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/*
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* 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.
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*
* 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,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*/
/** \file
* \ingroup bke
*
* Contains management of ID's and libraries
* allocate and free of all library data
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*/
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#include <stdio.h>
#include <ctype.h>
#include <string.h>
#include <stdlib.h>
#include <stddef.h>
#include <assert.h>
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#include "CLG_log.h"
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#include "MEM_guardedalloc.h"
/* all types are needed here, in order to do memory operations */
#include "DNA_anim_types.h"
#include "DNA_armature_types.h"
#include "DNA_brush_types.h"
#include "DNA_cachefile_types.h"
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#include "DNA_camera_types.h"
#include "DNA_collection_types.h"
#include "DNA_gpencil_types.h"
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#include "DNA_ipo_types.h"
#include "DNA_key_types.h"
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#include "DNA_light_types.h"
#include "DNA_lattice_types.h"
#include "DNA_linestyle_types.h"
#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meta_types.h"
#include "DNA_modifier_types.h"
#include "DNA_movieclip_types.h"
#include "DNA_mask_types.h"
#include "DNA_node_types.h"
#include "DNA_object_types.h"
#include "DNA_lightprobe_types.h"
#include "DNA_scene_types.h"
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#include "DNA_screen_types.h"
#include "DNA_speaker_types.h"
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#include "DNA_sound_types.h"
#include "DNA_text_types.h"
#include "DNA_vfont_types.h"
#include "DNA_windowmanager_types.h"
#include "DNA_world_types.h"
Main Workspace Integration This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup) Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know! (Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.) == Main Changes/Features * Introduces the new Workspaces as data-blocks. * Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces. * Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces). * Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead. * Store screen-layouts (`bScreen`) per workspace. * Store an active screen-layout per workspace. Changing the workspace will enable this layout. * Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.) * Store an active render layer per workspace. * Moved mode switch from 3D View header to Info Editor header. * Store active scene in window (not directly workspace related, but overlaps quite a bit). * Removed 'Use Global Scene' User Preference option. * Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well. * Default .blend only contains one workspace ("General"). * Support appending workspaces. Opening files without UI and commandline rendering should work fine. Note that the UI is temporary! We plan to introduce a new global topbar that contains the workspace options and tabs for switching workspaces. == Technical Notes * Workspaces are data-blocks. * Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now. * A workspace can be active in multiple windows at the same time. * The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned). * The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that). * Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs. * `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those. * Added scene operators `SCENE_OT_`. Was previously done through screen operators. == BPY API Changes * Removed `Screen.scene`, added `Window.scene` * Removed `UserPreferencesView.use_global_scene` * Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces` * Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer` * Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name) == What's left? * There are a few open design questions (T50521). We should find the needed answers and implement them. * Allow adding and removing individual workspaces from workspace configuration (needs UI design). * Get the override system ready and support overrides per workspace. * Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc). * Allow enabling add-ons per workspace. * Support custom workspace keymaps. * Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later. * Get the topbar done. * Workspaces need a proper icon, current one is just a placeholder :) Reviewed By: campbellbarton, mont29 Tags: #user_interface, #bf_blender_2.8 Maniphest Tasks: T50521 Differential Revision: https://developer.blender.org/D2451
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#include "DNA_workspace_types.h"
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#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
#include "BLI_ghash.h"
#include "BLI_linklist.h"
#include "BLI_memarena.h"
#include "BLI_string_utils.h"
#include "BLT_translation.h"
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#include "BKE_action.h"
#include "BKE_animsys.h"
#include "BKE_armature.h"
#include "BKE_bpath.h"
#include "BKE_brush.h"
#include "BKE_camera.h"
#include "BKE_cachefile.h"
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
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#include "BKE_collection.h"
#include "BKE_context.h"
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#include "BKE_curve.h"
#include "BKE_font.h"
#include "BKE_global.h"
#include "BKE_gpencil.h"
#include "BKE_idcode.h"
#include "BKE_idprop.h"
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#include "BKE_image.h"
#include "BKE_key.h"
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#include "BKE_light.h"
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#include "BKE_lattice.h"
#include "BKE_library.h"
#include "BKE_library_query.h"
#include "BKE_library_remap.h"
#include "BKE_linestyle.h"
#include "BKE_mesh.h"
#include "BKE_mesh_runtime.h"
#include "BKE_material.h"
#include "BKE_main.h"
#include "BKE_mball.h"
#include "BKE_mask.h"
#include "BKE_movieclip.h"
Orange: more noodle updates! **** NEW: Group Nodes Node trees usually become messy and confusing quickly, so we need not only a way to collapse Nodes into single 'groups', but also a way to re-use that data to create libraries of effects. This has been done by making a new Library data type, the NodeTree. Everything that has been grouped is stored here, and available for re-use, appending or linking. These NodeTrees are fully generic, i.e. can store shader trees, composit trees, and so on. The 'type' value as stored in the NodeTree will keep track of internal type definitions and execute/drawing callbacks. Needless to say, re-using shader trees in a composit tree is a bit useless, and will be prevented in the browsing code. :) So; any NodeTree can become a "Goup Node" inside in a NodeTree. This Group Node then works just like any Node. To prevent the current code to become too complex, I've disabled the possibility to insert Groups inside of Groups. That might be enabled later, but is a real nasty piece of code to get OK. Since Group Nodes are a dynamic Node type, a lot of work has been done to ensure Node definitions can be dynamic too, but still allow to be stored in files, and allow to be verified for type-definition changes on reloading. This system needs a little bit maturing still, so the Python gurus should better wait a little bit! (Also for me to write the definite API docs for it). What works now: - Press CTRL+G to create a new Group. The grouping code checks for impossible selections (like an unselected node between selected nodes). Everthing that's selected then gets removed from the current tree, and inserted in a new NodeTree library data block. A Group Node then is added which links to this new NodeTree. - Press ALT+G to ungroup. This will not delete the NodeTree library data, but just duplicate the Group into the current tree. - Press TAB, or click on the NodeTree icon to edit Groups. Note that NodeTrees are instances, so editing one Group will also change the other users. This also means that when removing nodes in a Group (or hiding sockets or changing internal links) this is immediately corrected for all users of this Group, also in other Materials. - While editing Groups, only the internal Nodes can be edited. A single click outside of the Group boundary will close this 'edit mode'. What needs to be done: - SHIFT+A menu in toolbox style, also including a list of Groups - Enable the single-user button in the Group Node - Displaying all (visible) internal group UI elements in the Node Panel - Enable Library linking and prevent editing of Groups then. **** NEW: Socket Visibility control Node types will be generated with a lot of possible inputs or outputs, and drawing all sockets all the time isn't very useful then. A new option in the Node header ('plus' icon) allows to either hide all unused sockets (first keypress) or to reveil them (when there are hidden sockets, the icon displays black, otherwise it's blended). Hidden sockets in Nodes also are not exported to a Group, so this way you can control what options (in/outputs) exactly are available. To be done: - a way to hide individual sockets, like with a RMB click on it. **** NEW: Nodes now render! This is still quite primitive, more on a level to replace the (now obsolete and disabled) Material Layers. What needs to be done: - make the "Geometry" node work properly, also for AA textures - make the Texture Node work (does very little at the moment) - give Material Nodes all inputs as needed (like Map-to Panel) - find a way to export more data from a Material Node, like the shadow value, or light intensity only, etc Very important also to separate from the Material Buttons the "global" options, like "Ztransp" or "Wire" or "Halo". These can not be set for each Material-Node individually. Also note that the Preview Render (Buttons window) now renders a bit differently. This was a horrid piece of antique code, using a totally incompatible way of rendering. Target is to fully re-use internal render code for previews. OK... that's it mostly. Now test!
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#include "BKE_node.h"
#include "BKE_object.h"
#include "BKE_paint.h"
#include "BKE_particle.h"
#include "BKE_packedFile.h"
#include "BKE_lightprobe.h"
#include "BKE_rigidbody.h"
#include "BKE_sound.h"
#include "BKE_speaker.h"
#include "BKE_scene.h"
#include "BKE_text.h"
#include "BKE_texture.h"
#include "BKE_world.h"
Orange: more noodle updates! **** NEW: Group Nodes Node trees usually become messy and confusing quickly, so we need not only a way to collapse Nodes into single 'groups', but also a way to re-use that data to create libraries of effects. This has been done by making a new Library data type, the NodeTree. Everything that has been grouped is stored here, and available for re-use, appending or linking. These NodeTrees are fully generic, i.e. can store shader trees, composit trees, and so on. The 'type' value as stored in the NodeTree will keep track of internal type definitions and execute/drawing callbacks. Needless to say, re-using shader trees in a composit tree is a bit useless, and will be prevented in the browsing code. :) So; any NodeTree can become a "Goup Node" inside in a NodeTree. This Group Node then works just like any Node. To prevent the current code to become too complex, I've disabled the possibility to insert Groups inside of Groups. That might be enabled later, but is a real nasty piece of code to get OK. Since Group Nodes are a dynamic Node type, a lot of work has been done to ensure Node definitions can be dynamic too, but still allow to be stored in files, and allow to be verified for type-definition changes on reloading. This system needs a little bit maturing still, so the Python gurus should better wait a little bit! (Also for me to write the definite API docs for it). What works now: - Press CTRL+G to create a new Group. The grouping code checks for impossible selections (like an unselected node between selected nodes). Everthing that's selected then gets removed from the current tree, and inserted in a new NodeTree library data block. A Group Node then is added which links to this new NodeTree. - Press ALT+G to ungroup. This will not delete the NodeTree library data, but just duplicate the Group into the current tree. - Press TAB, or click on the NodeTree icon to edit Groups. Note that NodeTrees are instances, so editing one Group will also change the other users. This also means that when removing nodes in a Group (or hiding sockets or changing internal links) this is immediately corrected for all users of this Group, also in other Materials. - While editing Groups, only the internal Nodes can be edited. A single click outside of the Group boundary will close this 'edit mode'. What needs to be done: - SHIFT+A menu in toolbox style, also including a list of Groups - Enable the single-user button in the Group Node - Displaying all (visible) internal group UI elements in the Node Panel - Enable Library linking and prevent editing of Groups then. **** NEW: Socket Visibility control Node types will be generated with a lot of possible inputs or outputs, and drawing all sockets all the time isn't very useful then. A new option in the Node header ('plus' icon) allows to either hide all unused sockets (first keypress) or to reveil them (when there are hidden sockets, the icon displays black, otherwise it's blended). Hidden sockets in Nodes also are not exported to a Group, so this way you can control what options (in/outputs) exactly are available. To be done: - a way to hide individual sockets, like with a RMB click on it. **** NEW: Nodes now render! This is still quite primitive, more on a level to replace the (now obsolete and disabled) Material Layers. What needs to be done: - make the "Geometry" node work properly, also for AA textures - make the Texture Node work (does very little at the moment) - give Material Nodes all inputs as needed (like Map-to Panel) - find a way to export more data from a Material Node, like the shadow value, or light intensity only, etc Very important also to separate from the Material Buttons the "global" options, like "Ztransp" or "Wire" or "Halo". These can not be set for each Material-Node individually. Also note that the Preview Render (Buttons window) now renders a bit differently. This was a horrid piece of antique code, using a totally incompatible way of rendering. Target is to fully re-use internal render code for previews. OK... that's it mostly. Now test!
