empty
* Collection Override
* Per-Collection engine settings
This will come as a separate commit, as part of the clay-engine branch
Dev Commit Log
--------------
* New DNA file (DNA_layer_types.h) with the new structs
We are replacing Base by a new extended Base while keeping it backward
compatible with some legacy settings (i.e., lay, flag_legacy).
Renamed all Base to BaseLegacy to make it clear the areas of code that
still need to be converted
Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp
* Unittesting for main syncronization requirements
- read, write, add/copy/remove objects, copy scene, collection
link/unlinking, context)
* New Editor: Collection Manager
Based on patch by Julian Eisel
This is extracted from the layer-manager branch. With the following changes:
- Renamed references of layer manager to collections manager
- I doesn't include the editors/space_collections/ draw and util files
- The drawing code itself will be implemented separately by Julian
* Base / Object:
A little note about them. Original Blender code would try to keep them
in sync through the code, juggling flags back and forth. This will now
be handled by Depsgraph, keeping Object and Bases more separated
throughout the non-rendering code.
Scene.base is being cleared in doversion, and the old viewport drawing
code was poorly converted to use the new bases while the new viewport
code doesn't get merged and replace the old one.
Python API Changes
------------------
```
- scene.layers
+ # no longer exists
- scene.objects
+ scene.scene_layers.active.objects
- scene.objects.active
+ scene.render_layers.active.objects.active
- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()
- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)
- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')
-AddObjectHelper.layers
+ # no longer exists
```
2017-02-07 10:18:38 +01:00
|
|
|
for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
|
|
|
|
layer_collection_base_flag_recalculate(lc, true, true);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* if base is not selectabled, clear select */
|
|
|
|
for (Base *base = sl->object_bases.first; base; base = base->next) {
|
|
|
|
if ((base->flag & BASE_SELECTABLED) == 0) {
|
|
|
|
base->flag &= ~BASE_SELECTED;
|
|
|
|
}
|
|
|
|
}
|
2017-02-07 11:20:15 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Tag Scene Layer to recalculation
|
|
|
|
*
|
|
|
|
* Temporary function, waiting for real depsgraph
|
|
|
|
*/
|
2017-02-07 16:54:09 +01:00
|
|
|
void BKE_scene_layer_engine_settings_recalculate(SceneLayer *sl)
|
2017-02-07 11:20:15 +01:00
|
|
|
{
|
|
|
|
sl->flag |= SCENE_LAYER_ENGINE_DIRTY;
|
2017-02-07 16:54:09 +01:00
|
|
|
for (Base *base = sl->object_bases.first; base; base = base->next) {
|
|
|
|
base->flag |= BASE_DIRTY_ENGINE_SETTINGS;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Tag Object in SceneLayer to recalculation
|
|
|
|
*
|
|
|
|
* Temporary function, waiting for real depsgraph
|
|
|
|
*/
|
|
|
|
void BKE_scene_layer_engine_settings_object_recalculate(SceneLayer *sl, Object *ob)
|
|
|
|
{
|
|
|
|
Base *base = BLI_findptr(&sl->object_bases, ob, offsetof(Base, object));
|
|
|
|
if (base) {
|
|
|
|
sl->flag |= SCENE_LAYER_ENGINE_DIRTY;
|
|
|
|
base->flag |= BASE_DIRTY_ENGINE_SETTINGS;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Tag all Objects in LayerCollection to recalculation
|
|
|
|
*
|
|
|
|
* Temporary function, waiting for real depsgraph
|
|
|
|
*/
|
|
|
|
void BKE_scene_layer_engine_settings_collection_recalculate(SceneLayer *sl, LayerCollection *lc)
|
|
|
|
{
|
|
|
|
sl->flag |= SCENE_LAYER_ENGINE_DIRTY;
|
|
|
|
|
|
|
|
for (LinkData *link = lc->object_bases.first; link; link = link->next) {
|
|
|
|
Base *base = (Base *)link->data;
|
|
|
|
base->flag |= BASE_DIRTY_ENGINE_SETTINGS;
|
|
|
|
}
|
|
|
|
|
|
|
|
for (LayerCollection *lcn = lc->layer_collections.first; lcn; lcn = lcn->next) {
|
|
|
|
BKE_scene_layer_engine_settings_collection_recalculate(sl, lcn);
|
|
|
|
}
|
2017-02-07 11:20:15 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Re-calculate the engine settings for all the objects in SceneLayer
|
|
|
|
*
|
|
|
|
* Temporary function, waiting for real depsgraph
|
|
|
|
*/
|
2017-03-30 17:01:23 +02:00
|
|
|
void BKE_scene_layer_engine_settings_update(struct Scene *scene, struct SceneLayer *sl)
|
2017-02-07 11:20:15 +01:00
|
|
|
{
|
|
|
|
if ((sl->flag & SCENE_LAYER_ENGINE_DIRTY) == 0) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* do the complete settings update */
|
2017-02-07 16:54:09 +01:00
|
|
|
for (Base *base = sl->object_bases.first; base; base = base->next) {
|
2017-03-31 10:28:27 +02:00
|
|
|
if (((base->flag & BASE_DIRTY_ENGINE_SETTINGS) != 0) &&
|
2017-02-07 16:54:09 +01:00
|
|
|
(base->flag & BASE_VISIBLED) != 0)
|
|
|
|
{
|
2017-03-30 17:01:23 +02:00
|
|
|
scene_layer_engine_settings_update(scene, sl, base->object);
|
2017-02-07 16:54:09 +01:00
|
|
|
base->flag &= ~BASE_DIRTY_ENGINE_SETTINGS;
|
|
|
|
}
|
|
|
|
}
|
2017-02-07 11:20:15 +01:00
|
|
|
|
|
|
|
sl->flag &= ~SCENE_LAYER_ENGINE_DIRTY;
|
Render Layers and Collections (merge from render-layers)
Design Documents
----------------
* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers
* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised
User Commit Log
---------------
* New Layer and Collection system to replace render layers and viewport layers.
* A layer is a set of collections of objects (and their drawing options) required for specific tasks.
* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.
* All Scenes have a master collection that all other collections are children of.
* New collection "context" tab (in Properties Editor)
* New temporary viewport "collections" panel to control per-collection
visibility
Missing User Features
---------------------
* Collection "Filter"
Option to add objects based on their names
* Collection Manager operators
The existing buttons are placeholders
* Collection Manager drawing
The editor main region is empty
* Collection Override
* Per-Collection engine settings
This will come as a separate commit, as part of the clay-engine branch
Dev Commit Log
--------------
* New DNA file (DNA_layer_types.h) with the new structs
We are replacing Base by a new extended Base while keeping it backward
compatible with some legacy settings (i.e., lay, flag_legacy).
Renamed all Base to BaseLegacy to make it clear the areas of code that
still need to be converted
Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp
* Unittesting for main syncronization requirements
- read, write, add/copy/remove objects, copy scene, collection
link/unlinking, context)
* New Editor: Collection Manager
Based on patch by Julian Eisel
This is extracted from the layer-manager branch. With the following changes:
- Renamed references of layer manager to collections manager
- I doesn't include the editors/space_collections/ draw and util files
- The drawing code itself will be implemented separately by Julian
* Base / Object:
A little note about them. Original Blender code would try to keep them
in sync through the code, juggling flags back and forth. This will now
be handled by Depsgraph, keeping Object and Bases more separated
throughout the non-rendering code.
Scene.base is being cleared in doversion, and the old viewport drawing
code was poorly converted to use the new bases while the new viewport
code doesn't get merged and replace the old one.
Python API Changes
------------------
```
- scene.layers
+ # no longer exists
- scene.objects
+ scene.scene_layers.active.objects
- scene.objects.active
+ scene.render_layers.active.objects.active
- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()
- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)
- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')
-AddObjectHelper.layers
+ # no longer exists
```
2017-02-07 10:18:38 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Return the base if existent, or create it if necessary
|
|
|
|
* Always bump the refcount
|
|
|
|
*/
|
|
|
|
static Base *object_base_add(SceneLayer *sl, Object *ob)
|
|
|
|
{
|
|
|
|
Base *base;
|
|
|
|
base = BKE_scene_layer_base_find(sl, ob);
|
|
|
|
|
|
|
|
if (base == NULL) {
|
|
|
|
base = MEM_callocN(sizeof(Base), "Object Base");
|
|
|
|
|
|
|
|
/* do not bump user count, leave it for SceneCollections */
|
|
|
|
base->object = ob;
|
|
|
|
BLI_addtail(&sl->object_bases, base);
|
|
|
|
}
|
|
|
|
base->refcount++;
|
|
|
|
return base;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* LayerCollection */
|
|
|
|
|
|
|
|
/**
|
|
|
|
* When freeing the entire SceneLayer at once we don't bother with unref
|
|
|
|
* otherwise SceneLayer is passed to keep the syncing of the LayerCollection tree
|
|
|
|
*/
|
|
|
|
static void layer_collection_free(SceneLayer *sl, LayerCollection *lc)
|
|
|
|
{
|
|
|
|
if (sl) {
|
|
|
|
for (LinkData *link = lc->object_bases.first; link; link = link->next) {
|
|
|
|
scene_layer_object_base_unref(sl, link->data);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
BLI_freelistN(&lc->object_bases);
|
|
|
|
BLI_freelistN(&lc->overrides);
|
2017-03-30 17:01:23 +02:00
|
|
|
|
|
|
|
if (lc->properties) {
|
|
|
|
IDP_FreeProperty(lc->properties);
|
|
|
|
MEM_freeN(lc->properties);
|
|
|
|
}
|
Render Layers and Collections (merge from render-layers)
Design Documents
----------------
* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers
* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised
User Commit Log
---------------
* New Layer and Collection system to replace render layers and viewport layers.
* A layer is a set of collections of objects (and their drawing options) required for specific tasks.
* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.
* All Scenes have a master collection that all other collections are children of.
* New collection "context" tab (in Properties Editor)
* New temporary viewport "collections" panel to control per-collection
visibility
Missing User Features
---------------------
* Collection "Filter"
Option to add objects based on their names
* Collection Manager operators
The existing buttons are placeholders
* Collection Manager drawing
The editor main region is empty
* Collection Override
* Per-Collection engine settings
This will come as a separate commit, as part of the clay-engine branch
Dev Commit Log
--------------
* New DNA file (DNA_layer_types.h) with the new structs
We are replacing Base by a new extended Base while keeping it backward
compatible with some legacy settings (i.e., lay, flag_legacy).
Renamed all Base to BaseLegacy to make it clear the areas of code that
still need to be converted
Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp
* Unittesting for main syncronization requirements
- read, write, add/copy/remove objects, copy scene, collection
link/unlinking, context)
* New Editor: Collection Manager
Based on patch by Julian Eisel
This is extracted from the layer-manager branch. With the following changes:
- Renamed references of layer manager to collections manager
- I doesn't include the editors/space_collections/ draw and util files
- The drawing code itself will be implemented separately by Julian
* Base / Object:
A little note about them. Original Blender code would try to keep them
in sync through the code, juggling flags back and forth. This will now
be handled by Depsgraph, keeping Object and Bases more separated
throughout the non-rendering code.
Scene.base is being cleared in doversion, and the old viewport drawing
code was poorly converted to use the new bases while the new viewport
code doesn't get merged and replace the old one.
Python API Changes
------------------
```
- scene.layers
+ # no longer exists
- scene.objects
+ scene.scene_layers.active.objects
- scene.objects.active
+ scene.render_layers.active.objects.active
- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()
- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)
- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')
-AddObjectHelper.layers
+ # no longer exists
```
2017-02-07 10:18:38 +01:00
|
|
|
|
|
|
|
for (LayerCollection *nlc = lc->layer_collections.first; nlc; nlc = nlc->next) {
|
|
|
|
layer_collection_free(sl, nlc);
|
|
|
|
}
|
2017-02-07 11:20:15 +01:00
|
|
|
|
Render Layers and Collections (merge from render-layers)
Design Documents
----------------
* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers
* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised
User Commit Log
---------------
* New Layer and Collection system to replace render layers and viewport layers.
* A layer is a set of collections of objects (and their drawing options) required for specific tasks.
* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.
* All Scenes have a master collection that all other collections are children of.