2006-01-02 13:06:05 +00:00
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
#include "DEG_depsgraph.h"
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#include "RNA_access.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#include "atomic_ops.h"
//#define DEBUG_TIME
#ifdef DEBUG_TIME
# include "PIL_time_utildefines.h"
#endif
static CLG_LogRef LOG = {"bke.library"};
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/* GS reads the memory pointed at in a specific ordering.
* only use this definition, makes little and big endian systems
* work fine, in conjunction with MAKE_ID */
/* ************* general ************************ */
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/* this has to be called from each make_local_* func, we could call
* from id_make_local() but then the make local functions would not be self
* contained.
* also note that the id _must_ have a library - campbell */
void BKE_id_lib_local_paths(Main *bmain, Library *lib, ID *id)
{
const char *bpath_user_data[2] = {BKE_main_blendfile_path(bmain), lib->filepath};
BKE_bpath_traverse_id(bmain, id,
BKE_bpath_relocate_visitor,
BKE_BPATH_TRAVERSE_SKIP_MULTIFILE,
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(void *)bpath_user_data);
}
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void id_lib_extern(ID *id)
{
if (id && ID_IS_LINKED(id)) {
BLI_assert(BKE_idcode_is_linkable(GS(id->name)));
if (id->tag & LIB_TAG_INDIRECT) {
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id->tag &= ~LIB_TAG_INDIRECT;
id->tag |= LIB_TAG_EXTERN;
id->lib->parent = NULL;
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}
}
}
/* ensure we have a real user */
/* Note: Now that we have flags, we could get rid of the 'fake_user' special case, flags are enough to ensure
* we always have a real user.
* However, ID_REAL_USERS is used in several places outside of core library.c, so think we can wait later
* to make this change... */
void id_us_ensure_real(ID *id)
{
if (id) {
const int limit = ID_FAKE_USERS(id);
id->tag |= LIB_TAG_EXTRAUSER;
if (id->us <= limit) {
if (id->us < limit || ((id->us == limit) && (id->tag & LIB_TAG_EXTRAUSER_SET))) {
CLOG_ERROR(&LOG, "ID user count error: %s (from '%s')", id->name, id->lib ? id->lib->filepath : "[Main]");
BLI_assert(0);
}
id->us = limit + 1;
id->tag |= LIB_TAG_EXTRAUSER_SET;
}
}
}
void id_us_clear_real(ID *id)
{
if (id && (id->tag & LIB_TAG_EXTRAUSER)) {
if (id->tag & LIB_TAG_EXTRAUSER_SET) {
id->us--;
BLI_assert(id->us >= ID_FAKE_USERS(id));
}
id->tag &= ~(LIB_TAG_EXTRAUSER | LIB_TAG_EXTRAUSER_SET);
}
}
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/**
* Same as \a id_us_plus, but does not handle lib indirect -> extern.
* Only used by readfile.c so far, but simpler/safer to keep it here nonetheless.
*/
void id_us_plus_no_lib(ID *id)
{
if (id) {
if ((id->tag & LIB_TAG_EXTRAUSER) && (id->tag & LIB_TAG_EXTRAUSER_SET)) {
BLI_assert(id->us >= 1);
/* No need to increase count, just tag extra user as no more set.
* Avoids annoying & inconsistent +1 in user count. */
id->tag &= ~LIB_TAG_EXTRAUSER_SET;
}
else {
BLI_assert(id->us >= 0);
id->us++;
}
}
}
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void id_us_plus(ID *id)
{
if (id) {
id_us_plus_no_lib(id);
id_lib_extern(id);
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}
}
/* decrements the user count for *id. */
void id_us_min(ID *id)
{
if (id) {
const int limit = ID_FAKE_USERS(id);
if (id->us <= limit) {
CLOG_ERROR(&LOG, "ID user decrement error: %s (from '%s'): %d <= %d",
id->name, id->lib ? id->lib->filepath : "[Main]", id->us, limit);
ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
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BLI_assert(0);
id->us = limit;
}
else {
id->us--;
}
if ((id->us == limit) && (id->tag & LIB_TAG_EXTRAUSER)) {
/* We need an extra user here, but never actually incremented user count for it so far, do it now. */
id_us_ensure_real(id);
}
}
}
void id_fake_user_set(ID *id)
{
if (id && !(id->flag & LIB_FAKEUSER)) {
id->flag |= LIB_FAKEUSER;
id_us_plus(id);
}
}
void id_fake_user_clear(ID *id)
{
if (id && (id->flag & LIB_FAKEUSER)) {
id->flag &= ~LIB_FAKEUSER;
id_us_min(id);
}
}
void BKE_id_clear_newpoin(ID *id)
{
if (id->newid) {
id->newid->tag &= ~LIB_TAG_NEW;
}
id->newid = NULL;
}
static int id_expand_local_callback(
void *UNUSED(user_data), struct ID *id_self, struct ID **id_pointer, int cb_flag)
{
if (cb_flag & IDWALK_CB_PRIVATE) {
return IDWALK_RET_NOP;
}
/* Can happen that we get unlinkable ID here, e.g. with shapekey referring to itself (through drivers)...
* Just skip it, shape key can only be either indirectly linked, or fully local, period.
* And let's curse one more time that stupid useless shapekey ID type! */
if (*id_pointer && *id_pointer != id_self && BKE_idcode_is_linkable(GS((*id_pointer)->name))) {
id_lib_extern(*id_pointer);
}
return IDWALK_RET_NOP;
}
/**
* Expand ID usages of given id as 'extern' (and no more indirect) linked data. Used by ID copy/make_local functions.
*/
void BKE_id_expand_local(Main *bmain, ID *id)
{
BKE_library_foreach_ID_link(bmain, id, id_expand_local_callback, NULL, IDWALK_READONLY);
}
/**
* Ensure new (copied) ID is fully made local.
*/
void BKE_id_copy_ensure_local(Main *bmain, const ID *old_id, ID *new_id)
{
if (ID_IS_LINKED(old_id)) {
BKE_id_expand_local(bmain, new_id);
BKE_id_lib_local_paths(bmain, old_id->lib, new_id);
}
}
/**
* Generic 'make local' function, works for most of datablock types...
*/
void BKE_id_make_local_generic(Main *bmain, ID *id, const bool id_in_mainlist, const bool lib_local)
{
bool is_local = false, is_lib = false;
/* - only lib users: do nothing (unless force_local is set)
* - only local users: set flag
* - mixed: make copy
* In case we make a whole lib's content local, we always want to localize, and we skip remapping (done later).
*/
if (!ID_IS_LINKED(id)) {
return;
}
BKE_library_ID_test_usages(bmain, id, &is_local, &is_lib);
if (lib_local || is_local) {
if (!is_lib) {
id_clear_lib_data_ex(bmain, id, id_in_mainlist);
BKE_id_expand_local(bmain, id);
}
else {
ID *id_new;
/* Should not fail in expected usecases, but a few ID types cannot be copied (LIB, WM, SCR...). */
if (BKE_id_copy(bmain, id, &id_new)) {
id_new->us = 0;
/* setting newid is mandatory for complex make_lib_local logic... */
ID_NEW_SET(id, id_new);
Key *key = BKE_key_from_id(id), *key_new = BKE_key_from_id(id);
if (key && key_new) {
ID_NEW_SET(key, key_new);
}
bNodeTree *ntree = ntreeFromID(id), *ntree_new = ntreeFromID(id_new);
if (ntree && ntree_new) {
ID_NEW_SET(ntree, ntree_new);
}
if (!lib_local) {
BKE_libblock_remap(bmain, id, id_new, ID_REMAP_SKIP_INDIRECT_USAGE);
}
}
}
}
}
/**
* Calls the appropriate make_local method for the block, unless test is set.
*
* \note Always set ID->newid pointer in case it gets duplicated...
*
* \param lib_local: Special flag used when making a whole library's content local, it needs specific handling.
*
* \return true if the block can be made local.
*/
bool id_make_local(Main *bmain, ID *id, const bool test, const bool lib_local)
{
/* We don't care whether ID is directly or indirectly linked in case we are making a whole lib local... */
if (!lib_local && (id->tag & LIB_TAG_INDIRECT)) {
return false;
}
switch ((ID_Type)GS(id->name)) {
case ID_SCE:
if (!test) BKE_scene_make_local(bmain, (Scene *)id, lib_local);
return true;
case ID_OB:
if (!test) BKE_object_make_local(bmain, (Object *)id, lib_local);
return true;
case ID_ME:
if (!test) BKE_mesh_make_local(bmain, (Mesh *)id, lib_local);
return true;
case ID_CU:
if (!test) BKE_curve_make_local(bmain, (Curve *)id, lib_local);
return true;
case ID_MB:
if (!test) BKE_mball_make_local(bmain, (MetaBall *)id, lib_local);
return true;
case ID_MA:
if (!test) BKE_material_make_local(bmain, (Material *)id, lib_local);
return true;
case ID_TE:
if (!test) BKE_texture_make_local(bmain, (Tex *)id, lib_local);
return true;
case ID_IM:
if (!test) BKE_image_make_local(bmain, (Image *)id, lib_local);
return true;
case ID_LT:
if (!test) BKE_lattice_make_local(bmain, (Lattice *)id, lib_local);
return true;
case ID_LA:
if (!test) BKE_light_make_local(bmain, (Light *)id, lib_local);
return true;
case ID_CA:
if (!test) BKE_camera_make_local(bmain, (Camera *)id, lib_local);
return true;
case ID_SPK:
if (!test) BKE_speaker_make_local(bmain, (Speaker *)id, lib_local);
return true;
case ID_LP:
if (!test) BKE_lightprobe_make_local(bmain, (LightProbe *)id, lib_local);
return true;
case ID_WO:
if (!test) BKE_world_make_local(bmain, (World *)id, lib_local);
return true;
case ID_VF:
if (!test) BKE_vfont_make_local(bmain, (VFont *)id, lib_local);
return true;
case ID_TXT:
if (!test) BKE_text_make_local(bmain, (Text *)id, lib_local);
return true;
case ID_SO:
if (!test) BKE_sound_make_local(bmain, (bSound *)id, lib_local);
return true;
case ID_GR:
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
if (!test) BKE_collection_make_local(bmain, (Collection *)id, lib_local);
return true;
case ID_AR:
if (!test) BKE_armature_make_local(bmain, (bArmature *)id, lib_local);
return true;
case ID_AC:
if (!test) BKE_action_make_local(bmain, (bAction *)id, lib_local);
return true;
case ID_NT:
if (!test) ntreeMakeLocal(bmain, (bNodeTree *)id, true, lib_local);
return true;
case ID_BR:
if (!test) BKE_brush_make_local(bmain, (Brush *)id, lib_local);
return true;
case ID_PA:
if (!test) BKE_particlesettings_make_local(bmain, (ParticleSettings *)id, lib_local);
return true;
case ID_GD:
if (!test) BKE_gpencil_make_local(bmain, (bGPdata *)id, lib_local);
return true;
case ID_MC:
if (!test) BKE_movieclip_make_local(bmain, (MovieClip *)id, lib_local);
return true;
case ID_MSK:
if (!test) BKE_mask_make_local(bmain, (Mask *)id, lib_local);
return true;
case ID_LS:
if (!test) BKE_linestyle_make_local(bmain, (FreestyleLineStyle *)id, lib_local);
return true;
case ID_PAL:
if (!test) BKE_palette_make_local(bmain, (Palette *)id, lib_local);
return true;
case ID_PC:
if (!test) BKE_paint_curve_make_local(bmain, (PaintCurve *)id, lib_local);
return true;
case ID_CF:
if (!test) BKE_cachefile_make_local(bmain, (CacheFile *)id, lib_local);
return true;
Main Workspace Integration This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup) Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know! (Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.) == Main Changes/Features * Introduces the new Workspaces as data-blocks. * Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces. * Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces). * Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead. * Store screen-layouts (`bScreen`) per workspace. * Store an active screen-layout per workspace. Changing the workspace will enable this layout. * Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.) * Store an active render layer per workspace. * Moved mode switch from 3D View header to Info Editor header. * Store active scene in window (not directly workspace related, but overlaps quite a bit). * Removed 'Use Global Scene' User Preference option. * Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well. * Default .blend only contains one workspace ("General"). * Support appending workspaces. Opening files without UI and commandline rendering should work fine. Note that the UI is temporary! We plan to introduce a new global topbar that contains the workspace options and tabs for switching workspaces. == Technical Notes * Workspaces are data-blocks. * Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now. * A workspace can be active in multiple windows at the same time. * The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned). * The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that). * Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs. * `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those. * Added scene operators `SCENE_OT_`. Was previously done through screen operators. == BPY API Changes * Removed `Screen.scene`, added `Window.scene` * Removed `UserPreferencesView.use_global_scene` * Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces` * Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer` * Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name) == What's left? * There are a few open design questions (T50521). We should find the needed answers and implement them. * Allow adding and removing individual workspaces from workspace configuration (needs UI design). * Get the override system ready and support overrides per workspace. * Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc). * Allow enabling add-ons per workspace. * Support custom workspace keymaps. * Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later. * Get the topbar done. * Workspaces need a proper icon, current one is just a placeholder :) Reviewed By: campbellbarton, mont29 Tags: #user_interface, #bf_blender_2.8 Maniphest Tasks: T50521 Differential Revision: https://developer.blender.org/D2451
2017-06-01 19:56:58 +02:00
case ID_WS:
case ID_SCR:
Main Workspace Integration This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup) Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know! (Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.) == Main Changes/Features * Introduces the new Workspaces as data-blocks. * Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces. * Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces). * Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead. * Store screen-layouts (`bScreen`) per workspace. * Store an active screen-layout per workspace. Changing the workspace will enable this layout. * Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.) * Store an active render layer per workspace. * Moved mode switch from 3D View header to Info Editor header. * Store active scene in window (not directly workspace related, but overlaps quite a bit). * Removed 'Use Global Scene' User Preference option. * Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well. * Default .blend only contains one workspace ("General"). * Support appending workspaces. Opening files without UI and commandline rendering should work fine. Note that the UI is temporary! We plan to introduce a new global topbar that contains the workspace options and tabs for switching workspaces. == Technical Notes * Workspaces are data-blocks. * Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now. * A workspace can be active in multiple windows at the same time. * The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned). * The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that). * Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs. * `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those. * Added scene operators `SCENE_OT_`. Was previously done through screen operators. == BPY API Changes * Removed `Screen.scene`, added `Window.scene` * Removed `UserPreferencesView.use_global_scene` * Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces` * Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer` * Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name) == What's left? * There are a few open design questions (T50521). We should find the needed answers and implement them. * Allow adding and removing individual workspaces from workspace configuration (needs UI design). * Get the override system ready and support overrides per workspace. * Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc). * Allow enabling add-ons per workspace. * Support custom workspace keymaps. * Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later. * Get the topbar done. * Workspaces need a proper icon, current one is just a placeholder :) Reviewed By: campbellbarton, mont29 Tags: #user_interface, #bf_blender_2.8 Maniphest Tasks: T50521 Differential Revision: https://developer.blender.org/D2451
2017-06-01 19:56:58 +02:00
/* A bit special: can be appended but not linked. Return false
* since supporting make-local doesn't make much sense. */
return false;
case ID_LI:
case ID_KE:
case ID_WM:
return false; /* can't be linked */
case ID_IP:
return false; /* deprecated */
}
return false;
}
struct IDCopyLibManagementData {
const ID *id_src;
ID *id_dst;
int flag;
};
/* Increases usercount as required, and remap self ID pointers. */
static int id_copy_libmanagement_cb(void *user_data, ID *UNUSED(id_self), ID **id_pointer, int cb_flag)
{
struct IDCopyLibManagementData *data = user_data;
ID *id = *id_pointer;
/* Remap self-references to new copied ID. */
if (id == data->id_src) {
/* We cannot use id_self here, it is not *always* id_dst (thanks to $£!+@#&/? nodetrees). */
id = *id_pointer = data->id_dst;
}
/* Increase used IDs refcount if needed and required. */
if ((data->flag & LIB_ID_CREATE_NO_USER_REFCOUNT) == 0 && (cb_flag & IDWALK_CB_USER)) {
id_us_plus(id);
}
return IDWALK_RET_NOP;
}
bool BKE_id_copy_is_allowed(const ID *id)
{
#define LIB_ID_TYPES_NOCOPY ID_LI, ID_SCR, ID_WM, /* Not supported */ \
ID_IP /* Deprecated */
return !ELEM(GS(id->name), LIB_ID_TYPES_NOCOPY);
#undef LIB_ID_TYPES_NOCOPY
}
/**
* Generic entry point for copying a datablock (new API).
*
* \note Copy is only affecting given data-block (no ID used by copied one will be affected, besides usercount).
* There is only one exception, if LIB_ID_COPY_ACTIONS is defined, actions used by animdata will be duplicated.
*
* \note Usercount of new copy is always set to 1.
*
* \param bmain: Main database, may be NULL only if LIB_ID_CREATE_NO_MAIN is specified.
* \param id: Source datablock.
* \param r_newid: Pointer to new (copied) ID pointer.
* \param flag: Set of copy options, see DNA_ID.h enum for details (leave to zero for default, full copy).
* \return False when copying that ID type is not supported, true otherwise.