* New collection "context" tab (in Properties Editor)
* New temporary viewport "collections" panel to control per-collection
visibility
Missing User Features
---------------------
* Collection "Filter"
Option to add objects based on their names
* Collection Manager operators
The existing buttons are placeholders
* Collection Manager drawing
The editor main region is empty
* Collection Override
* Per-Collection engine settings
This will come as a separate commit, as part of the clay-engine branch
Dev Commit Log
--------------
* New DNA file (DNA_layer_types.h) with the new structs
We are replacing Base by a new extended Base while keeping it backward
compatible with some legacy settings (i.e., lay, flag_legacy).
Renamed all Base to BaseLegacy to make it clear the areas of code that
still need to be converted
Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp
* Unittesting for main syncronization requirements
- read, write, add/copy/remove objects, copy scene, collection
link/unlinking, context)
* New Editor: Collection Manager
Based on patch by Julian Eisel
This is extracted from the layer-manager branch. With the following changes:
- Renamed references of layer manager to collections manager
- I doesn't include the editors/space_collections/ draw and util files
- The drawing code itself will be implemented separately by Julian
* Base / Object:
A little note about them. Original Blender code would try to keep them
in sync through the code, juggling flags back and forth. This will now
be handled by Depsgraph, keeping Object and Bases more separated
throughout the non-rendering code.
Scene.base is being cleared in doversion, and the old viewport drawing
code was poorly converted to use the new bases while the new viewport
code doesn't get merged and replace the old one.
Python API Changes
------------------
```
- scene.layers
+ # no longer exists
- scene.objects
+ scene.scene_layers.active.objects
- scene.objects.active
+ scene.render_layers.active.objects.active
- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()
- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)
- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')
-AddObjectHelper.layers
+ # no longer exists
```
2017-02-07 10:18:38 +01:00
|
|
|
BLI_freelistN(&lc->layer_collections);
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Free (or release) LayerCollection from SceneLayer
|
|
|
|
* (does not free the LayerCollection itself).
|
|
|
|
*/
|
|
|
|
void BKE_layer_collection_free(SceneLayer *sl, LayerCollection *lc)
|
|
|
|
{
|
|
|
|
layer_collection_free(sl, lc);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* LayerCollection */
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Recursively get the collection for a given index
|
|
|
|
*/
|
|
|
|
static LayerCollection *collection_from_index(ListBase *lb, const int number, int *i)
|
|
|
|
{
|
|
|
|
for (LayerCollection *lc = lb->first; lc; lc = lc->next) {
|
|
|
|
if (*i == number) {
|
|
|
|
return lc;
|
|
|
|
}
|
|
|
|
|
|
|
|
(*i)++;
|
|
|
|
|
|
|
|
LayerCollection *lc_nested = collection_from_index(&lc->layer_collections, number, i);
|
|
|
|
if (lc_nested) {
|
|
|
|
return lc_nested;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Get the active collection
|
|
|
|
*/
|
|
|
|
LayerCollection *BKE_layer_collection_active(SceneLayer *sl)
|
|
|
|
{
|
|
|
|
int i = 0;
|
|
|
|
return collection_from_index(&sl->layer_collections, sl->active_collection, &i);
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Recursively get the count of collections
|
|
|
|
*/
|
|
|
|
static int collection_count(ListBase *lb)
|
|
|
|
{
|
|
|
|
int i = 0;
|
|
|
|
for (LayerCollection *lc = lb->first; lc; lc = lc->next) {
|
|
|
|
i += collection_count(&lc->layer_collections) + 1;
|
|
|
|
}
|
|
|
|
return i;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Get the total number of collections
|
|
|
|
* (including all the nested collections)
|
|
|
|
*/
|
|
|
|
int BKE_layer_collection_count(SceneLayer *sl)
|
|
|
|
{
|
|
|
|
return collection_count(&sl->layer_collections);
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Recursively get the index for a given collection
|
|
|
|
*/
|
2017-03-08 17:21:43 +01:00
|
|
|
static int index_from_collection(ListBase *lb, const LayerCollection *lc, int *i)
|
Render Layers and Collections (merge from render-layers)
Design Documents
----------------
* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers
* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised
User Commit Log
---------------
* New Layer and Collection system to replace render layers and viewport layers.
* A layer is a set of collections of objects (and their drawing options) required for specific tasks.
* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.
* All Scenes have a master collection that all other collections are children of.
* New collection "context" tab (in Properties Editor)
* New temporary viewport "collections" panel to control per-collection
visibility
Missing User Features
---------------------
* Collection "Filter"
Option to add objects based on their names
* Collection Manager operators
The existing buttons are placeholders
* Collection Manager drawing
The editor main region is empty
* Collection Override
* Per-Collection engine settings
This will come as a separate commit, as part of the clay-engine branch
Dev Commit Log
--------------
* New DNA file (DNA_layer_types.h) with the new structs
We are replacing Base by a new extended Base while keeping it backward
compatible with some legacy settings (i.e., lay, flag_legacy).
Renamed all Base to BaseLegacy to make it clear the areas of code that
still need to be converted
Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp
* Unittesting for main syncronization requirements
- read, write, add/copy/remove objects, copy scene, collection
link/unlinking, context)
* New Editor: Collection Manager
Based on patch by Julian Eisel
This is extracted from the layer-manager branch. With the following changes:
- Renamed references of layer manager to collections manager
- I doesn't include the editors/space_collections/ draw and util files
- The drawing code itself will be implemented separately by Julian
* Base / Object:
A little note about them. Original Blender code would try to keep them
in sync through the code, juggling flags back and forth. This will now
be handled by Depsgraph, keeping Object and Bases more separated
throughout the non-rendering code.
Scene.base is being cleared in doversion, and the old viewport drawing
code was poorly converted to use the new bases while the new viewport
code doesn't get merged and replace the old one.
Python API Changes
------------------
```
- scene.layers
+ # no longer exists
- scene.objects
+ scene.scene_layers.active.objects
- scene.objects.active
+ scene.render_layers.active.objects.active
- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()
- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)
- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')
-AddObjectHelper.layers
+ # no longer exists
```
2017-02-07 10:18:38 +01:00
|
|
|
{
|
|
|
|
for (LayerCollection *lcol = lb->first; lcol; lcol = lcol->next) {
|
|
|
|
if (lcol == lc) {
|
|
|
|
return *i;
|
|
|
|
}
|
|
|
|
|
|
|
|
(*i)++;
|
|
|
|
|
|
|
|
int i_nested = index_from_collection(&lcol->layer_collections, lc, i);
|
|
|
|
if (i_nested != -1) {
|
|
|
|
return i_nested;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Return -1 if not found
|
|
|
|
*/
|
2017-03-08 17:21:43 +01:00
|
|
|
int BKE_layer_collection_findindex(SceneLayer *sl, const LayerCollection *lc)
|
Render Layers and Collections (merge from render-layers)
Design Documents
----------------
* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers
* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised
User Commit Log
---------------
* New Layer and Collection system to replace render layers and viewport layers.
* A layer is a set of collections of objects (and their drawing options) required for specific tasks.
* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.
* All Scenes have a master collection that all other collections are children of.
* New collection "context" tab (in Properties Editor)
* New temporary viewport "collections" panel to control per-collection
visibility
Missing User Features
---------------------
* Collection "Filter"
Option to add objects based on their names
* Collection Manager operators
The existing buttons are placeholders
* Collection Manager drawing
The editor main region is empty
* Collection Override
* Per-Collection engine settings
This will come as a separate commit, as part of the clay-engine branch
Dev Commit Log
--------------
* New DNA file (DNA_layer_types.h) with the new structs
We are replacing Base by a new extended Base while keeping it backward
compatible with some legacy settings (i.e., lay, flag_legacy).
Renamed all Base to BaseLegacy to make it clear the areas of code that
still need to be converted
Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp
* Unittesting for main syncronization requirements
- read, write, add/copy/remove objects, copy scene, collection
link/unlinking, context)
* New Editor: Collection Manager
Based on patch by Julian Eisel
This is extracted from the layer-manager branch. With the following changes:
- Renamed references of layer manager to collections manager
- I doesn't include the editors/space_collections/ draw and util files
- The drawing code itself will be implemented separately by Julian
* Base / Object:
A little note about them. Original Blender code would try to keep them
in sync through the code, juggling flags back and forth. This will now
be handled by Depsgraph, keeping Object and Bases more separated
throughout the non-rendering code.
Scene.base is being cleared in doversion, and the old viewport drawing
code was poorly converted to use the new bases while the new viewport
code doesn't get merged and replace the old one.
Python API Changes
------------------
```
- scene.layers
+ # no longer exists
- scene.objects
+ scene.scene_layers.active.objects
- scene.objects.active
+ scene.render_layers.active.objects.active
- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()
- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)
- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')
-AddObjectHelper.layers
+ # no longer exists
```
2017-02-07 10:18:38 +01:00
|
|
|
{
|
|
|
|
int i = 0;
|
|
|
|
return index_from_collection(&sl->layer_collections, lc, &i);
|
|
|
|
}
|
|
|
|
|
2017-02-22 16:02:43 +01:00
|
|
|
/**
|
2017-02-23 00:08:29 +01:00
|
|
|
* Lookup the listbase that contains \a lc.
|
2017-02-22 16:02:43 +01:00
|
|
|
*/
|
2017-02-23 00:08:29 +01:00
|
|
|
static ListBase *layer_collection_listbase_find(ListBase *lb, LayerCollection *lc)
|
2017-02-22 16:02:43 +01:00
|
|
|
{
|
2017-02-23 00:08:29 +01:00
|
|
|
for (LayerCollection *lc_iter = lb->first; lc_iter; lc_iter = lc_iter->next) {
|
|
|
|
if (lc_iter == lc) {
|
|
|
|
return lb;
|
2017-02-22 16:02:43 +01:00
|
|
|
}
|
|
|
|
|
2017-02-23 00:08:29 +01:00
|
|
|
ListBase *lb_child_result;
|
|
|
|
if ((lb_child_result = layer_collection_listbase_find(&lc_iter->layer_collections, lc))) {
|
|
|
|
return lb_child_result;
|
2017-02-22 16:02:43 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2017-02-23 00:08:29 +01:00
|
|
|
return NULL;
|
2017-02-22 16:02:43 +01:00
|
|
|
}
|
|
|
|
|
2017-03-08 17:21:43 +01:00
|
|
|
#if 0
|
2017-02-23 00:08:29 +01:00
|
|
|
/**
|
|
|
|
* Lookup the listbase that contains \a sc.
|
|
|
|
*/
|
|
|
|
static ListBase *scene_collection_listbase_find(ListBase *lb, SceneCollection *sc)
|
2017-02-22 16:02:43 +01:00
|
|
|
{
|
2017-02-23 00:08:29 +01:00
|
|
|
for (SceneCollection *sc_iter = lb->first; sc_iter; sc_iter = sc_iter->next) {
|
|
|
|
if (sc_iter == sc) {
|
|
|
|
return lb;
|
2017-02-22 16:02:43 +01:00
|
|
|
}
|
|
|
|
|
2017-02-23 00:08:29 +01:00
|
|
|
ListBase *lb_child_result;
|
|
|
|
if ((lb_child_result = scene_collection_listbase_find(&sc_iter->scene_collections, sc))) {
|
|
|
|
return lb_child_result;
|
2017-02-22 16:02:43 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2017-02-23 00:08:29 +01:00
|
|
|
return NULL;
|
2017-02-22 16:02:43 +01:00
|
|
|
}
|
2017-03-03 16:14:21 +01:00
|
|
|
#endif
|
2017-02-22 16:02:43 +01:00
|
|
|
|
2017-03-03 16:14:21 +01:00
|
|
|
/* ---------------------------------------------------------------------- */
|
|
|
|
/* Outliner drag and drop */
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Nest a LayerCollection into another one
|
|
|
|
* Both collections must be from the same SceneLayer, return true if succeded.
|
|
|
|
*
|
|
|
|
* The LayerCollection will effectively be moved into the
|
|
|
|
* new (nested) position. So all the settings, overrides, ... go with it, and
|
|
|
|
* if the collection was directly linked to the SceneLayer it's then unlinked.