*/
bool BKE_id_copy_ex(Main *bmain, const ID *id, ID **r_newid, const int flag)
{
BLI_assert(r_newid != NULL);
/* Make sure destination pointer is all good. */
if ((flag & LIB_ID_CREATE_NO_ALLOCATE) == 0) {
*r_newid = NULL;
}
else {
if (*r_newid != NULL) {
/* Allow some garbage non-initialized memory to go in, and clean it up here. */
const size_t size = BKE_libblock_get_alloc_info(GS(id->name), NULL);
memset(*r_newid, 0, size);
}
}
/* Early output is source is NULL. */
if (id == NULL) {
return false;
}
if (!BKE_id_copy_is_allowed(id)) {
return false;
}
BKE_libblock_copy_ex(bmain, id, r_newid, flag);
switch ((ID_Type)GS(id->name)) {
case ID_SCE:
BKE_scene_copy_data(bmain, (Scene *)*r_newid, (Scene *)id, flag);
break;
case ID_OB:
BKE_object_copy_data(bmain, (Object *)*r_newid, (Object *)id, flag);
break;
case ID_ME:
BKE_mesh_copy_data(bmain, (Mesh *)*r_newid, (Mesh *)id, flag);
break;
case ID_CU:
BKE_curve_copy_data(bmain, (Curve *)*r_newid, (Curve *)id, flag);
break;
case ID_MB:
BKE_mball_copy_data(bmain, (MetaBall *)*r_newid, (MetaBall *)id, flag);
break;
case ID_MA:
BKE_material_copy_data(bmain, (Material *)*r_newid, (Material *)id, flag);
break;
case ID_TE:
BKE_texture_copy_data(bmain, (Tex *)*r_newid, (Tex *)id, flag);
break;
case ID_IM:
BKE_image_copy_data(bmain, (Image *)*r_newid, (Image *)id, flag);
break;
case ID_LT:
BKE_lattice_copy_data(bmain, (Lattice *)*r_newid, (Lattice *)id, flag);
break;
case ID_LA:
BKE_light_copy_data(bmain, (Light *)*r_newid, (Light *)id, flag);
break;
case ID_SPK:
BKE_speaker_copy_data(bmain, (Speaker *)*r_newid, (Speaker *)id, flag);
break;
case ID_LP:
BKE_lightprobe_copy_data(bmain, (LightProbe *)*r_newid, (LightProbe *)id, flag);
break;
case ID_CA:
BKE_camera_copy_data(bmain, (Camera *)*r_newid, (Camera *)id, flag);
break;
case ID_KE:
BKE_key_copy_data(bmain, (Key *)*r_newid, (Key *)id, flag);
break;
case ID_WO:
BKE_world_copy_data(bmain, (World *)*r_newid, (World *)id, flag);
break;
case ID_TXT:
BKE_text_copy_data(bmain, (Text *)*r_newid, (Text *)id, flag);
break;
case ID_GR:
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
BKE_collection_copy_data(bmain, (Collection *)*r_newid, (Collection *)id, flag);
break;
case ID_AR:
BKE_armature_copy_data(bmain, (bArmature *)*r_newid, (bArmature *)id, flag);
break;
case ID_AC:
BKE_action_copy_data(bmain, (bAction *)*r_newid, (bAction *)id, flag);
break;
case ID_NT:
BKE_node_tree_copy_data(bmain, (bNodeTree *)*r_newid, (bNodeTree *)id, flag);
break;
case ID_BR:
BKE_brush_copy_data(bmain, (Brush *)*r_newid, (Brush *)id, flag);
break;
case ID_PA:
BKE_particlesettings_copy_data(bmain, (ParticleSettings *)*r_newid, (ParticleSettings *)id, flag);
break;
case ID_GD:
2018-08-10 16:59:29 +02:00
BKE_gpencil_copy_data((bGPdata *)*r_newid, (bGPdata *)id, flag);
break;
case ID_MC:
BKE_movieclip_copy_data(bmain, (MovieClip *)*r_newid, (MovieClip *)id, flag);
break;
2012-07-27 08:18:11 +00:00
case ID_MSK:
BKE_mask_copy_data(bmain, (Mask *)*r_newid, (Mask *)id, flag);
break;
case ID_LS:
BKE_linestyle_copy_data(bmain, (FreestyleLineStyle *)*r_newid, (FreestyleLineStyle *)id, flag);
break;
case ID_PAL:
BKE_palette_copy_data(bmain, (Palette *)*r_newid, (Palette *)id, flag);
break;
case ID_PC:
BKE_paint_curve_copy_data(bmain, (PaintCurve *)*r_newid, (PaintCurve *)id, flag);
break;
case ID_CF:
BKE_cachefile_copy_data(bmain, (CacheFile *)*r_newid, (CacheFile *)id, flag);
break;
case ID_SO:
BKE_sound_copy_data(bmain, (bSound *)*r_newid, (bSound *)id, flag);
break;
case ID_VF:
BKE_vfont_copy_data(bmain, (VFont *)*r_newid, (VFont *)id, flag);
break;
case ID_LI:
case ID_SCR:
case ID_WM:
case ID_WS:
case ID_IP:
BLI_assert(0); /* Should have been rejected at start of function! */
break;
}
/* Update ID refcount, remap pointers to self in new ID. */
struct IDCopyLibManagementData data = {.id_src = id, .id_dst = *r_newid, .flag = flag,};
BKE_library_foreach_ID_link(bmain, *r_newid, id_copy_libmanagement_cb, &data, IDWALK_NOP);
/* Do not make new copy local in case we are copying outside of main...
* XXX TODO: is this behavior OK, or should we need own flag to control that? */
if ((flag & LIB_ID_CREATE_NO_MAIN) == 0) {
BLI_assert((flag & LIB_ID_COPY_KEEP_LIB) == 0);
BKE_id_copy_ensure_local(bmain, id, *r_newid);
}
else {
(*r_newid)->lib = id->lib;
}
return true;
}
/**
* Invokes the appropriate copy method for the block and returns the result in
* newid, unless test. Returns true if the block can be copied.
*/
bool BKE_id_copy(Main *bmain, const ID *id, ID **newid)
{
return BKE_id_copy_ex(bmain, id, newid, LIB_ID_COPY_DEFAULT);
}
/** Does a mere memory swap over the whole IDs data (including type-specific memory).
* \note Most internal ID data itself is not swapped (only IDProperties are). */
void BKE_id_swap(Main *bmain, ID *id_a, ID *id_b)
{
BLI_assert(GS(id_a->name) == GS(id_b->name));
const ID id_a_back = *id_a;
const ID id_b_back = *id_b;
#define CASE_SWAP(_gs, _type) \
case _gs: \
SWAP(_type, *(_type *)id_a, *(_type *)id_b); \
break
switch ((ID_Type)GS(id_a->name)) {
CASE_SWAP(ID_SCE, Scene);
CASE_SWAP(ID_LI, Library);
CASE_SWAP(ID_OB, Object);
CASE_SWAP(ID_ME, Mesh);
CASE_SWAP(ID_CU, Curve);
CASE_SWAP(ID_MB, MetaBall);
CASE_SWAP(ID_MA, Material);
CASE_SWAP(ID_TE, Tex);
CASE_SWAP(ID_IM, Image);
CASE_SWAP(ID_LT, Lattice);
CASE_SWAP(ID_LA, Light);
CASE_SWAP(ID_LP, LightProbe);
CASE_SWAP(ID_CA, Camera);
CASE_SWAP(ID_KE, Key);
CASE_SWAP(ID_WO, World);
CASE_SWAP(ID_SCR, bScreen);
CASE_SWAP(ID_VF, VFont);
CASE_SWAP(ID_TXT, Text);
CASE_SWAP(ID_SPK, Speaker);
CASE_SWAP(ID_SO, bSound);
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
CASE_SWAP(ID_GR, Collection);
CASE_SWAP(ID_AR, bArmature);
CASE_SWAP(ID_AC, bAction);
CASE_SWAP(ID_NT, bNodeTree);
CASE_SWAP(ID_BR, Brush);
CASE_SWAP(ID_PA, ParticleSettings);
CASE_SWAP(ID_WM, wmWindowManager);
CASE_SWAP(ID_WS, WorkSpace);
CASE_SWAP(ID_GD, bGPdata);
CASE_SWAP(ID_MC, MovieClip);
CASE_SWAP(ID_MSK, Mask);
CASE_SWAP(ID_LS, FreestyleLineStyle);
CASE_SWAP(ID_PAL, Palette);
CASE_SWAP(ID_PC, PaintCurve);
CASE_SWAP(ID_CF, CacheFile);
case ID_IP:
break; /* Deprecated. */
}
#undef CASE_SWAP
/* Restore original ID's internal data. */
*id_a = id_a_back;
*id_b = id_b_back;
/* Exception: IDProperties. */
id_a->properties = id_b_back.properties;
id_b->properties = id_a_back.properties;
/* Swap will have broken internal references to itself, restore them. */
BKE_libblock_relink_ex(bmain, id_a, id_b, id_a, false);
BKE_libblock_relink_ex(bmain, id_b, id_a, id_b, false);
}
/** Does *not* set ID->newid pointer. */
bool id_single_user(bContext *C, ID *id, PointerRNA *ptr, PropertyRNA *prop)
{
ID *newid = NULL;
PointerRNA idptr;
2018-06-17 17:05:51 +02:00
if (id) {
/* if property isn't editable, we're going to have an extra block hanging around until we save */
if (RNA_property_editable(ptr, prop)) {
Main *bmain = CTX_data_main(C);
if (BKE_id_copy(bmain, id, &newid) && newid) {
/* copy animation actions too */
BKE_animdata_copy_id_action(bmain, id, false);
/* us is 1 by convention with new IDs, but RNA_property_pointer_set
* will also increment it, decrement it here. */
id_us_min(newid);
/* assign copy */
RNA_id_pointer_create(newid, &idptr);
RNA_property_pointer_set(ptr, prop, idptr);
RNA_property_update(C, ptr, prop);
2018-06-17 17:05:51 +02:00
/* tag grease pencil datablock and disable onion */
if (GS(id->name) == ID_GD) {
DEG_id_tag_update(id, ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY);
DEG_id_tag_update(newid, ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY);
bGPdata *gpd = (bGPdata *)newid;
gpd->flag &= ~GP_DATA_SHOW_ONIONSKINS;
}
return true;
}
}
}
2018-06-17 17:05:51 +02:00
return false;
}
static int libblock_management_us_plus(void *UNUSED(user_data), ID *UNUSED(id_self), ID **id_pointer, int cb_flag)
{
if (cb_flag & IDWALK_CB_USER) {
id_us_plus(*id_pointer);
}
if (cb_flag & IDWALK_CB_USER_ONE) {
id_us_ensure_real(*id_pointer);
}
return IDWALK_RET_NOP;
}
static int libblock_management_us_min(void *UNUSED(user_data), ID *UNUSED(id_self), ID **id_pointer, int cb_flag)
{
if (cb_flag & IDWALK_CB_USER) {
id_us_min(*id_pointer);
}
/* We can do nothing in IDWALK_CB_USER_ONE case! */
return IDWALK_RET_NOP;
}
/** Add a 'NO_MAIN' datablock to given main (also sets usercounts of its IDs if needed). */
void BKE_libblock_management_main_add(Main *bmain, void *idv)
{
ID *id = idv;
BLI_assert(bmain != NULL);
if ((id->tag & LIB_TAG_NO_MAIN) == 0) {
return;
}
if ((id->tag & LIB_TAG_NOT_ALLOCATED) != 0) {
/* We cannot add non-allocated ID to Main! */
return;
}
/* We cannot allow non-userrefcounting IDs in Main database! */
if ((id->tag & LIB_TAG_NO_USER_REFCOUNT) != 0) {
BKE_library_foreach_ID_link(bmain, id, libblock_management_us_plus, NULL, IDWALK_NOP);
}
ListBase *lb = which_libbase(bmain, GS(id->name));
BKE_main_lock(bmain);
BLI_addtail(lb, id);
BKE_id_new_name_validate(lb, id, NULL);
/* alphabetic insertion: is in new_id */
id->tag &= ~(LIB_TAG_NO_MAIN | LIB_TAG_NO_USER_REFCOUNT);
bmain->is_memfile_undo_written = false;
BKE_main_unlock(bmain);
}
/** Remove a datablock from given main (set it to 'NO_MAIN' status). */
void BKE_libblock_management_main_remove(Main *bmain, void *idv)
{
ID *id = idv;
BLI_assert(bmain != NULL);
if ((id->tag & LIB_TAG_NO_MAIN) != 0) {
return;
}
/* For now, allow userrefcounting IDs to get out of Main - can be handy in some cases... */
ListBase *lb = which_libbase(bmain, GS(id->name));
BKE_main_lock(bmain);
BLI_remlink(lb, id);
id->tag |= LIB_TAG_NO_MAIN;
bmain->is_memfile_undo_written = false;
BKE_main_unlock(bmain);
}
void BKE_libblock_management_usercounts_set(Main *bmain, void *idv)
{
ID *id = idv;
if ((id->tag & LIB_TAG_NO_USER_REFCOUNT) == 0) {
return;
}
BKE_library_foreach_ID_link(bmain, id, libblock_management_us_plus, NULL, IDWALK_NOP);
id->tag &= ~LIB_TAG_NO_USER_REFCOUNT;
}
void BKE_libblock_management_usercounts_clear(Main *bmain, void *idv)
{
ID *id = idv;
/* We do not allow IDs in Main database to not be userrefcounting. */
if ((id->tag & LIB_TAG_NO_USER_REFCOUNT) != 0 || (id->tag & LIB_TAG_NO_MAIN) != 0) {
return;
}
BKE_library_foreach_ID_link(bmain, id, libblock_management_us_min, NULL, IDWALK_NOP);
id->tag |= LIB_TAG_NO_USER_REFCOUNT;
}
/**
* Clear or set given tags for all ids in listbase (runtime tags).
*/
void BKE_main_id_tag_listbase(ListBase *lb, const int tag, const bool value)
{
ID *id;
if (value) {
for (id = lb->first; id; id = id->next) {
id->tag |= tag;
}
}
else {
const int ntag = ~tag;
for (id = lb->first; id; id = id->next) {
id->tag &= ntag;
}
}
}
/**
* Clear or set given tags for all ids of given type in bmain (runtime tags).
*/
void BKE_main_id_tag_idcode(struct Main *mainvar, const short type, const int tag, const bool value)
{
ListBase *lb = which_libbase(mainvar, type);
BKE_main_id_tag_listbase(lb, tag, value);
}
/**
* Clear or set given tags for all ids in bmain (runtime tags).
*/
void BKE_main_id_tag_all(struct Main *mainvar, const int tag, const bool value)
{
ListBase *lbarray[MAX_LIBARRAY];
int a;
a = set_listbasepointers(mainvar, lbarray);
while (a--) {
BKE_main_id_tag_listbase(lbarray[a], tag, value);
}
}
/**
* Clear or set given flags for all ids in listbase (persistent flags).
*/
void BKE_main_id_flag_listbase(ListBase *lb, const int flag, const bool value)
{
ID *id;
if (value) {
for (id = lb->first; id; id = id->next)
id->tag |= flag;
}
else {
const int nflag = ~flag;
for (id = lb->first; id; id = id->next)
id->tag &= nflag;
}
}
/**
* Clear or set given flags for all ids in bmain (persistent flags).
*/
void BKE_main_id_flag_all(Main *bmain, const int flag, const bool value)
{
ListBase *lbarray[MAX_LIBARRAY];
int a;
a = set_listbasepointers(bmain, lbarray);
while (a--) {
BKE_main_id_flag_listbase(lbarray[a], flag, value);
}
}
void BKE_main_id_repair_duplicate_names_listbase(ListBase *lb)
{
int lb_len = 0;
for (ID *id = lb->first; id; id = id->next) {
if (id->lib == NULL) {
lb_len += 1;
}
}
if (lb_len <= 1) {
return;
}
/* Fill an array because renaming sorts. */
ID **id_array = MEM_mallocN(sizeof(*id_array) * lb_len, __func__);
GSet *gset = BLI_gset_str_new_ex(__func__, lb_len);
int i = 0;
for (ID *id = lb->first; id; id = id->next) {
if (id->lib == NULL) {
id_array[i] = id;
i++;
}
}
for (i = 0; i < lb_len; i++) {
if (!BLI_gset_add(gset, id_array[i]->name + 2)) {
BKE_id_new_name_validate(lb, id_array[i], NULL);
}
}
BLI_gset_free(gset, NULL);
MEM_freeN(id_array);
}
void BKE_main_lib_objects_recalc_all(Main *bmain)
{
Object *ob;
/* flag for full recalc */
for (ob = bmain->object.first; ob; ob = ob->id.next) {
if (ID_IS_LINKED(ob)) {
DEG_id_tag_update(&ob->id, ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY | ID_RECALC_ANIMATION);
}
}
Fix T38054: High CPU usage with many objects This is a regression since threaded dependency graph landed to master. Root of the issue goes to the loads of graph preparation being done even if there's nothing to be updated. The idea of this change is to use ID type recalc bits to determine whether there're objects to be updated. Generally speaking, we now check object and object data datablocks with DAG_id_type_tagged() and if there's no such IDs tagged we skip the whole task pool creation and so, The only difficult aspect was that in some circumstances it was possible that there are tagged objects but nothing in ID recalc bit fields. There were several different circumstances when it was possible: * When one assigns object->recalc flag directly DAG flush didn't set corresponding bits to ID recalc bits. Partially it is fixed by making it so flush will set bitfield, but also for object types there's no reason to assign recalc flag directly. Using generic DAG_id_type_tag works almost the same fast as direct assignment, ensures all the bitflags are set properly and for the long run it seems it's what we would actually want to. * DAG_on_visible_update() didn't set recalc bits at all. * Some areas were checking for object->recalc != 0, however it is was possible that object recalc flag contains PSYS_RECALC_CHILD which was never cleaned from there. No idea why would we need to assign such a flag when enabling scene simplification, this is to be investigated separately. * It is possible that scene_update_post and frame_update_post handlers will modify objects. The issue is that DAG_ids_clear_recalc is called just after callbacks, which leaves objects with recalc flags but no corresponding bit in ID recalc bitfield. This leads to some kind of regression when using ID type tag fields to check whether there objects to be updated internally comparing threaded DAG with legacy one. For now let's have a workaround which will preserve tag for ID_OB if there're objects with OB_RECALC_ALL bits. This keeps behavior unchanged comparing with 2.69 release.
2014-01-09 19:13:26 +06:00
DEG_id_type_tag(bmain, ID_OB);
}
/* *********** ALLOC AND FREE *****************
*
* BKE_libblock_free(ListBase *lb, ID *id )
* provide a list-basis and datablock, but only ID is read
*
* void *BKE_libblock_alloc(ListBase *lb, type, name)
* inserts in list and returns a new ID
*
* **************************** */
2002-10-12 11:37:38 +00:00
/**
* Get allocation size fo a given datablock type and optionally allocation name.
*/
size_t BKE_libblock_get_alloc_info(short type, const char **name)
{
#define CASE_RETURN(id_code, type) \
case id_code: \
do { \
if (name != NULL) { \
*name = #type; \
} \
return sizeof(type); \
} while(0)
switch ((ID_Type)type) {
CASE_RETURN(ID_SCE, Scene);
CASE_RETURN(ID_LI, Library);
CASE_RETURN(ID_OB, Object);
CASE_RETURN(ID_ME, Mesh);
CASE_RETURN(ID_CU, Curve);
CASE_RETURN(ID_MB, MetaBall);
CASE_RETURN(ID_MA, Material);
CASE_RETURN(ID_TE, Tex);
CASE_RETURN(ID_IM, Image);
CASE_RETURN(ID_LT, Lattice);
CASE_RETURN(ID_LA, Light);
CASE_RETURN(ID_CA, Camera);
CASE_RETURN(ID_IP, Ipo);
CASE_RETURN(ID_KE, Key);
CASE_RETURN(ID_WO, World);
CASE_RETURN(ID_SCR, bScreen);
CASE_RETURN(ID_VF, VFont);
CASE_RETURN(ID_TXT, Text);
CASE_RETURN(ID_SPK, Speaker);
2017-06-13 17:45:36 +02:00
CASE_RETURN(ID_LP, LightProbe);
CASE_RETURN(ID_SO, bSound);
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
CASE_RETURN(ID_GR, Collection);
CASE_RETURN(ID_AR, bArmature);
CASE_RETURN(ID_AC, bAction);
CASE_RETURN(ID_NT, bNodeTree);
CASE_RETURN(ID_BR, Brush);
CASE_RETURN(ID_PA, ParticleSettings);
CASE_RETURN(ID_WM, wmWindowManager);
CASE_RETURN(ID_GD, bGPdata);
CASE_RETURN(ID_MC, MovieClip);
CASE_RETURN(ID_MSK, Mask);
CASE_RETURN(ID_LS, FreestyleLineStyle);
CASE_RETURN(ID_PAL, Palette);
CASE_RETURN(ID_PC, PaintCurve);
CASE_RETURN(ID_CF, CacheFile);
2017-06-13 17:45:36 +02:00
CASE_RETURN(ID_WS, WorkSpace);
}
return 0;
#undef CASE_RETURN
}
/**
* Allocates and returns memory of the right size for the specified block type,
* initialized to zero.