|
|
|
|
*
|
|
|
|
* For the other SceneLayers we simply resync the tree, without changing directly
|
|
|
|
* linked collections (even if they link to the same SceneCollection)
|
|
|
|
*
|
|
|
|
* \param lc_src LayerCollection to nest into \a lc_dst
|
|
|
|
* \param lc_dst LayerCollection to have \a lc_src inserted into
|
|
|
|
*/
|
2017-03-08 17:21:43 +01:00
|
|
|
|
|
|
|
static void layer_collection_swap(
|
|
|
|
SceneLayer *sl, ListBase *lb_a, ListBase *lb_b,
|
|
|
|
LayerCollection *lc_a, LayerCollection *lc_b)
|
2017-03-02 17:11:09 +01:00
|
|
|
{
|
2017-03-08 17:21:43 +01:00
|
|
|
if (lb_a == NULL) {
|
|
|
|
lb_a = layer_collection_listbase_find(&sl->layer_collections, lc_a);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (lb_b == NULL) {
|
|
|
|
lb_b = layer_collection_listbase_find(&sl->layer_collections, lc_b);
|
|
|
|
}
|
|
|
|
|
|
|
|
BLI_assert(lb_a);
|
|
|
|
BLI_assert(lb_b);
|
|
|
|
|
|
|
|
BLI_listbases_swaplinks(lb_a, lb_b, lc_a, lc_b);
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Move \a lc_src into \a lc_dst. Both have to be stored in \a sl.
|
|
|
|
* If \a lc_src is directly linked to the SceneLayer it's unlinked
|
|
|
|
*/
|
|
|
|
bool BKE_layer_collection_move_into(const Scene *scene, LayerCollection *lc_dst, LayerCollection *lc_src)
|
|
|
|
{
|
|
|
|
SceneLayer *sl = BKE_scene_layer_find_from_collection(scene, lc_src);
|
|
|
|
bool is_directly_linked = false;
|
|
|
|
|
|
|
|
if ((!sl) || (sl != BKE_scene_layer_find_from_collection(scene, lc_dst))) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
2017-03-13 17:35:58 +01:00
|
|
|
/* We can't nest the collection into itself */
|
|
|
|
if (lc_src->scene_collection == lc_dst->scene_collection) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
2017-03-08 17:21:43 +01:00
|
|
|
/* Collection is already where we wanted it to be */
|
|
|
|
if (lc_dst->layer_collections.last == lc_src) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Collection is already where we want it to be in the scene tree
|
|
|
|
* but we want to swap it in the layer tree still */
|
|
|
|
if (lc_dst->scene_collection->scene_collections.last == lc_src->scene_collection) {
|
|
|
|
LayerCollection *lc_swap = lc_dst->layer_collections.last;
|
|
|
|
layer_collection_swap(sl, &lc_dst->layer_collections, NULL, lc_dst->layer_collections.last, lc_src);
|
|
|
|
|
|
|
|
if (BLI_findindex(&sl->layer_collections, lc_swap) != -1) {
|
|
|
|
BKE_collection_unlink(sl, lc_swap);
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
LayerCollection *lc_temp;
|
|
|
|
is_directly_linked = BLI_findindex(&sl->layer_collections, lc_src) != -1;
|
|
|
|
|
|
|
|
if (!is_directly_linked) {
|
|
|
|
/* lc_src will be invalid after BKE_collection_move_into!
|
|
|
|
* so we swap it with lc_temp to preserve its settings */
|
|
|
|
lc_temp = BKE_collection_link(sl, lc_src->scene_collection);
|
|
|
|
layer_collection_swap(sl, &sl->layer_collections, NULL, lc_temp, lc_src);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!BKE_collection_move_into(scene, lc_dst->scene_collection, lc_src->scene_collection)) {
|
|
|
|
if (!is_directly_linked) {
|
|
|
|
/* Swap back and remove */
|
|
|
|
layer_collection_swap(sl, NULL, NULL, lc_temp, lc_src);
|
|
|
|
BKE_collection_unlink(sl, lc_temp);
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
LayerCollection *lc_new = BLI_findptr(&lc_dst->layer_collections, lc_src->scene_collection, offsetof(LayerCollection, scene_collection));
|
|
|
|
BLI_assert(lc_new);
|
|
|
|
layer_collection_swap(sl, &lc_dst->layer_collections, NULL, lc_new, lc_src);
|
|
|
|
|
|
|
|
/* If it's directly linked, unlink it after the swap */
|
|
|
|
if (BLI_findindex(&sl->layer_collections, lc_new) != -1) {
|
|
|
|
BKE_collection_unlink(sl, lc_new);
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
2017-03-03 16:14:21 +01:00
|
|
|
}
|
|
|
|
|
2017-03-08 17:21:43 +01:00
|
|
|
/**
|
|
|
|
* Move \a lc_src above \a lc_dst. Both have to be stored in \a sl.
|
|
|
|
* If \a lc_src is directly linked to the SceneLayer it's unlinked
|
|
|
|
*/
|
2017-03-03 16:14:21 +01:00
|
|
|
bool BKE_layer_collection_move_above(const Scene *scene, LayerCollection *lc_dst, LayerCollection *lc_src)
|
|
|
|
{
|
2017-03-08 17:21:43 +01:00
|
|
|
SceneLayer *sl = BKE_scene_layer_find_from_collection(scene, lc_src);
|
|
|
|
const bool is_directly_linked_src = BLI_findindex(&sl->layer_collections, lc_src) != -1;
|
|
|
|
const bool is_directly_linked_dst = BLI_findindex(&sl->layer_collections, lc_dst) != -1;
|
|
|
|
|
|
|
|
if ((!sl) || (sl != BKE_scene_layer_find_from_collection(scene, lc_dst))) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Collection is already where we wanted it to be */
|
|
|
|
if (lc_dst->prev == lc_src) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Collection is already where we want it to be in the scene tree
|
|
|
|
* but we want to swap it in the layer tree still */
|
|
|
|
if (lc_dst->prev && lc_dst->prev->scene_collection == lc_src->scene_collection) {
|
|
|
|
LayerCollection *lc_swap = lc_dst->prev;
|
|
|
|
layer_collection_swap(sl, NULL, NULL, lc_dst->prev, lc_src);
|
|
|
|
|
|
|
|
if (BLI_findindex(&sl->layer_collections, lc_swap) != -1) {
|
|
|
|
BKE_collection_unlink(sl, lc_swap);
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
/* We don't allow to move above/below a directly linked collection
|
|
|
|
* unless the source collection is also directly linked */
|
|
|
|
else if (is_directly_linked_dst) {
|
|
|
|
/* Both directly linked to the SceneLayer, just need to swap */
|
|
|
|
if (is_directly_linked_src) {
|
2017-03-10 16:48:09 +01:00
|
|
|
BLI_remlink(&sl->layer_collections, lc_src);
|
|
|
|
BLI_insertlinkbefore(&sl->layer_collections, lc_dst, lc_src);
|
2017-03-08 17:21:43 +01:00
|
|
|
return true;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
LayerCollection *lc_temp;
|
|
|
|
|
|
|
|
if (!is_directly_linked_src) {
|
|
|
|
/* lc_src will be invalid after BKE_collection_move_into!
|
|
|
|
* so we swap it with lc_temp to preserve its settings */
|
|
|
|
lc_temp = BKE_collection_link(sl, lc_src->scene_collection);
|
|
|
|
layer_collection_swap(sl, &sl->layer_collections, NULL, lc_temp, lc_src);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!BKE_collection_move_above(scene, lc_dst->scene_collection, lc_src->scene_collection)) {
|
|
|
|
if (!is_directly_linked_src) {
|
|
|
|
/* Swap back and remove */
|
|
|
|
layer_collection_swap(sl, NULL, NULL, lc_temp, lc_src);
|
|
|
|
BKE_collection_unlink(sl, lc_temp);
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
LayerCollection *lc_new = lc_dst->prev;
|
|
|
|
BLI_assert(lc_new);
|
|
|
|
layer_collection_swap(sl, NULL, NULL, lc_new, lc_src);
|
|
|
|
|
|
|
|
/* If it's directly linked, unlink it after the swap */
|
|
|
|
if (BLI_findindex(&sl->layer_collections, lc_new) != -1) {
|
|
|
|
BKE_collection_unlink(sl, lc_new);
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
2017-03-03 16:14:21 +01:00
|
|
|
}
|
|
|
|
|
2017-03-08 17:21:43 +01:00
|
|
|
/**
|
|
|
|
* Move \a lc_src below \a lc_dst. Both have to be stored in \a sl.
|
|
|
|
* If \a lc_src is directly linked to the SceneLayer it's unlinked
|
|
|
|
*/
|
2017-03-03 16:14:21 +01:00
|
|
|
bool BKE_layer_collection_move_below(const Scene *scene, LayerCollection *lc_dst, LayerCollection *lc_src)
|
|
|
|
{
|
2017-03-08 17:21:43 +01:00
|
|
|
SceneLayer *sl = BKE_scene_layer_find_from_collection(scene, lc_src);
|
|
|
|
const bool is_directly_linked_src = BLI_findindex(&sl->layer_collections, lc_src) != -1;
|
|
|
|
const bool is_directly_linked_dst = BLI_findindex(&sl->layer_collections, lc_dst) != -1;
|
|
|
|
|
|
|
|
if ((!sl) || (sl != BKE_scene_layer_find_from_collection(scene, lc_dst))) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Collection is already where we wanted it to be */
|
|
|
|
if (lc_dst->next == lc_src) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Collection is already where we want it to be in the scene tree
|
|
|
|
* but we want to swap it in the layer tree still */
|
|
|
|
if (lc_dst->next && lc_dst->next->scene_collection == lc_src->scene_collection) {
|
|
|
|
LayerCollection *lc_swap = lc_dst->next;
|
|
|
|
layer_collection_swap(sl, NULL, NULL, lc_dst->next, lc_src);
|
|
|
|
|
|
|
|
if (BLI_findindex(&sl->layer_collections, lc_swap) != -1) {
|
|
|
|
BKE_collection_unlink(sl, lc_swap);
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
/* We don't allow to move above/below a directly linked collection
|
|
|
|
* unless the source collection is also directly linked */
|
|
|
|
else if (is_directly_linked_dst) {
|
|
|
|
/* Both directly linked to the SceneLayer, just need to swap */
|
|
|
|
if (is_directly_linked_src) {
|
2017-03-10 16:48:09 +01:00
|
|
|
BLI_remlink(&sl->layer_collections, lc_src);
|
|
|
|
BLI_insertlinkafter(&sl->layer_collections, lc_dst, lc_src);
|
2017-03-08 17:21:43 +01:00
|
|
|
return true;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
LayerCollection *lc_temp;
|
|
|
|
|
|
|
|
if (!is_directly_linked_src) {
|
|
|
|
/* lc_src will be invalid after BKE_collection_move_into!
|
|
|
|
* so we swap it with lc_temp to preserve its settings */
|
|
|
|
lc_temp = BKE_collection_link(sl, lc_src->scene_collection);
|
|
|
|
layer_collection_swap(sl, &sl->layer_collections, NULL, lc_temp, lc_src);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!BKE_collection_move_below(scene, lc_dst->scene_collection, lc_src->scene_collection)) {
|
|
|
|
if (!is_directly_linked_src) {
|
|
|
|
/* Swap back and remove */
|
|
|
|
layer_collection_swap(sl, NULL, NULL, lc_temp, lc_src);
|
|
|
|
BKE_collection_unlink(sl, lc_temp);
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
LayerCollection *lc_new = lc_dst->next;
|
|
|
|
BLI_assert(lc_new);
|
|
|
|
layer_collection_swap(sl, NULL, NULL, lc_new, lc_src);
|
|
|
|
|
|
|
|
/* If it's directly linked, unlink it after the swap */
|
|
|
|
if (BLI_findindex(&sl->layer_collections, lc_new) != -1) {
|
|
|
|
BKE_collection_unlink(sl, lc_new);
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
2017-03-03 16:14:21 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
static bool layer_collection_resync(SceneLayer *sl, LayerCollection *lc, const SceneCollection *sc)
|
|
|
|
{
|
|
|
|
if (lc->scene_collection == sc) {
|
|
|
|
ListBase collections = {NULL};
|
|
|
|
BLI_movelisttolist(&collections, &lc->layer_collections);
|
|
|
|
|
|
|
|
for (SceneCollection *sc_nested = sc->scene_collections.first; sc_nested; sc_nested = sc_nested->next) {
|
|
|
|
LayerCollection *lc_nested = BLI_findptr(&collections, sc_nested, offsetof(LayerCollection, scene_collection));
|
|
|
|
if (lc_nested) {
|
|
|
|
BLI_remlink(&collections, lc_nested);
|
|
|
|
BLI_addtail(&lc->layer_collections, lc_nested);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
layer_collection_add(sl, &lc->layer_collections, sc_nested);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
for (LayerCollection *lc_nested = collections.first; lc_nested; lc_nested = lc_nested->next) {
|
|
|
|
layer_collection_free(sl, lc_nested);
|
|
|
|
}
|
|
|
|
BLI_freelistN(&collections);
|
|
|
|
|
|
|
|
BLI_assert(BLI_listbase_count(&lc->layer_collections) ==
|
|
|
|
BLI_listbase_count(&sc->scene_collections));
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
for (LayerCollection *lc_nested = lc->layer_collections.first; lc_nested; lc_nested = lc_nested->next) {
|
|
|
|
if (layer_collection_resync(sl, lc_nested, sc)) {
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
2017-03-02 17:11:09 +01:00
|
|
|
}
|
|
|
|
|
2017-03-03 16:14:21 +01:00
|
|
|
/**
|
|
|
|
* Update the scene layers so that any LayerCollection that points
|
|
|
|
* to \a sc is re-synced again
|
|
|
|
*/
|
|
|
|
void BKE_layer_collection_resync(const Scene *scene, const SceneCollection *sc)
|
|
|
|
{
|
|
|
|
for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
|
|
|
|
for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
|
|
|
|
layer_collection_resync(sl, lc, sc);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* ---------------------------------------------------------------------- */
|
|
|
|
|
Render Layers and Collections (merge from render-layers)
Design Documents
----------------
* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers
* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised
User Commit Log
---------------
* New Layer and Collection system to replace render layers and viewport layers.