*/
void *BKE_libblock_alloc_notest(short type)
2002-10-12 11:37:38 +00:00
{
const char *name;
size_t size = BKE_libblock_get_alloc_info(type, &name);
if (size != 0) {
return MEM_callocN(size, name);
2002-10-12 11:37:38 +00:00
}
BLI_assert(!"Request to allocate unknown data type");
return NULL;
2002-10-12 11:37:38 +00:00
}
/**
* Allocates and returns a block of the specified type, with the specified name
* (adjusted as necessary to ensure uniqueness), and appended to the specified list.
* The user count is set to 1, all other content (apart from name and links) being
* initialized to zero.
*/
void *BKE_libblock_alloc(Main *bmain, short type, const char *name, const int flag)
2002-10-12 11:37:38 +00:00
{
BLI_assert((flag & LIB_ID_CREATE_NO_ALLOCATE) == 0);
ID *id = BKE_libblock_alloc_notest(type);
if (id) {
if ((flag & LIB_ID_CREATE_NO_MAIN) != 0) {
id->tag |= LIB_TAG_NO_MAIN;
}
if ((flag & LIB_ID_CREATE_NO_USER_REFCOUNT) != 0) {
id->tag |= LIB_TAG_NO_USER_REFCOUNT;
}
id->icon_id = 0;
*((short *)id->name) = type;
2017-08-09 14:38:07 +02:00
if ((flag & LIB_ID_CREATE_NO_USER_REFCOUNT) == 0) {
id->us = 1;
}
if ((flag & LIB_ID_CREATE_NO_MAIN) == 0) {
ListBase *lb = which_libbase(bmain, type);
BKE_main_lock(bmain);
BLI_addtail(lb, id);
BKE_id_new_name_validate(lb, id, name);
bmain->is_memfile_undo_written = false;
/* alphabetic insertion: is in new_id */
BKE_main_unlock(bmain);
/* TODO to be removed from here! */
if ((flag & LIB_ID_CREATE_NO_DEG_TAG) == 0) {
DEG_id_type_tag(bmain, type);
}
}
else {
BLI_strncpy(id->name + 2, name, sizeof(id->name) - 2);
}
2002-10-12 11:37:38 +00:00
}
2002-10-12 11:37:38 +00:00
return id;
}
/**
* Initialize an ID of given type, such that it has valid 'empty' data.
* ID is assumed to be just calloc'ed.
*/
void BKE_libblock_init_empty(ID *id)
{
/* Note that only ID types that are not valid when filled of zero should have a callback here. */
switch ((ID_Type)GS(id->name)) {
case ID_SCE:
BKE_scene_init((Scene *)id);
break;
case ID_LI:
/* Nothing to do. */
break;
case ID_OB:
{
Object *ob = (Object *)id;
ob->type = OB_EMPTY;
BKE_object_init(ob);
break;
}
case ID_ME:
BKE_mesh_init((Mesh *)id);
break;
case ID_CU:
BKE_curve_init((Curve *)id);
break;
case ID_MB:
BKE_mball_init((MetaBall *)id);
break;
case ID_MA:
BKE_material_init((Material *)id);
break;
case ID_TE:
BKE_texture_default((Tex *)id);
break;
case ID_IM:
BKE_image_init((Image *)id);
break;
case ID_LT:
BKE_lattice_init((Lattice *)id);
break;
case ID_LA:
BKE_light_init((Light *)id);
break;
case ID_SPK:
BKE_speaker_init((Speaker *)id);
break;
case ID_LP:
BKE_lightprobe_init((LightProbe *)id);
break;
case ID_CA:
BKE_camera_init((Camera *)id);
break;
case ID_WO:
BKE_world_init((World *)id);
break;
case ID_SCR:
/* Nothing to do. */
break;
case ID_VF:
BKE_vfont_init((VFont *)id);
break;
case ID_TXT:
BKE_text_init((Text *)id);
break;
case ID_SO:
/* Another fuzzy case, think NULLified content is OK here... */
break;
case ID_GR:
/* Nothing to do. */
break;
case ID_AR:
/* Nothing to do. */
break;
case ID_AC:
/* Nothing to do. */
break;
case ID_NT:
ntreeInitDefault((bNodeTree *)id);
break;
case ID_BR:
BKE_brush_init((Brush *)id);
break;
case ID_PA:
/* Nothing to do. */
break;
case ID_PC:
/* Nothing to do. */
break;
case ID_GD:
/* Nothing to do. */
break;
case ID_MSK:
/* Nothing to do. */
break;
case ID_LS:
BKE_linestyle_init((FreestyleLineStyle *)id);
break;
case ID_CF:
BKE_cachefile_init((CacheFile *)id);
break;
case ID_KE:
/* Shapekeys are a complex topic too - they depend on their 'user' data type...
* They are not linkable, though, so it should never reach here anyway. */
BLI_assert(0);
break;
case ID_WM:
/* We should never reach this. */
BLI_assert(0);
break;
case ID_IP:
/* Should not be needed - animation from lib pre-2.5 is broken anyway. */
BLI_assert(0);
break;
case ID_PAL:
BKE_palette_init((Palette *)id);
break;
default:
BLI_assert(0); /* Should never reach this point... */
}
}
/** Generic helper to create a new empty datablock of given type in given \a bmain database.
*
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* \param name: can be NULL, in which case we get default name for this ID type. */
void *BKE_id_new(Main *bmain, const short type, const char *name)
{
BLI_assert(bmain != NULL);
if (name == NULL) {
name = DATA_(BKE_idcode_to_name(type));
}
ID *id = BKE_libblock_alloc(bmain, type, name, 0);
BKE_libblock_init_empty(id);
return id;
}
/** Generic helper to create a new temporary empty datablock of given type, *outside* of any Main database.
*
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* \param name: can be NULL, in which case we get default name for this ID type. */
void *BKE_id_new_nomain(const short type, const char *name)
{
if (name == NULL) {
name = DATA_(BKE_idcode_to_name(type));
}
ID *id = BKE_libblock_alloc(NULL, type, name,
LIB_ID_CREATE_NO_MAIN |
LIB_ID_CREATE_NO_USER_REFCOUNT |
LIB_ID_CREATE_NO_DEG_TAG);
BKE_libblock_init_empty(id);
return id;
}
void BKE_libblock_copy_ex(Main *bmain, const ID *id, ID **r_newid, const int flag)
{
ID *new_id = *r_newid;
/* Grrrrrrrrr... Not adding 'root' nodetrees to bmain.... grrrrrrrrrrrrrrrrrrrr! */
/* This is taken from original ntree copy code, might be weak actually? */
const bool use_nodetree_alloc_exception = ((GS(id->name) == ID_NT) && (bmain != NULL) &&
(BLI_findindex(&bmain->nodetree, id) < 0));
BLI_assert((flag & LIB_ID_CREATE_NO_MAIN) != 0 || bmain != NULL);
BLI_assert((flag & LIB_ID_CREATE_NO_MAIN) != 0 || (flag & LIB_ID_CREATE_NO_ALLOCATE) == 0);
BLI_assert((flag & LIB_ID_CREATE_NO_MAIN) == 0 || (flag & LIB_ID_CREATE_NO_USER_REFCOUNT) != 0);
/* Never implicitly copy shapekeys when generating temp data outside of Main database. */
BLI_assert((flag & LIB_ID_CREATE_NO_MAIN) == 0 || (flag & LIB_ID_COPY_SHAPEKEY) == 0);
if ((flag & LIB_ID_CREATE_NO_ALLOCATE) != 0) {
/* r_newid already contains pointer to allocated memory. */
/* TODO do we want to memset(0) whole mem before filling it? */
BLI_strncpy(new_id->name, id->name, sizeof(new_id->name));
new_id->us = 0;
new_id->tag |= LIB_TAG_NOT_ALLOCATED | LIB_TAG_NO_MAIN | LIB_TAG_NO_USER_REFCOUNT;
/* TODO Do we want/need to copy more from ID struct itself? */
}
else {
new_id = BKE_libblock_alloc(bmain, GS(id->name), id->name + 2, flag | (use_nodetree_alloc_exception ? LIB_ID_CREATE_NO_MAIN : 0));
}
BLI_assert(new_id != NULL);
const size_t id_len = BKE_libblock_get_alloc_info(GS(new_id->name), NULL);
const size_t id_offset = sizeof(ID);
if ((int)id_len - (int)id_offset > 0) { /* signed to allow neg result */ /* XXX ????? */
const char *cp = (const char *)id;
char *cpn = (char *)new_id;
memcpy(cpn + id_offset, cp + id_offset, id_len - id_offset);
}
if (id->properties) {
new_id->properties = IDP_CopyProperty_ex(id->properties, flag);
}
/* XXX Again... We need a way to control what we copy in a much more refined way.
* We cannot always copy this, some internal copying will die on it! */
/* For now, upper level code will have to do that itself when required. */
#if 0
if (id->override != NULL) {
BKE_override_copy(new_id, id);
}
#endif
if (id_can_have_animdata(new_id)) {
IdAdtTemplate *iat = (IdAdtTemplate *)new_id;
/* the duplicate should get a copy of the animdata */
if ((flag & LIB_ID_COPY_NO_ANIMDATA) == 0) {
BLI_assert((flag & LIB_ID_COPY_ACTIONS) == 0 || (flag & LIB_ID_CREATE_NO_MAIN) == 0);
iat->adt = BKE_animdata_copy(bmain, iat->adt, flag);
}
else {
iat->adt = NULL;
}
}
if ((flag & LIB_ID_CREATE_NO_DEG_TAG) == 0 && (flag & LIB_ID_CREATE_NO_MAIN) == 0) {
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DEG_id_type_tag(bmain, GS(new_id->name));
}
*r_newid = new_id;
}
/* used everywhere in blenkernel */
void *BKE_libblock_copy(Main *bmain, const ID *id)
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{
ID *idn;
BKE_libblock_copy_ex(bmain, id, &idn, 0);
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return idn;
}
/* XXX TODO: get rid of this useless wrapper at some point... */
void *BKE_libblock_copy_for_localize(const ID *id)
{
ID *idn;
BKE_libblock_copy_ex(NULL, id, &idn, LIB_ID_COPY_LOCALIZE | LIB_ID_COPY_NO_ANIMDATA);
return idn;
}
ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
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void BKE_library_free(Library *lib)
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{
if (lib->packedfile)
freePackedFile(lib->packedfile);
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}
/* ***************** ID ************************ */
ID *BKE_libblock_find_name(struct Main *bmain, const short type, const char *name)
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{
ListBase *lb = which_libbase(bmain, type);
BLI_assert(lb != NULL);
return BLI_findstring(lb, name, offsetof(ID, name) + 2);
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}
void id_sort_by_name(ListBase *lb, ID *id)
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{
ID *idtest;
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/* insert alphabetically */
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if (lb->first != lb->last) {
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BLI_remlink(lb, id);
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idtest = lb->first;
while (idtest) {
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if (BLI_strcasecmp(idtest->name, id->name) > 0 || (idtest->lib && !id->lib)) {
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BLI_insertlinkbefore(lb, idtest, id);
break;
}
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idtest = idtest->next;
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}
/* as last */
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if (idtest == NULL) {
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BLI_addtail(lb, id);
}
}
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}
/**
* Check to see if there is an ID with the same name as 'name'.
* Returns the ID if so, if not, returns NULL
*/
static ID *is_dupid(ListBase *lb, ID *id, const char *name)
{
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ID *idtest = NULL;
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for (idtest = lb->first; idtest; idtest = idtest->next) {
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/* if idtest is not a lib */
if (id != idtest && !ID_IS_LINKED(idtest)) {
/* do not test alphabetic! */
/* optimized */
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if (idtest->name[2] == name[0]) {
if (STREQ(name, idtest->name + 2)) break;
}
}
}
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return idtest;
}
/**
* Check to see if an ID name is already used, and find a new one if so.
* Return true if created a new name (returned in name).
*
* Normally the ID that's being check is already in the ListBase, so ID *id
* points at the new entry. The Python Library module needs to know what
* the name of a datablock will be before it is appended; in this case ID *id
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* id is NULL
*/
static bool check_for_dupid(ListBase *lb, ID *id, char *name)
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{
ID *idtest;
int nr = 0, a;
size_t left_len;
#define MAX_IN_USE 64
bool in_use[MAX_IN_USE];
/* to speed up finding unused numbers within [1 .. MAX_IN_USE - 1] */
char left[MAX_ID_NAME + 8], leftest[MAX_ID_NAME + 8];
while (true) {
/* phase 1: id already exists? */
idtest = is_dupid(lb, id, name);
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/* if there is no double, done */
if (idtest == NULL) return false;
/* we have a dup; need to make a new name */
/* quick check so we can reuse one of first MAX_IN_USE - 1 ids if vacant */
memset(in_use, false, sizeof(in_use));
/* get name portion, number portion ("name.number") */
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left_len = BLI_split_name_num(left, &nr, name, '.');
/* if new name will be too long, truncate it */
if (nr > 999 && left_len > (MAX_ID_NAME - 8)) { /* assumption: won't go beyond 9999 */
left[MAX_ID_NAME - 8] = '\0';
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left_len = MAX_ID_NAME - 8;
}
else if (left_len > (MAX_ID_NAME - 7)) {
left[MAX_ID_NAME - 7] = '\0';
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left_len = MAX_ID_NAME - 7;
}
/* Code above may have generated invalid utf-8 string, due to raw truncation.
* Ensure we get a valid one now! */
left_len -= (size_t)BLI_utf8_invalid_strip(left, left_len);
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for (idtest = lb->first; idtest; idtest = idtest->next) {
int nrtest;
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if ( (id != idtest) &&
!ID_IS_LINKED(idtest) &&
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(*name == *(idtest->name + 2)) &&
STREQLEN(name, idtest->name + 2, left_len) &&
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(BLI_split_name_num(leftest, &nrtest, idtest->name + 2, '.') == left_len)
)
{
/* will get here at least once, otherwise is_dupid call above would have returned NULL */
if (nrtest < MAX_IN_USE)
in_use[nrtest] = true; /* mark as used */
if (nr <= nrtest)
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nr = nrtest + 1; /* track largest unused */
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}
}
/* At this point, 'nr' will typically be at least 1. (but not always) */
// BLI_assert(nr >= 1);
/* decide which value of nr to use */
for (a = 0; a < MAX_IN_USE; a++) {
if (a >= nr) break; /* stop when we've checked up to biggest */ /* redundant check */
if (!in_use[a]) { /* found an unused value */
nr = a;
/* can only be zero if all potential duplicate names had
* nonzero numeric suffixes, which means name itself has
* nonzero numeric suffix (else no name conflict and wouldn't
* have got here), which means name[left_len] is not a null */
break;
}
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}
/* At this point, nr is either the lowest unused number within [0 .. MAX_IN_USE - 1],
* or 1 greater than the largest used number if all those low ones are taken.
* We can't be bothered to look for the lowest unused number beyond (MAX_IN_USE - 1). */
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/* If the original name has no numeric suffix,
* rather than just chopping and adding numbers,
* shave off the end chars until we have a unique name.
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* Check the null terminators match as well so we don't get Cube.000 -> Cube.00 */
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if (nr == 0 && name[left_len] == '\0') {
size_t len;
/* FIXME: this code will never be executed, because either nr will be
* at least 1, or name will not end at left_len! */
BLI_assert(0);
len = left_len - 1;
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idtest = is_dupid(lb, id, name);
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while (idtest && len > 1) {
name[len--] = '\0';
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idtest = is_dupid(lb, id, name);
}
if (idtest == NULL) return true;
/* otherwise just continue and use a number suffix */
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}
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if (nr > 999 && left_len > (MAX_ID_NAME - 8)) {
/* this would overflow name buffer */
left[MAX_ID_NAME - 8] = 0;
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/* left_len = MAX_ID_NAME - 8; */ /* for now this isn't used again */
memcpy(name, left, sizeof(char) * (MAX_ID_NAME - 7));
continue;
}
/* this format specifier is from hell... */
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BLI_snprintf(name, sizeof(id->name) - 2, "%s.%.3d", left, nr);
return true;
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}
#undef MAX_IN_USE
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}
/**
* Ensures given ID has a unique name in given listbase.
*
* Only for local IDs (linked ones already have a unique ID in their library).
*
* \return true if a new name had to be created.
*/
bool BKE_id_new_name_validate(ListBase *lb, ID *id, const char *tname)
{
bool result;
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char name[MAX_ID_NAME - 2];
/* if library, don't rename */
if (ID_IS_LINKED(id))
return false;
/* if no name given, use name of current ID
* else make a copy (tname args can be const) */
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if (tname == NULL)
tname = id->name + 2;
BLI_strncpy(name, tname, sizeof(name));
if (name[0] == '\0') {
/* Disallow empty names. */
BLI_strncpy(name, DATA_(BKE_idcode_to_name(GS(id->name))), sizeof(name));
}
else {
/* disallow non utf8 chars,
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* the interface checks for this but new ID's based on file names don't */
BLI_utf8_invalid_strip(name, strlen(name));
}
result = check_for_dupid(lb, id, name);
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strcpy(id->name + 2, name);
/* This was in 2.43 and previous releases
* however all data in blender should be sorted, not just duplicate names
* sorting should not hurt, but noting just incase it alters the way other
* functions work, so sort every time */
#if 0
if (result)
id_sort_by_name(lb, id);
#endif
id_sort_by_name(lb, id);
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return result;
}
/**
* Pull an ID out of a library (make it local). Only call this for IDs that
* don't have other library users.
*/
void id_clear_lib_data_ex(Main *bmain, ID *id, const bool id_in_mainlist)
{
bNodeTree *ntree = NULL;
Key *key = NULL;
BKE_id_lib_local_paths(bmain, id->lib, id);
id_fake_user_clear(id);
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id->lib = NULL;
id->tag &= ~(LIB_TAG_INDIRECT | LIB_TAG_EXTERN);
if (id_in_mainlist) {
if (BKE_id_new_name_validate(which_libbase(bmain, GS(id->name)), id, NULL)) {
bmain->is_memfile_undo_written = false;
}
}
/* Internal bNodeTree blocks inside datablocks also stores id->lib, make sure this stays in sync. */
if ((ntree = ntreeFromID(id))) {
id_clear_lib_data_ex(bmain, &ntree->id, false); /* Datablocks' nodetree is never in Main. */
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}
/* Same goes for shapekeys. */
if ((key = BKE_key_from_id(id))) {
id_clear_lib_data_ex(bmain, &key->id, id_in_mainlist); /* sigh, why are keys in Main? */
2015-05-07 00:18:11 +10:00
}
}
void id_clear_lib_data(Main *bmain, ID *id)
{
id_clear_lib_data_ex(bmain, id, true);
}
/* next to indirect usage in read/writefile also in editobject.c scene.c */
void BKE_main_id_clear_newpoins(Main *bmain)
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{
ID *id;
FOREACH_MAIN_ID_BEGIN(bmain, id)
{
id->newid = NULL;
id->tag &= ~LIB_TAG_NEW;
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}
FOREACH_MAIN_ID_END;
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}
static void library_make_local_copying_check(ID *id, GSet *loop_tags, MainIDRelations *id_relations, GSet *done_ids)
{
if (BLI_gset_haskey(done_ids, id)) {
return; /* Already checked, nothing else to do. */
}
MainIDRelationsEntry *entry = BLI_ghash_lookup(id_relations->id_used_to_user, id);
BLI_gset_insert(loop_tags, id);
for (; entry != NULL; entry = entry->next) {
ID *par_id = (ID *)entry->id_pointer; /* used_to_user stores ID pointer, not pointer to ID pointer... */
/* Our oh-so-beloved 'from' pointers... */
if (entry->usage_flag & IDWALK_CB_LOOPBACK) {
/* We totally disregard Object->proxy_from 'usage' here, this one would only generate fake positives. */
if (GS(par_id->name) == ID_OB) {
BLI_assert(((Object *)par_id)->proxy_from == (Object *)id);
continue;
}
/* Shapekeys are considered 'private' to their owner ID here, and never tagged (since they cannot be linked),
* so we have to switch effective parent to their owner. */
if (GS(par_id->name) == ID_KE) {
par_id = ((Key *)par_id)->from;
}
}
if (par_id->lib == NULL) {
/* Local user, early out to avoid some gset querying... */
continue;
}
if (!BLI_gset_haskey(done_ids, par_id)) {
if (BLI_gset_haskey(loop_tags, par_id)) {
/* We are in a 'dependency loop' of IDs, this does not say us anything, skip it.