* A layer is a set of collections of objects (and their drawing options) required for specific tasks.
* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.
* All Scenes have a master collection that all other collections are children of.
* New collection "context" tab (in Properties Editor)
* New temporary viewport "collections" panel to control per-collection
visibility
Missing User Features
---------------------
* Collection "Filter"
Option to add objects based on their names
* Collection Manager operators
The existing buttons are placeholders
* Collection Manager drawing
The editor main region is empty
* Collection Override
* Per-Collection engine settings
This will come as a separate commit, as part of the clay-engine branch
Dev Commit Log
--------------
* New DNA file (DNA_layer_types.h) with the new structs
We are replacing Base by a new extended Base while keeping it backward
compatible with some legacy settings (i.e., lay, flag_legacy).
Renamed all Base to BaseLegacy to make it clear the areas of code that
still need to be converted
Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp
* Unittesting for main syncronization requirements
- read, write, add/copy/remove objects, copy scene, collection
link/unlinking, context)
* New Editor: Collection Manager
Based on patch by Julian Eisel
This is extracted from the layer-manager branch. With the following changes:
- Renamed references of layer manager to collections manager
- I doesn't include the editors/space_collections/ draw and util files
- The drawing code itself will be implemented separately by Julian
* Base / Object:
A little note about them. Original Blender code would try to keep them
in sync through the code, juggling flags back and forth. This will now
be handled by Depsgraph, keeping Object and Bases more separated
throughout the non-rendering code.
Scene.base is being cleared in doversion, and the old viewport drawing
code was poorly converted to use the new bases while the new viewport
code doesn't get merged and replace the old one.
Python API Changes
------------------
```
- scene.layers
+ # no longer exists
- scene.objects
+ scene.scene_layers.active.objects
- scene.objects.active
+ scene.render_layers.active.objects.active
- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()
- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)
- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')
-AddObjectHelper.layers
+ # no longer exists
```
2017-02-07 10:18:38 +01:00
|
|
|
/**
|
|
|
|
* Link a collection to a renderlayer
|
|
|
|
* The collection needs to be created separately
|
|
|
|
*/
|
|
|
|
LayerCollection *BKE_collection_link(SceneLayer *sl, SceneCollection *sc)
|
|
|
|
{
|
|
|
|
LayerCollection *lc = layer_collection_add(sl, &sl->layer_collections, sc);
|
|
|
|
sl->active_collection = BKE_layer_collection_findindex(sl, lc);
|
|
|
|
return lc;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Unlink a collection base from a renderlayer
|
|
|
|
* The corresponding collection is not removed from the master collection
|
|
|
|
*/
|
|
|
|
void BKE_collection_unlink(SceneLayer *sl, LayerCollection *lc)
|
|
|
|
{
|
|
|
|
BKE_layer_collection_free(sl, lc);
|
|
|
|
BKE_scene_layer_base_flag_recalculate(sl);
|
2017-02-07 16:54:09 +01:00
|
|
|
BKE_scene_layer_engine_settings_collection_recalculate(sl, lc);
|
Render Layers and Collections (merge from render-layers)
Design Documents
----------------
* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers
* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised
User Commit Log
---------------
* New Layer and Collection system to replace render layers and viewport layers.
* A layer is a set of collections of objects (and their drawing options) required for specific tasks.
* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.
* All Scenes have a master collection that all other collections are children of.
* New collection "context" tab (in Properties Editor)
* New temporary viewport "collections" panel to control per-collection
visibility
Missing User Features
---------------------
* Collection "Filter"
Option to add objects based on their names
* Collection Manager operators
The existing buttons are placeholders
* Collection Manager drawing
The editor main region is empty
* Collection Override
* Per-Collection engine settings
This will come as a separate commit, as part of the clay-engine branch
Dev Commit Log
--------------
* New DNA file (DNA_layer_types.h) with the new structs
We are replacing Base by a new extended Base while keeping it backward
compatible with some legacy settings (i.e., lay, flag_legacy).
Renamed all Base to BaseLegacy to make it clear the areas of code that
still need to be converted
Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp
* Unittesting for main syncronization requirements
- read, write, add/copy/remove objects, copy scene, collection
link/unlinking, context)
* New Editor: Collection Manager
Based on patch by Julian Eisel
This is extracted from the layer-manager branch. With the following changes:
- Renamed references of layer manager to collections manager
- I doesn't include the editors/space_collections/ draw and util files
- The drawing code itself will be implemented separately by Julian
* Base / Object:
A little note about them. Original Blender code would try to keep them
in sync through the code, juggling flags back and forth. This will now
be handled by Depsgraph, keeping Object and Bases more separated
throughout the non-rendering code.
Scene.base is being cleared in doversion, and the old viewport drawing
code was poorly converted to use the new bases while the new viewport
code doesn't get merged and replace the old one.
Python API Changes
------------------
```
- scene.layers
+ # no longer exists
- scene.objects
+ scene.scene_layers.active.objects
- scene.objects.active
+ scene.render_layers.active.objects.active
- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()
- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)
- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')
-AddObjectHelper.layers
+ # no longer exists
```
2017-02-07 10:18:38 +01:00
|
|
|
|
|
|
|
BLI_remlink(&sl->layer_collections, lc);
|
|
|
|
MEM_freeN(lc);
|
|
|
|
sl->active_collection = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void layer_collection_object_add(SceneLayer *sl, LayerCollection *lc, Object *ob)
|
|
|
|
{
|
|
|
|
Base *base = object_base_add(sl, ob);
|
|
|
|
|
|
|
|
/* only add an object once - prevent SceneCollection->objects and
|
|
|
|
* SceneCollection->filter_objects to add the same object */
|
|
|
|
|
|
|
|
if (BLI_findptr(&lc->object_bases, base, offsetof(LinkData, data))) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
BLI_addtail(&lc->object_bases, BLI_genericNodeN(base));
|
|
|
|
|
|
|
|
BKE_scene_layer_base_flag_recalculate(sl);
|
2017-02-07 16:54:09 +01:00
|
|
|
BKE_scene_layer_engine_settings_object_recalculate(sl, ob);
|
Render Layers and Collections (merge from render-layers)
Design Documents
----------------
* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers
* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised
User Commit Log
---------------
* New Layer and Collection system to replace render layers and viewport layers.
* A layer is a set of collections of objects (and their drawing options) required for specific tasks.
* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.
* All Scenes have a master collection that all other collections are children of.
* New collection "context" tab (in Properties Editor)
* New temporary viewport "collections" panel to control per-collection
visibility
Missing User Features
---------------------
* Collection "Filter"
Option to add objects based on their names
* Collection Manager operators
The existing buttons are placeholders
* Collection Manager drawing
The editor main region is empty
* Collection Override
* Per-Collection engine settings
This will come as a separate commit, as part of the clay-engine branch
Dev Commit Log
--------------
* New DNA file (DNA_layer_types.h) with the new structs
We are replacing Base by a new extended Base while keeping it backward
compatible with some legacy settings (i.e., lay, flag_legacy).
Renamed all Base to BaseLegacy to make it clear the areas of code that
still need to be converted
Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp
* Unittesting for main syncronization requirements
- read, write, add/copy/remove objects, copy scene, collection
link/unlinking, context)
* New Editor: Collection Manager
Based on patch by Julian Eisel
This is extracted from the layer-manager branch. With the following changes:
- Renamed references of layer manager to collections manager
- I doesn't include the editors/space_collections/ draw and util files
- The drawing code itself will be implemented separately by Julian
* Base / Object:
A little note about them. Original Blender code would try to keep them
in sync through the code, juggling flags back and forth. This will now
be handled by Depsgraph, keeping Object and Bases more separated
throughout the non-rendering code.
Scene.base is being cleared in doversion, and the old viewport drawing
code was poorly converted to use the new bases while the new viewport
code doesn't get merged and replace the old one.
Python API Changes
------------------
```
- scene.layers
+ # no longer exists
- scene.objects
+ scene.scene_layers.active.objects
- scene.objects.active
+ scene.render_layers.active.objects.active
- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()
- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)
- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')
-AddObjectHelper.layers
+ # no longer exists
```
2017-02-07 10:18:38 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
static void layer_collection_object_remove(SceneLayer *sl, LayerCollection *lc, Object *ob)
|
|
|
|
{
|
|
|
|
Base *base;
|
|
|
|
base = BKE_scene_layer_base_find(sl, ob);
|
|
|
|
|
|
|
|
LinkData *link = BLI_findptr(&lc->object_bases, base, offsetof(LinkData, data));
|
|
|
|
BLI_remlink(&lc->object_bases, link);
|
|
|
|
MEM_freeN(link);
|
|
|
|
|
|
|
|
scene_layer_object_base_unref(sl, base);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void layer_collection_objects_populate(SceneLayer *sl, LayerCollection *lc, ListBase *objects)
|
|
|
|
{
|
|
|
|
for (LinkData *link = objects->first; link; link = link->next) {
|
|
|
|
layer_collection_object_add(sl, lc, link->data);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void layer_collection_populate(SceneLayer *sl, LayerCollection *lc, SceneCollection *sc)
|
|
|
|
{
|
|
|
|
layer_collection_objects_populate(sl, lc, &sc->objects);
|
|
|
|
layer_collection_objects_populate(sl, lc, &sc->filter_objects);
|
|
|
|
|
|
|
|
for (SceneCollection *nsc = sc->scene_collections.first; nsc; nsc = nsc->next) {
|
|
|
|
layer_collection_add(sl, &lc->layer_collections, nsc);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static LayerCollection *layer_collection_add(SceneLayer *sl, ListBase *lb, SceneCollection *sc)
|
|
|
|
{
|
2017-03-30 17:01:23 +02:00
|
|
|
IDPropertyTemplate val = {0};
|
Render Layers and Collections (merge from render-layers)
Design Documents
----------------
* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers
* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised
User Commit Log
---------------
* New Layer and Collection system to replace render layers and viewport layers.
* A layer is a set of collections of objects (and their drawing options) required for specific tasks.
* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.
* All Scenes have a master collection that all other collections are children of.
* New collection "context" tab (in Properties Editor)
* New temporary viewport "collections" panel to control per-collection
visibility
Missing User Features
---------------------
* Collection "Filter"
Option to add objects based on their names
* Collection Manager operators
The existing buttons are placeholders
* Collection Manager drawing
The editor main region is empty
* Collection Override
* Per-Collection engine settings
This will come as a separate commit, as part of the clay-engine branch
Dev Commit Log
--------------
* New DNA file (DNA_layer_types.h) with the new structs
We are replacing Base by a new extended Base while keeping it backward
compatible with some legacy settings (i.e., lay, flag_legacy).
Renamed all Base to BaseLegacy to make it clear the areas of code that
still need to be converted
Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp
* Unittesting for main syncronization requirements
- read, write, add/copy/remove objects, copy scene, collection
link/unlinking, context)
* New Editor: Collection Manager
Based on patch by Julian Eisel
This is extracted from the layer-manager branch. With the following changes:
- Renamed references of layer manager to collections manager
- I doesn't include the editors/space_collections/ draw and util files
- The drawing code itself will be implemented separately by Julian
* Base / Object:
A little note about them. Original Blender code would try to keep them
in sync through the code, juggling flags back and forth. This will now
be handled by Depsgraph, keeping Object and Bases more separated
throughout the non-rendering code.
Scene.base is being cleared in doversion, and the old viewport drawing
code was poorly converted to use the new bases while the new viewport
code doesn't get merged and replace the old one.
Python API Changes
------------------
```
- scene.layers
+ # no longer exists
- scene.objects
+ scene.scene_layers.active.objects
- scene.objects.active
+ scene.render_layers.active.objects.active
- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()
- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)
- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')
-AddObjectHelper.layers
+ # no longer exists
```
2017-02-07 10:18:38 +01:00
|
|
|
LayerCollection *lc = MEM_callocN(sizeof(LayerCollection), "Collection Base");
|
|
|
|
BLI_addtail(lb, lc);
|
|
|
|
|
|
|
|
lc->scene_collection = sc;
|
2017-03-30 18:40:31 +02:00
|
|
|
lc->flag = COLLECTION_VISIBLE + COLLECTION_SELECTABLE;
|
Render Layers and Collections (merge from render-layers)
Design Documents
----------------
* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers
* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised
User Commit Log
---------------
* New Layer and Collection system to replace render layers and viewport layers.
* A layer is a set of collections of objects (and their drawing options) required for specific tasks.
* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.
* All Scenes have a master collection that all other collections are children of.
* New collection "context" tab (in Properties Editor)
* New temporary viewport "collections" panel to control per-collection
visibility
Missing User Features
---------------------
* Collection "Filter"
Option to add objects based on their names
* Collection Manager operators
The existing buttons are placeholders
* Collection Manager drawing
The editor main region is empty
* Collection Override
* Per-Collection engine settings
This will come as a separate commit, as part of the clay-engine branch
Dev Commit Log
--------------
* New DNA file (DNA_layer_types.h) with the new structs
We are replacing Base by a new extended Base while keeping it backward
compatible with some legacy settings (i.e., lay, flag_legacy).
Renamed all Base to BaseLegacy to make it clear the areas of code that
still need to be converted
Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp
* Unittesting for main syncronization requirements
- read, write, add/copy/remove objects, copy scene, collection
link/unlinking, context)
* New Editor: Collection Manager
Based on patch by Julian Eisel
This is extracted from the layer-manager branch. With the following changes:
- Renamed references of layer manager to collections manager
- I doesn't include the editors/space_collections/ draw and util files
- The drawing code itself will be implemented separately by Julian
* Base / Object:
A little note about them. Original Blender code would try to keep them
in sync through the code, juggling flags back and forth. This will now
be handled by Depsgraph, keeping Object and Bases more separated
throughout the non-rendering code.
Scene.base is being cleared in doversion, and the old viewport drawing
code was poorly converted to use the new bases while the new viewport
code doesn't get merged and replace the old one.
Python API Changes
------------------
```
- scene.layers
+ # no longer exists
- scene.objects
+ scene.scene_layers.active.objects
- scene.objects.active
+ scene.render_layers.active.objects.active
- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()
- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)
- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')
-AddObjectHelper.layers
+ # no longer exists
```
2017-02-07 10:18:38 +01:00
|
|
|
|
2017-03-30 17:01:23 +02:00
|
|
|
lc->properties = IDP_New(IDP_GROUP, &val, ROOT_PROP);
|
|
|
|
collection_engine_settings_init(lc->properties, false);
|
|
|
|
|
Render Layers and Collections (merge from render-layers)
Design Documents
----------------
* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers
* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised
User Commit Log
---------------
* New Layer and Collection system to replace render layers and viewport layers.
* A layer is a set of collections of objects (and their drawing options) required for specific tasks.
* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.
* All Scenes have a master collection that all other collections are children of.
* New collection "context" tab (in Properties Editor)
* New temporary viewport "collections" panel to control per-collection
visibility
Missing User Features
---------------------
* Collection "Filter"
Option to add objects based on their names
* Collection Manager operators
The existing buttons are placeholders
* Collection Manager drawing
The editor main region is empty
* Collection Override
* Per-Collection engine settings
This will come as a separate commit, as part of the clay-engine branch
Dev Commit Log
--------------
* New DNA file (DNA_layer_types.h) with the new structs
We are replacing Base by a new extended Base while keeping it backward
compatible with some legacy settings (i.e., lay, flag_legacy).
Renamed all Base to BaseLegacy to make it clear the areas of code that
still need to be converted
Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp
* Unittesting for main syncronization requirements
- read, write, add/copy/remove objects, copy scene, collection
link/unlinking, context)
* New Editor: Collection Manager
Based on patch by Julian Eisel
This is extracted from the layer-manager branch. With the following changes:
- Renamed references of layer manager to collections manager
- I doesn't include the editors/space_collections/ draw and util files
- The drawing code itself will be implemented separately by Julian
* Base / Object:
A little note about them. Original Blender code would try to keep them
in sync through the code, juggling flags back and forth. This will now
be handled by Depsgraph, keeping Object and Bases more separated
throughout the non-rendering code.
Scene.base is being cleared in doversion, and the old viewport drawing
code was poorly converted to use the new bases while the new viewport
code doesn't get merged and replace the old one.
Python API Changes
------------------
```
- scene.layers
+ # no longer exists
- scene.objects
+ scene.scene_layers.active.objects
- scene.objects.active
+ scene.render_layers.active.objects.active
- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()
- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)
- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')
-AddObjectHelper.layers
+ # no longer exists
```
2017-02-07 10:18:38 +01:00
|
|
|
layer_collection_populate(sl, lc, sc);
|
2017-03-03 16:14:21 +01:00
|
|
|
|
Render Layers and Collections (merge from render-layers)
Design Documents
----------------
* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers
* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised
User Commit Log
---------------
* New Layer and Collection system to replace render layers and viewport layers.
* A layer is a set of collections of objects (and their drawing options) required for specific tasks.
* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.
* All Scenes have a master collection that all other collections are children of.
* New collection "context" tab (in Properties Editor)
* New temporary viewport "collections" panel to control per-collection
visibility
Missing User Features
---------------------
* Collection "Filter"
Option to add objects based on their names
* Collection Manager operators
The existing buttons are placeholders
* Collection Manager drawing
The editor main region is empty
* Collection Override
* Per-Collection engine settings
This will come as a separate commit, as part of the clay-engine branch
Dev Commit Log
--------------
* New DNA file (DNA_layer_types.h) with the new structs
We are replacing Base by a new extended Base while keeping it backward
compatible with some legacy settings (i.e., lay, flag_legacy).
Renamed all Base to BaseLegacy to make it clear the areas of code that
still need to be converted
Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp
* Unittesting for main syncronization requirements
- read, write, add/copy/remove objects, copy scene, collection
link/unlinking, context)
* New Editor: Collection Manager
Based on patch by Julian Eisel
This is extracted from the layer-manager branch. With the following changes:
- Renamed references of layer manager to collections manager
- I doesn't include the editors/space_collections/ draw and util files
- The drawing code itself will be implemented separately by Julian
* Base / Object:
A little note about them. Original Blender code would try to keep them
in sync through the code, juggling flags back and forth. This will now
be handled by Depsgraph, keeping Object and Bases more separated
throughout the non-rendering code.
Scene.base is being cleared in doversion, and the old viewport drawing
code was poorly converted to use the new bases while the new viewport
code doesn't get merged and replace the old one.
Python API Changes
------------------
```
- scene.layers
+ # no longer exists
- scene.objects
+ scene.scene_layers.active.objects
- scene.objects.active
+ scene.render_layers.active.objects.active
- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()
- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)
- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')
-AddObjectHelper.layers
+ # no longer exists
```
2017-02-07 10:18:38 +01:00
|
|
|
return lc;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* ---------------------------------------------------------------------- */
|
|
|
|
|
|
|
|
/**
|
|
|
|
* See if render layer has the scene collection linked directly, or indirectly (nested)
|
|
|
|
*/
|
2017-03-01 13:10:29 +01:00
|
|
|
bool BKE_scene_layer_has_collection(SceneLayer *sl, const SceneCollection *sc)
|
Render Layers and Collections (merge from render-layers)
Design Documents
----------------
* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers
* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised
User Commit Log
---------------
* New Layer and Collection system to replace render layers and viewport layers.
* A layer is a set of collections of objects (and their drawing options) required for specific tasks.
* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.
* All Scenes have a master collection that all other collections are children of.
* New collection "context" tab (in Properties Editor)
* New temporary viewport "collections" panel to control per-collection
visibility
Missing User Features
---------------------
* Collection "Filter"
Option to add objects based on their names
* Collection Manager operators
The existing buttons are placeholders
* Collection Manager drawing
The editor main region is empty
* Collection Override
* Per-Collection engine settings
This will come as a separate commit, as part of the clay-engine branch
Dev Commit Log
--------------
* New DNA file (DNA_layer_types.h) with the new structs
We are replacing Base by a new extended Base while keeping it backward
compatible with some legacy settings (i.e., lay, flag_legacy).
Renamed all Base to BaseLegacy to make it clear the areas of code that
still need to be converted
Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp
* Unittesting for main syncronization requirements
- read, write, add/copy/remove objects, copy scene, collection
link/unlinking, context)
* New Editor: Collection Manager
Based on patch by Julian Eisel
This is extracted from the layer-manager branch. With the following changes:
- Renamed references of layer manager to collections manager
- I doesn't include the editors/space_collections/ draw and util files
- The drawing code itself will be implemented separately by Julian
* Base / Object:
A little note about them. Original Blender code would try to keep them
in sync through the code, juggling flags back and forth. This will now
be handled by Depsgraph, keeping Object and Bases more separated
throughout the non-rendering code.
Scene.base is being cleared in doversion, and the old viewport drawing
code was poorly converted to use the new bases while the new viewport
code doesn't get merged and replace the old one.
Python API Changes
------------------
```
- scene.layers
+ # no longer exists
- scene.objects
+ scene.scene_layers.active.objects
- scene.objects.active
+ scene.render_layers.active.objects.active
- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()
- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)
- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')
-AddObjectHelper.layers
+ # no longer exists
```
2017-02-07 10:18:38 +01:00
|
|
|
{
|
|
|
|
for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
|
|
|
|
if (find_layer_collection_by_scene_collection(lc, sc) != NULL) {
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* See if the object is in any of the scene layers of the scene
|
|
|
|
*/
|
|
|
|
bool BKE_scene_has_object(Scene *scene, Object *ob)
|
|
|
|
{
|
|
|
|
for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
|
|
|
|
Base *base = BKE_scene_layer_base_find(sl, ob);
|
|
|
|
if (base) {
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/* ---------------------------------------------------------------------- */
|
|
|
|
/* Syncing */
|
|
|
|
|
|
|
|
static LayerCollection *find_layer_collection_by_scene_collection(LayerCollection *lc, const SceneCollection *sc)
|
|
|
|
{
|
|
|
|
if (lc->scene_collection == sc) {
|
|
|
|
return lc;
|
|
|
|
}
|
|
|
|
|
|
|
|
for (LayerCollection *nlc = lc->layer_collections.first; nlc; nlc = nlc->next) {
|
|
|
|
LayerCollection *found = find_layer_collection_by_scene_collection(nlc, sc);
|
|
|
|
if (found) {
|
|
|
|
return found;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Add a new LayerCollection for all the SceneLayers that have sc_parent
|
|
|
|
*/
|
|
|
|
void BKE_layer_sync_new_scene_collection(Scene *scene, const SceneCollection *sc_parent, SceneCollection *sc)
|
|
|
|
{
|
|
|
|
for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
|
|
|
|
for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
|
|
|
|
LayerCollection *lc_parent = find_layer_collection_by_scene_collection(lc, sc_parent);
|
|
|
|
if (lc_parent) {
|
|
|
|
layer_collection_add(sl, &lc_parent->layer_collections, sc);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Add a corresponding ObjectBase to all the equivalent LayerCollection
|
|
|
|
*/
|
2017-03-10 20:47:48 +01:00
|
|
|
void BKE_layer_sync_object_link(const Scene *scene, SceneCollection *sc, Object *ob)
|
Render Layers and Collections (merge from render-layers)
Design Documents
----------------
* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers
* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised
User Commit Log
---------------
* New Layer and Collection system to replace render layers and viewport layers.
* A layer is a set of collections of objects (and their drawing options) required for specific tasks.
* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.
* All Scenes have a master collection that all other collections are children of.
* New collection "context" tab (in Properties Editor)
* New temporary viewport "collections" panel to control per-collection
visibility
Missing User Features
---------------------
* Collection "Filter"
Option to add objects based on their names
* Collection Manager operators
The existing buttons are placeholders
* Collection Manager drawing
The editor main region is empty
* Collection Override
* Per-Collection engine settings
This will come as a separate commit, as part of the clay-engine branch
Dev Commit Log
--------------
* New DNA file (DNA_layer_types.h) with the new structs
We are replacing Base by a new extended Base while keeping it backward
compatible with some legacy settings (i.e., lay, flag_legacy).
Renamed all Base to BaseLegacy to make it clear the areas of code that
still need to be converted
Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp
* Unittesting for main syncronization requirements
- read, write, add/copy/remove objects, copy scene, collection
link/unlinking, context)
* New Editor: Collection Manager
Based on patch by Julian Eisel
This is extracted from the layer-manager branch. With the following changes:
- Renamed references of layer manager to collections manager
- I doesn't include the editors/space_collections/ draw and util files
- The drawing code itself will be implemented separately by Julian
* Base / Object:
A little note about them. Original Blender code would try to keep them
in sync through the code, juggling flags back and forth. This will now
be handled by Depsgraph, keeping Object and Bases more separated
throughout the non-rendering code.
Scene.base is being cleared in doversion, and the old viewport drawing
code was poorly converted to use the new bases while the new viewport
code doesn't get merged and replace the old one.
Python API Changes
------------------
```
- scene.layers
+ # no longer exists
- scene.objects
+ scene.scene_layers.active.objects
- scene.objects.active
+ scene.render_layers.active.objects.active
- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()
- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)
- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')
-AddObjectHelper.layers
+ # no longer exists
```
2017-02-07 10:18:38 +01:00
|
|
|
{
|
|
|
|
for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
|
|
|
|
for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
|
|
|
|
LayerCollection *found = find_layer_collection_by_scene_collection(lc, sc);
|
|
|
|
if (found) {
|
|
|
|
layer_collection_object_add(sl, found, ob);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Remove the equivalent object base to all layers that have this collection
|
|
|
|
* also remove all reference to ob in the filter_objects
|
|
|
|
*/
|
2017-03-10 20:47:48 +01:00
|
|
|
void BKE_layer_sync_object_unlink(const Scene *scene, SceneCollection *sc, Object *ob)
|
Render Layers and Collections (merge from render-layers)
Design Documents
----------------
* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers
* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised
User Commit Log
---------------
* New Layer and Collection system to replace render layers and viewport layers.
* A layer is a set of collections of objects (and their drawing options) required for specific tasks.
* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.
* All Scenes have a master collection that all other collections are children of.
* New collection "context" tab (in Properties Editor)
* New temporary viewport "collections" panel to control per-collection
visibility
Missing User Features
---------------------
* Collection "Filter"
Option to add objects based on their names
* Collection Manager operators
The existing buttons are placeholders
* Collection Manager drawing
The editor main region is empty
* Collection Override
* Per-Collection engine settings
This will come as a separate commit, as part of the clay-engine branch
Dev Commit Log
--------------
* New DNA file (DNA_layer_types.h) with the new structs
We are replacing Base by a new extended Base while keeping it backward
compatible with some legacy settings (i.e., lay, flag_legacy).
Renamed all Base to BaseLegacy to make it clear the areas of code that
still need to be converted
Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp
* Unittesting for main syncronization requirements
- read, write, add/copy/remove objects, copy scene, collection
link/unlinking, context)
* New Editor: Collection Manager
Based on patch by Julian Eisel
This is extracted from the layer-manager branch. With the following changes:
- Renamed references of layer manager to collections manager
- I doesn't include the editors/space_collections/ draw and util files
- The drawing code itself will be implemented separately by Julian
* Base / Object:
A little note about them. Original Blender code would try to keep them
in sync through the code, juggling flags back and forth. This will now
be handled by Depsgraph, keeping Object and Bases more separated
throughout the non-rendering code.
Scene.base is being cleared in doversion, and the old viewport drawing
code was poorly converted to use the new bases while the new viewport
code doesn't get merged and replace the old one.
Python API Changes
------------------
```
- scene.layers
+ # no longer exists
- scene.objects
+ scene.scene_layers.active.objects
- scene.objects.active
+ scene.render_layers.active.objects.active
- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()
- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)
- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')
-AddObjectHelper.layers
+ # no longer exists
```
2017-02-07 10:18:38 +01:00
|
|
|
{
|
|
|
|
for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
|
|
|
|
for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
|
|
|
|
LayerCollection *found = find_layer_collection_by_scene_collection(lc, sc);
|
|
|
|
if (found) {
|
|
|
|
layer_collection_object_remove(sl, found, ob);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
BKE_scene_layer_base_flag_recalculate(sl);
|
2017-02-07 16:54:09 +01:00
|
|
|
BKE_scene_layer_engine_settings_object_recalculate(sl, ob);
|
Render Layers and Collections (merge from render-layers)
Design Documents
----------------
* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers
* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised
User Commit Log
---------------
* New Layer and Collection system to replace render layers and viewport layers.
* A layer is a set of collections of objects (and their drawing options) required for specific tasks.
* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.
* All Scenes have a master collection that all other collections are children of.
* New collection "context" tab (in Properties Editor)
* New temporary viewport "collections" panel to control per-collection
visibility
Missing User Features
---------------------
* Collection "Filter"
Option to add objects based on their names
* Collection Manager operators
The existing buttons are placeholders
* Collection Manager drawing
The editor main region is empty
* Collection Override
* Per-Collection engine settings
This will come as a separate commit, as part of the clay-engine branch
Dev Commit Log
--------------
* New DNA file (DNA_layer_types.h) with the new structs
We are replacing Base by a new extended Base while keeping it backward
compatible with some legacy settings (i.e., lay, flag_legacy).
Renamed all Base to BaseLegacy to make it clear the areas of code that
still need to be converted
Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp
* Unittesting for main syncronization requirements
- read, write, add/copy/remove objects, copy scene, collection
link/unlinking, context)
* New Editor: Collection Manager
Based on patch by Julian Eisel
This is extracted from the layer-manager branch. With the following changes:
- Renamed references of layer manager to collections manager
- I doesn't include the editors/space_collections/ draw and util files
- The drawing code itself will be implemented separately by Julian
* Base / Object:
A little note about them. Original Blender code would try to keep them
in sync through the code, juggling flags back and forth. This will now
be handled by Depsgraph, keeping Object and Bases more separated
throughout the non-rendering code.
Scene.base is being cleared in doversion, and the old viewport drawing
code was poorly converted to use the new bases while the new viewport
code doesn't get merged and replace the old one.
Python API Changes
------------------
```
- scene.layers
+ # no longer exists
- scene.objects
+ scene.scene_layers.active.objects
- scene.objects.active
+ scene.render_layers.active.objects.active
- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()
- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)
- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')
-AddObjectHelper.layers
+ # no longer exists
```
2017-02-07 10:18:38 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* ---------------------------------------------------------------------- */
|
|
|
|
/* Override */
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Add a new datablock override
|
|
|
|
*/
|
|
|
|
void BKE_collection_override_datablock_add(LayerCollection *UNUSED(lc), const char *UNUSED(data_path), ID *UNUSED(id))
|
|
|
|
{
|
|
|
|
TODO_LAYER_OVERRIDE;
|
|
|
|
}
|
|
|
|
|
2017-02-07 11:20:15 +01:00
|
|
|
/* ---------------------------------------------------------------------- */
|
|
|
|
/* Engine Settings */
|
|
|
|
|
|
|
|
ListBase R_engines_settings_callbacks = {NULL, NULL};
|
|
|
|
|
|
|
|
typedef struct CollectionEngineSettingsCB_Type {
|
|
|
|
struct CollectionEngineSettingsCB_Type *next, *prev;
|
|
|
|
|
|
|
|
char name[MAX_NAME]; /* engine name */
|
|
|
|
|
|
|
|
CollectionEngineSettingsCB callback;
|
|
|
|
|
|
|
|
} CollectionEngineSettingsCB_Type;
|
|
|
|
|
2017-03-30 17:01:23 +02:00
|
|
|
static void create_engine_settings_scene(Scene *scene, CollectionEngineSettingsCB_Type *ces_type)
|
|
|
|
{
|
|
|
|
if (collection_engine_get(scene->collection_properties, COLLECTION_MODE_NONE, ces_type->name)) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
IDProperty *props = collection_engine_settings_create(ces_type, true);
|
|
|
|
IDP_AddToGroup(scene->collection_properties, props);
|
|
|
|
}
|
|
|
|
|
2017-02-07 11:20:15 +01:00
|
|
|
static void create_engine_settings_layer_collection(LayerCollection *lc, CollectionEngineSettingsCB_Type *ces_type)
|
|
|
|
{
|
2017-02-12 20:43:06 +01:00
|
|
|
if (BKE_layer_collection_engine_get(lc, COLLECTION_MODE_NONE, ces_type->name)) {
|
2017-02-07 11:20:15 +01:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2017-03-30 17:01:23 +02:00
|
|
|
IDProperty *props = collection_engine_settings_create(ces_type, false);
|
|
|
|
IDP_AddToGroup(lc->properties, props);
|
2017-02-07 11:20:15 +01:00
|
|
|
|
|
|
|
for (LayerCollection *lcn = lc->layer_collections.first; lcn; lcn = lcn->next) {
|
|
|
|
create_engine_settings_layer_collection(lcn, ces_type);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void create_engines_settings_scene(Scene *scene, CollectionEngineSettingsCB_Type *ces_type)
|
|
|
|
{
|
2017-03-30 17:01:23 +02:00
|
|
|
/* populate the scene with the new settings */
|
|
|
|
create_engine_settings_scene(scene, ces_type);
|
|
|
|
|
2017-02-07 11:20:15 +01:00
|
|
|
for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
|
|
|
|
for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
|
|
|
|
create_engine_settings_layer_collection(lc, ces_type);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void BKE_layer_collection_engine_settings_callback_register(
|
|
|
|
Main *bmain, const char *engine_name, CollectionEngineSettingsCB func)
|
|
|
|
{
|
|
|
|
CollectionEngineSettingsCB_Type *ces_type;
|
|
|
|
|
|
|
|
/* cleanup in case it existed */
|
2017-02-22 18:52:07 +01:00
|
|
|
ces_type = BLI_findstring(&R_engines_settings_callbacks, engine_name,
|
|
|
|
offsetof(CollectionEngineSettingsCB_Type, name));
|
2017-02-07 11:20:15 +01:00
|
|
|
|
|
|
|
if (ces_type) {
|
|
|
|
BLI_remlink(&R_engines_settings_callbacks, ces_type);
|
|
|
|
MEM_freeN(ces_type);
|
|
|
|
}
|
|
|
|
|
|
|
|
ces_type = MEM_callocN(sizeof(CollectionEngineSettingsCB_Type), "collection_engine_type");
|
|
|
|
BLI_strncpy_utf8(ces_type->name, engine_name, sizeof(ces_type->name));
|
|
|
|
ces_type->callback = func;
|
|
|
|
BLI_addtail(&R_engines_settings_callbacks, ces_type);
|
|
|
|
|
|
|
|
if (bmain) {
|
|
|
|
/* populate all of the collections of the scene with those settings */
|
|
|
|
for (Scene *scene = bmain->scene.first; scene; scene = scene->id.next) {
|
|
|
|
create_engines_settings_scene(scene, ces_type);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void BKE_layer_collection_engine_settings_callback_free(void)
|
|
|
|
{
|
|
|
|
BLI_freelistN(&R_engines_settings_callbacks);
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
2017-03-30 17:01:23 +02:00
|
|
|
* Create a root IDProperty for this engine
|
2017-02-07 11:20:15 +01:00
|
|
|
*
|
2017-03-30 17:01:23 +02:00
|
|
|
* \param populate whether we want to pre-fill the collection with the default properties
|
2017-02-07 11:20:15 +01:00
|
|
|
*/
|
2017-03-30 17:01:23 +02:00
|
|
|
static IDProperty *collection_engine_settings_create(CollectionEngineSettingsCB_Type *ces_type, const bool populate)
|
2017-02-07 11:20:15 +01:00
|
|
|
{
|
2017-03-30 17:01:23 +02:00
|
|
|
IDProperty *props;
|
|
|
|
IDPropertyTemplate val = {0};
|
2017-02-07 16:54:09 +01:00
|
|
|
|
2017-03-30 17:01:23 +02:00
|
|
|
props = IDP_New(IDP_GROUP, &val, ces_type->name);
|
|
|
|
props->subtype = IDP_GROUP_SUB_ENGINE_RENDER;
|
2017-02-12 20:43:06 +01:00
|
|
|
|
2017-03-30 17:01:23 +02:00
|
|
|
/* properties */
|
|
|
|
if (populate) {
|
|
|
|
ces_type->callback(NULL, props);
|
2017-02-12 20:43:06 +01:00
|
|
|
}
|
2017-02-07 11:20:15 +01:00
|
|
|
|
2017-03-30 17:01:23 +02:00
|
|
|
return props;
|
2017-02-07 11:20:15 +01:00
|
|
|
}
|
|
|
|
|
2017-03-30 17:01:23 +02:00
|
|
|
static void layer_collection_create_mode_settings_object(IDProperty *root, const bool populate)
|
2017-02-12 20:43:06 +01:00
|
|
|
{
|
2017-03-30 17:01:23 +02:00
|
|
|
IDProperty *props;
|
|
|
|
IDPropertyTemplate val = {0};
|
2017-02-12 20:43:06 +01:00
|
|
|
|
2017-03-30 17:01:23 +02:00
|
|
|
props = IDP_New(IDP_GROUP, &val, "ObjectMode");
|
|
|
|
props->subtype = IDP_GROUP_SUB_MODE_OBJECT;
|
2017-02-12 20:43:06 +01:00
|
|
|
|
|
|
|
/* properties */
|
2017-03-30 17:01:23 +02:00
|
|
|
if (populate) {
|
|
|
|
OBJECT_collection_settings_create(props);
|
|
|
|
}
|
2017-02-16 20:00:29 +01:00
|
|
|
|
2017-03-30 17:01:23 +02:00
|
|
|
IDP_AddToGroup(root, props);
|
2017-02-12 20:43:06 +01:00
|
|
|
}
|
|
|
|
|
2017-03-30 17:01:23 +02:00
|
|
|
static void layer_collection_create_mode_settings_edit(IDProperty *root, const bool populate)
|
2017-02-12 20:43:06 +01:00
|
|
|
{
|
2017-03-30 17:01:23 +02:00
|
|
|
IDProperty *props;
|
|
|
|
IDPropertyTemplate val = {0};
|
2017-02-12 20:43:06 +01:00
|
|
|
|
2017-03-30 17:01:23 +02:00
|
|
|
props = IDP_New(IDP_GROUP, &val, "EditMode");
|
|
|
|
props->subtype = IDP_GROUP_SUB_MODE_EDIT;
|
2017-02-12 20:43:06 +01:00
|
|
|
|
|
|
|
/* properties */
|
2017-03-30 17:01:23 +02:00
|
|
|
if (populate) {
|
|
|
|
EDIT_MESH_collection_settings_create(props);
|
|
|
|
}
|
|
|
|
|
|
|
|
IDP_AddToGroup(root, props);
|
|
|
|
}
|
2017-02-16 20:00:29 +01:00
|
|
|
|
2017-03-30 17:01:23 +02:00
|
|
|
static void collection_create_render_settings(IDProperty *root, const bool populate)
|
|
|
|
{
|
|
|
|
CollectionEngineSettingsCB_Type *ces_type;
|
|
|
|
for (ces_type = R_engines_settings_callbacks.first; ces_type; ces_type = ces_type->next) {
|
|
|
|
IDProperty *props = collection_engine_settings_create(ces_type, populate);
|
|
|
|
IDP_AddToGroup(root, props);
|
|
|
|
}
|
2017-02-12 20:43:06 +01:00
|
|
|
}
|
|
|
|
|
2017-03-30 17:01:23 +02:00
|
|
|
static void collection_create_mode_settings(IDProperty *root, const bool populate)
|
2017-02-13 00:25:30 +01:00
|
|
|
{
|
2017-03-30 17:01:23 +02:00
|
|
|
/* XXX TODO: put all those engines in the R_engines_settings_callbacks
|
|
|
|
* and have IDP_AddToGroup outside the callbacks */
|
|
|
|
layer_collection_create_mode_settings_object(root, populate);
|
|
|
|
layer_collection_create_mode_settings_edit(root, populate);
|
2017-02-13 00:25:30 +01:00
|
|
|
}
|
|
|
|
|
2017-03-30 17:01:23 +02:00
|
|
|
static int idproperty_group_subtype(const int mode_type)
|
2017-02-12 20:43:06 +01:00
|
|
|
{
|
2017-03-30 17:01:23 +02:00
|
|
|
int idgroup_type;
|
|
|
|
|
|
|
|
switch (mode_type) {
|
|
|
|
case COLLECTION_MODE_OBJECT:
|
|
|
|
idgroup_type = IDP_GROUP_SUB_MODE_OBJECT;
|
|
|
|
break;
|
|
|
|
case COLLECTION_MODE_EDIT:
|
|
|
|
idgroup_type = IDP_GROUP_SUB_MODE_EDIT;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
case COLLECTION_MODE_NONE:
|
|
|
|
return IDP_GROUP_SUB_ENGINE_RENDER;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
return idgroup_type;
|
2017-02-12 20:43:06 +01:00
|
|
|
}
|
|
|
|
|
2017-02-07 11:20:15 +01:00
|
|
|
/**
|
2017-02-13 00:25:30 +01:00
|
|
|
* Return collection enginne settings for either Object s of LayerCollection s
|
2017-02-07 11:20:15 +01:00
|
|
|
*/
|
2017-03-30 17:01:23 +02:00
|
|
|
static IDProperty *collection_engine_get(
|
|
|
|
IDProperty *root, const int type, const char *engine_name)
|
2017-02-07 11:20:15 +01:00
|
|
|
{
|
2017-03-30 17:01:23 +02:00
|
|
|
const int subtype = idproperty_group_subtype(type);
|
|
|
|
|
|
|
|
if (subtype == IDP_GROUP_SUB_ENGINE_RENDER) {
|
|
|
|
return IDP_GetPropertyFromGroup(root, engine_name);
|
2017-02-12 20:43:06 +01:00
|
|
|
}
|
|
|
|
else {
|
2017-03-30 17:01:23 +02:00
|
|
|
IDProperty *prop;
|
|
|
|
for (prop = root->data.group.first; prop; prop = prop->next) {
|
|
|
|
if (prop->subtype == subtype) {
|
|
|
|
return prop;
|
2017-02-12 20:43:06 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2017-03-30 17:01:23 +02:00
|
|
|
|
2017-02-12 20:43:06 +01:00
|
|
|
BLI_assert(false);
|
|
|
|
return NULL;
|
2017-02-07 11:20:15 +01:00
|
|
|
}
|
|
|
|
|
2017-02-13 00:25:30 +01:00
|
|
|
/**
|
|
|
|
* Return collection engine settings from Object for specified engine of mode
|
|
|
|
*/
|
2017-03-30 17:01:23 +02:00
|
|
|
IDProperty *BKE_object_collection_engine_get(Object *ob, const int type, const char *engine_name)
|
2017-02-13 00:25:30 +01:00
|
|
|
{
|
2017-03-30 17:01:23 +02:00
|
|
|
return collection_engine_get(ob->collection_properties, type, engine_name);
|
2017-02-13 00:25:30 +01:00
|
|
|
}
|
|
|
|
/**
|
|
|
|
* Return layer collection engine settings for specified engine
|
|
|
|
*/
|
2017-03-30 17:01:23 +02:00
|
|
|
IDProperty *BKE_layer_collection_engine_get(LayerCollection *lc, const int type, const char *engine_name)
|
2017-02-13 00:25:30 +01:00
|
|
|
{
|
2017-03-30 17:01:23 +02:00
|
|
|
return collection_engine_get(lc->properties, type, engine_name);
|
2017-02-13 00:25:30 +01:00
|
|
|
}
|
|
|
|
|
2017-02-07 11:20:15 +01:00
|
|
|
/* ---------------------------------------------------------------------- */
|
|
|
|
/* Engine Settings Properties */
|
|
|
|
|
2017-03-30 17:01:23 +02:00
|
|
|
void BKE_collection_engine_property_add_float(IDProperty *props, const char *name, float value)
|
2017-02-07 11:20:15 +01:00
|
|
|
{
|
2017-03-30 17:01:23 +02:00
|
|
|
IDPropertyTemplate val = {0};
|
|
|
|
val.f = value;
|
|
|
|
IDP_AddToGroup(props, IDP_New(IDP_FLOAT, &val, name));
|
2017-02-07 11:20:15 +01:00
|
|
|
}
|
|
|
|
|
2017-03-30 17:01:23 +02:00
|
|
|
void BKE_collection_engine_property_add_int(IDProperty *props, const char *name, int value)
|
2017-02-07 11:20:15 +01:00
|
|
|
{
|
2017-03-30 17:01:23 +02:00
|
|
|
IDPropertyTemplate val = {0};
|
|
|
|
val.i = value;
|
|
|
|
IDP_AddToGroup(props, IDP_New(IDP_INT, &val, name));
|
2017-02-07 11:20:15 +01:00
|
|
|
}
|
|
|
|
|
2017-03-30 17:01:23 +02:00
|
|
|
void BKE_collection_engine_property_add_bool(IDProperty *props, const char *name, bool value)
|
2017-02-15 18:17:50 +01:00
|
|
|
{
|
2017-03-30 17:01:23 +02:00
|
|
|
IDPropertyTemplate val = {0};
|
|
|
|
val.i = value;
|
|
|
|
IDP_AddToGroup(props, IDP_New(IDP_INT, &val, name));
|
2017-02-15 18:17:50 +01:00
|
|
|
}
|
|
|
|
|
2017-03-30 17:01:23 +02:00
|
|
|
int BKE_collection_engine_property_value_get_int(IDProperty *props, const char *name)
|
2017-02-07 11:20:15 +01:00
|
|
|
{
|
2017-03-30 17:01:23 +02:00
|
|
|
IDProperty *idprop = IDP_GetPropertyFromGroup(props, name);
|
|
|
|
return idprop ? idprop->data.val : 0;
|
2017-02-07 11:20:15 +01:00
|
|
|
}
|
|
|
|
|
2017-03-30 17:01:23 +02:00
|
|
|
float BKE_collection_engine_property_value_get_float(IDProperty *props, const char *name)
|
2017-02-07 11:20:15 +01:00
|
|
|
{
|
2017-03-30 17:01:23 +02:00
|
|
|
IDProperty *idprop = IDP_GetPropertyFromGroup(props, name);
|
|
|
|
return idprop ? *((float *)&idprop->data.val) : 0.0f;
|
2017-02-07 11:20:15 +01:00
|
|
|
}
|
|
|
|
|
2017-03-30 17:01:23 +02:00
|
|
|
bool BKE_collection_engine_property_value_get_bool(IDProperty *props, const char *name)
|
2017-02-07 11:20:15 +01:00
|
|
|
{
|
2017-03-30 17:01:23 +02:00
|
|
|
IDProperty *idprop = IDP_GetPropertyFromGroup(props, name);
|
|
|
|
return idprop ? idprop->data.val : 0;
|
2017-02-07 11:20:15 +01:00
|
|
|
}
|
|
|
|
|
2017-03-30 17:01:23 +02:00
|
|
|
void BKE_collection_engine_property_value_set_int(IDProperty *props, const char *name, int value)
|
2017-02-15 18:17:50 +01:00
|
|
|
{
|
2017-03-30 17:01:23 +02:00
|
|
|
IDProperty *idprop = IDP_GetPropertyFromGroup(props, name);
|
|
|
|
idprop->data.val = value;
|
2017-02-15 18:17:50 +01:00
|
|
|
}
|
|
|
|
|
2017-03-30 17:01:23 +02:00
|
|
|
void BKE_collection_engine_property_value_set_float(IDProperty *props, const char *name, float value)
|
2017-02-07 11:20:15 +01:00
|
|
|
{
|
2017-03-30 17:01:23 +02:00
|
|
|
IDProperty *idprop = IDP_GetPropertyFromGroup(props, name);
|
|
|
|
*(float *)&idprop->data.val = value;
|
2017-02-07 11:20:15 +01:00
|
|
|
}
|
|
|
|
|
2017-03-30 17:01:23 +02:00
|
|
|
void BKE_collection_engine_property_value_set_bool(IDProperty *props, const char *name, bool value)
|
2017-02-07 11:20:15 +01:00
|
|
|
{
|
2017-03-30 17:01:23 +02:00
|
|
|
IDProperty *idprop = IDP_GetPropertyFromGroup(props, name);
|
|
|
|
idprop->data.val = value;
|
2017-02-07 11:20:15 +01:00
|
|
|
}
|
|
|
|
|
2017-02-07 16:54:09 +01:00
|
|
|
/* Engine Settings recalculate */
|
|
|
|
|
2017-03-30 17:01:23 +02:00
|
|
|
/* get all the default settings defined in scene and merge them here */
|
|
|
|
static void collection_engine_settings_init(IDProperty *root, const bool populate)
|
2017-02-07 16:54:09 +01:00
|
|
|
{
|
2017-03-30 17:01:23 +02:00
|
|
|
/* render engines */
|
|
|
|
collection_create_render_settings(root, populate);
|
2017-02-13 00:25:30 +01:00
|
|
|
|
2017-03-30 17:01:23 +02:00
|
|
|
/* mode engines */
|
|
|
|
collection_create_mode_settings(root, populate);
|
2017-02-07 16:54:09 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
2017-03-30 17:01:23 +02:00
|
|
|
* Initialize the render setings
|
|
|
|
* It's used mainly for scenes
|
2017-02-07 16:54:09 +01:00
|
|
|
*/
|
2017-03-30 17:01:23 +02:00
|
|
|
void BKE_layer_collection_engine_settings_create(IDProperty *root)
|
|
|
|
{
|
|
|
|
collection_engine_settings_init(root, true);
|
2017-02-07 16:54:09 +01:00
|
|
|
}
|
|
|
|
|
2017-03-30 17:01:23 +02:00
|
|
|
static void collection_engine_settings_copy(IDProperty *props_dst, IDProperty *props_src)
|
2017-02-07 16:54:09 +01:00
|
|
|
{
|
2017-03-30 17:01:23 +02:00
|
|
|
IDP_MergeGroup(props_dst, props_src, true);
|
|
|
|
}
|
2017-02-13 00:25:30 +01:00
|
|
|
|
2017-03-30 17:01:23 +02:00
|
|
|
static void collection_engine_settings_merge(IDProperty *props_dst, IDProperty *props_src)
|
|
|
|
{
|
|
|
|
IDP_SyncGroupValues(props_dst, props_src);
|
2017-02-07 16:54:09 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
static void layer_collection_engine_settings_update(
|
2017-03-30 17:01:23 +02:00
|
|
|
LayerCollection *lc, IDProperty *props_parent,
|
|
|
|
Base *base, IDProperty *props_object)
|
2017-02-07 16:54:09 +01:00
|
|
|
{
|
2017-02-09 12:48:39 +01:00
|
|
|
if ((lc->flag & COLLECTION_VISIBLE) == 0) {
|
2017-02-07 16:54:09 +01:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2017-03-30 17:01:23 +02:00
|
|
|
IDPropertyTemplate val = {0};
|
|
|
|
IDProperty *props_collection = IDP_New(IDP_GROUP, &val, ROOT_PROP);
|
|
|
|
collection_engine_settings_copy(props_collection, props_parent);
|
2017-02-07 16:54:09 +01:00
|
|
|
|
2017-03-30 17:01:23 +02:00
|
|
|
collection_engine_settings_merge(props_collection, lc->properties);
|
2017-02-09 12:48:39 +01:00
|
|
|
|
|
|
|
if (BLI_findptr(&lc->object_bases, base, offsetof(LinkData, data)) != NULL) {
|
2017-03-30 17:01:23 +02:00
|
|
|
collection_engine_settings_merge(props_object, props_collection);
|
2017-02-07 16:54:09 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
/* do it recursively */
|
|
|
|
for (LayerCollection *lcn = lc->layer_collections.first; lcn; lcn = lcn->next) {
|
2017-03-30 17:01:23 +02:00
|
|
|
layer_collection_engine_settings_update(lcn, props_collection, base, props_object);
|
2017-02-07 16:54:09 +01:00
|
|
|
}
|
|
|
|
|
2017-03-30 17:01:23 +02:00
|
|
|
IDP_FreeProperty(props_collection);
|
|
|
|
MEM_freeN(props_collection);
|
2017-02-07 16:54:09 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Update the collection settings pointer allocated in the object
|
|
|
|
* This is to be flushed from the Depsgraph
|
|
|
|
*/
|
2017-03-30 17:01:23 +02:00
|
|
|
static void scene_layer_engine_settings_update(Scene *scene, SceneLayer *sl, Object *ob)
|
2017-02-07 16:54:09 +01:00
|
|
|
{
|
2017-02-09 12:48:39 +01:00
|
|
|
Base *base = BKE_scene_layer_base_find(sl, ob);
|
2017-03-30 17:01:23 +02:00
|
|
|
IDPropertyTemplate val = {0};
|
2017-02-07 16:54:09 +01:00
|
|
|
|
2017-03-30 17:01:23 +02:00
|
|
|
IDProperty *layer_properties = IDP_New(IDP_GROUP, &val, ROOT_PROP);
|
|
|
|
collection_engine_settings_copy(layer_properties, scene->collection_properties);
|
2017-02-07 16:54:09 +01:00
|
|
|
|
2017-02-13 00:25:30 +01:00
|
|
|
/* start fresh */
|
2017-03-30 17:01:23 +02:00
|
|
|
if (ob->collection_properties) {
|
|
|
|
IDP_FreeProperty(ob->collection_properties);
|
|
|
|
MEM_freeN(ob->collection_properties);
|
|
|
|
}
|
|
|
|
|
|
|
|
ob->collection_properties = IDP_New(IDP_GROUP, &val, ROOT_PROP);
|
|
|
|
collection_engine_settings_copy(ob->collection_properties, scene->collection_properties);
|
2017-02-07 16:54:09 +01:00
|
|
|
|
|
|
|
for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
|
2017-03-30 17:01:23 +02:00
|
|
|
layer_collection_engine_settings_update(lc, layer_properties, base, ob->collection_properties);
|
2017-02-07 16:54:09 +01:00
|
|
|
}
|
|
|
|
|
2017-03-30 17:01:23 +02:00
|
|
|
IDP_FreeProperty(layer_properties);
|
|
|
|
MEM_freeN(layer_properties);
|
2017-02-07 16:54:09 +01:00
|
|
|
}
|
|
|
|
|
Render Layers and Collections (merge from render-layers)
Design Documents
----------------
* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers
* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised
User Commit Log
---------------
* New Layer and Collection system to replace render layers and viewport layers.
* A layer is a set of collections of objects (and their drawing options) required for specific tasks.
* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.
* All Scenes have a master collection that all other collections are children of.
* New collection "context" tab (in Properties Editor)
* New temporary viewport "collections" panel to control per-collection
visibility
Missing User Features
---------------------
* Collection "Filter"
Option to add objects based on their names
* Collection Manager operators
The existing buttons are placeholders
* Collection Manager drawing
The editor main region is empty
* Collection Override
* Per-Collection engine settings
This will come as a separate commit, as part of the clay-engine branch
Dev Commit Log
--------------
* New DNA file (DNA_layer_types.h) with the new structs
We are replacing Base by a new extended Base while keeping it backward
compatible with some legacy settings (i.e., lay, flag_legacy).
Renamed all Base to BaseLegacy to make it clear the areas of code that
still need to be converted
Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp
* Unittesting for main syncronization requirements
- read, write, add/copy/remove objects, copy scene, collection
link/unlinking, context)
* New Editor: Collection Manager
Based on patch by Julian Eisel
This is extracted from the layer-manager branch. With the following changes:
- Renamed references of layer manager to collections manager
- I doesn't include the editors/space_collections/ draw and util files
- The drawing code itself will be implemented separately by Julian
* Base / Object:
A little note about them. Original Blender code would try to keep them
in sync through the code, juggling flags back and forth. This will now
be handled by Depsgraph, keeping Object and Bases more separated
throughout the non-rendering code.
Scene.base is being cleared in doversion, and the old viewport drawing
code was poorly converted to use the new bases while the new viewport
code doesn't get merged and replace the old one.
Python API Changes
------------------
```
- scene.layers
+ # no longer exists
- scene.objects
+ scene.scene_layers.active.objects
- scene.objects.active
+ scene.render_layers.active.objects.active
- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()
- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)
- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')
-AddObjectHelper.layers
+ # no longer exists
```
2017-02-07 10:18:38 +01:00
|
|
|
/* ---------------------------------------------------------------------- */
|
|
|
|
/* Iterators */
|
|
|
|
|
|
|
|
static void object_bases_Iterator_begin(Iterator *iter, void *data_in, const int flag)
|
|
|
|
{
|
|
|
|
SceneLayer *sl = data_in;
|
|
|
|
Base *base = sl->object_bases.first;
|
|
|
|
|
|
|
|
/* when there are no objects */
|
|
|
|
if (base == NULL) {
|
|
|
|
iter->valid = false;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
iter->valid = true;
|
|
|
|
iter->data = base;
|
|
|
|
|
|
|
|
if ((base->flag & flag) == 0) {
|
|
|
|
object_bases_Iterator_next(iter, flag);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
iter->current = base;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void object_bases_Iterator_next(Iterator *iter, const int flag)
|
|
|
|
{
|
|
|
|
Base *base = ((Base *)iter->data)->next;
|
|
|
|
|
|
|
|
while (base) {
|
|
|
|
if ((base->flag & flag) != 0) {
|
|
|
|
iter->current = base;
|
|
|
|
iter->data = base;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
base = base->next;
|
|
|
|
}
|
|
|
|
|
|
|
|
iter->current = NULL;
|
|
|
|
iter->valid = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void objects_Iterator_begin(Iterator *iter, void *data_in, const int flag)
|
|
|
|
{
|
|
|
|
object_bases_Iterator_begin(iter, data_in, flag);
|
|
|
|
|
|
|
|
if (iter->valid) {
|
|
|
|
iter->current = ((Base *)iter->current)->object;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void objects_Iterator_next(Iterator *iter, const int flag)
|
|
|
|
{
|
|
|
|
object_bases_Iterator_next(iter, flag);
|
|
|
|
|
|
|
|
if (iter->valid) {
|
|
|
|
iter->current = ((Base *)iter->current)->object;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void BKE_selected_objects_Iterator_begin(Iterator *iter, void *data_in)
|
|
|
|
{
|
|
|
|
objects_Iterator_begin(iter, data_in, BASE_SELECTED);
|
|
|
|
}
|
|
|
|
|
|
|
|
void BKE_selected_objects_Iterator_next(Iterator *iter)
|
|
|
|
{
|
|
|
|
objects_Iterator_next(iter, BASE_SELECTED);
|
|
|
|
}
|
|
|
|
|
|
|
|
void BKE_selected_objects_Iterator_end(Iterator *UNUSED(iter))
|
|
|
|
{
|
|
|
|
/* do nothing */
|
|
|
|
}
|
|
|
|
|
|
|
|
void BKE_visible_objects_Iterator_begin(Iterator *iter, void *data_in)
|
|
|
|
{
|
|
|
|
objects_Iterator_begin(iter, data_in, BASE_VISIBLED);
|
|
|
|
}
|
|
|
|
|
|
|
|
void BKE_visible_objects_Iterator_next(Iterator *iter)
|
|
|
|
{
|
|
|
|
objects_Iterator_next(iter, BASE_VISIBLED);
|
|
|
|
}
|
|
|
|
|
|
|
|
void BKE_visible_objects_Iterator_end(Iterator *UNUSED(iter))
|
|
|
|
{
|
|
|
|
/* do nothing */
|
|
|
|
}
|
|
|
|
|
|
|
|
void BKE_visible_bases_Iterator_begin(Iterator *iter, void *data_in)
|
|
|
|
{
|
|
|
|
object_bases_Iterator_begin(iter, data_in, BASE_VISIBLED);
|
|
|
|
}
|
|
|
|
|
|
|
|
void BKE_visible_bases_Iterator_next(Iterator *iter)
|
|
|
|
{
|
|
|
|
object_bases_Iterator_next(iter, BASE_VISIBLED);
|
|
|
|
}
|
|
|
|
|
|
|
|
void BKE_visible_bases_Iterator_end(Iterator *UNUSED(iter))
|
|
|
|
{
|
|
|
|
/* do nothing */
|
|
|
|
}
|