* Note that this is the situation that can lead to archipelagoes of linked data-blocks
* (since all of them have non-local users, they would all be duplicated, leading to a loop of unused
* linked data-blocks that cannot be freed since they all use each other...). */
continue;
}
/* Else, recursively check that user ID. */
library_make_local_copying_check(par_id, loop_tags, id_relations, done_ids);
}
if (par_id->tag & LIB_TAG_DOIT) {
/* This user will be fully local in future, so far so good, nothing to do here but check next user. */
}
else {
/* This user won't be fully local in future, so current ID won't be either. And we are done checking it. */
id->tag &= ~LIB_TAG_DOIT;
break;
}
}
BLI_gset_add(done_ids, id);
BLI_gset_remove(loop_tags, id, NULL);
}
/** Make linked datablocks local.
*
* \param bmain: Almost certainly global main.
* \param lib: If not NULL, only make local datablocks from this library.
* \param untagged_only: If true, only make local datablocks not tagged with LIB_TAG_PRE_EXISTING.
* \param set_fake: If true, set fake user on all localized datablocks (except group and objects ones).
*/
/* Note: Old (2.77) version was simply making (tagging) datablocks as local, without actually making any check whether
* they were also indirectly used or not...
*
* Current version uses regular id_make_local callback, with advanced pre-processing step to detect all cases of
* IDs currently indirectly used, but which will be used by local data only once this function is finished.
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* This allows to avoid any unneeded duplication of IDs, and hence all time lost afterwards to remove
* orphaned linked data-blocks...
*/
void BKE_library_make_local(
Main *bmain, const Library *lib, GHash *old_to_new_ids, const bool untagged_only, const bool set_fake)
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{
ListBase *lbarray[MAX_LIBARRAY];
ID *id;
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int a;
LinkNode *todo_ids = NULL;
LinkNode *copied_ids = NULL;
MemArena *linklist_mem = BLI_memarena_new(512 * sizeof(*todo_ids), __func__);
GSet *done_ids = BLI_gset_ptr_new(__func__);
#ifdef DEBUG_TIME
TIMEIT_START(make_local);
#endif
BKE_main_relations_create(bmain);
#ifdef DEBUG_TIME
printf("Pre-compute current ID relations: Done.\n");
TIMEIT_VALUE_PRINT(make_local);
#endif
/* Step 1: Detect datablocks to make local. */
for (a = set_listbasepointers(bmain, lbarray); a--; ) {
id = lbarray[a]->first;
/* Do not explicitly make local non-linkable IDs (shapekeys, in fact), they are assumed to be handled
* by real datablocks responsible of them. */
const bool do_skip = (id && !BKE_idcode_is_linkable(GS(id->name)));
for (; id; id = id->next) {
ID *ntree = (ID *)ntreeFromID(id);
id->tag &= ~LIB_TAG_DOIT;
if (ntree != NULL) {
ntree->tag &= ~LIB_TAG_DOIT;
}
if (id->lib == NULL) {
id->tag &= ~(LIB_TAG_EXTERN | LIB_TAG_INDIRECT | LIB_TAG_NEW);
}
/* The check on the fourth line (LIB_TAG_PRE_EXISTING) is done so its possible to tag data you don't want to
* be made local, used for appending data, so any libdata already linked wont become local (very nasty
* to discover all your links are lost after appending).
* Also, never ever make proxified objects local, would not make any sense. */
/* Some more notes:
* - Shapekeys are never tagged here (since they are not linkable).
* - Nodetrees used in materials etc. have to be tagged manually, since they do not exist in Main (!).
* This is ok-ish on 'make local' side of things (since those are handled by their 'owner' IDs),
* but complicates slightly the pre-processing of relations between IDs at step 2... */
else if (!do_skip && id->tag & (LIB_TAG_EXTERN | LIB_TAG_INDIRECT | LIB_TAG_NEW) &&
ELEM(lib, NULL, id->lib) &&
!(GS(id->name) == ID_OB && ((Object *)id)->proxy_from != NULL) &&
((untagged_only == false) || !(id->tag & LIB_TAG_PRE_EXISTING)))
{
BLI_linklist_prepend_arena(&todo_ids, id, linklist_mem);
id->tag |= LIB_TAG_DOIT;
/* Tag those nasty non-ID nodetrees, but do not add them to todo list, making them local is handled
* by 'owner' ID. This is needed for library_make_local_copying_check() to work OK at step 2. */
if (ntree != NULL) {
ntree->tag |= LIB_TAG_DOIT;
}
}
else {
/* Linked ID that we won't be making local (needed info for step 2, see below). */
BLI_gset_add(done_ids, id);
}
}
}
#ifdef DEBUG_TIME
printf("Step 1: Detect datablocks to make local: Done.\n");
TIMEIT_VALUE_PRINT(make_local);
#endif
/* Step 2: Check which datablocks we can directly make local (because they are only used by already, or future,
* local data), others will need to be duplicated. */
GSet *loop_tags = BLI_gset_ptr_new(__func__);
for (LinkNode *it = todo_ids; it; it = it->next) {
library_make_local_copying_check(it->link, loop_tags, bmain->relations, done_ids);
BLI_assert(BLI_gset_len(loop_tags) == 0);
}
BLI_gset_free(loop_tags, NULL);
BLI_gset_free(done_ids, NULL);
/* Next step will most likely add new IDs, better to get rid of this mapping now. */
BKE_main_relations_free(bmain);
#ifdef DEBUG_TIME
printf("Step 2: Check which datablocks we can directly make local: Done.\n");
TIMEIT_VALUE_PRINT(make_local);
#endif
/* Step 3: Make IDs local, either directly (quick and simple), or using generic process,
* which involves more complex checks and might instead create a local copy of original linked ID. */
for (LinkNode *it = todo_ids, *it_next; it; it = it_next) {
it_next = it->next;
id = it->link;
if (id->tag & LIB_TAG_DOIT) {
/* We know all users of this object are local or will be made fully local, even if currently there are
* some indirect usages. So instead of making a copy that we'll likely get rid of later, directly make
* that data block local. Saves a tremendous amount of time with complex scenes... */
id_clear_lib_data_ex(bmain, id, true);
BKE_id_expand_local(bmain, id);
id->tag &= ~LIB_TAG_DOIT;
}
else {
/* In this specific case, we do want to make ID local even if it has no local usage yet... */
if (GS(id->name) == ID_OB) {
/* Special case for objects because we don't want proxy pointers to be
* cleared yet. This will happen down the road in this function.
*/
2017-03-12 02:40:04 +11:00
BKE_object_make_local_ex(bmain, (Object *)id, true, false);
}
else {
id_make_local(bmain, id, false, true);
}
if (id->newid) {
/* Reuse already allocated LinkNode (transferring it from todo_ids to copied_ids). */
BLI_linklist_prepend_nlink(&copied_ids, id, it);
}
}
if (set_fake) {
if (!ELEM(GS(id->name), ID_OB, ID_GR)) {
/* do not set fake user on objects, groups (instancing) */
id_fake_user_set(id);
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}
}
}
#ifdef DEBUG_TIME
printf("Step 3: Make IDs local: Done.\n");
TIMEIT_VALUE_PRINT(make_local);
#endif
/* At this point, we are done with directly made local IDs. Now we have to handle duplicated ones, since their
* remaining linked original counterpart may not be needed anymore... */
todo_ids = NULL;
/* Step 4: We have to remap local usages of old (linked) ID to new (local) ID in a separated loop,
* as lbarray ordering is not enough to ensure us we did catch all dependencies
* (e.g. if making local a parent object before its child...). See T48907. */
/* TODO This is now the biggest step by far (in term of processing time). We may be able to gain here by
* using again main->relations mapping, but... this implies BKE_libblock_remap & co to be able to update
* main->relations on the fly. Have to think about it a bit more, and see whether new code is OK first, anyway. */
for (LinkNode *it = copied_ids; it; it = it->next) {
id = it->link;
BLI_assert(id->newid != NULL);
BLI_assert(id->lib != NULL);
BKE_libblock_remap(bmain, id, id->newid, ID_REMAP_SKIP_INDIRECT_USAGE);
if (old_to_new_ids) {
BLI_ghash_insert(old_to_new_ids, id, id->newid);
}
/* Special hack for groups... Thing is, since we can't instantiate them here, we need to ensure
* they remain 'alive' (only instantiation is a real group 'user'... *sigh* See T49722. */
if (GS(id->name) == ID_GR && (id->tag & LIB_TAG_INDIRECT) != 0) {
id_us_ensure_real(id->newid);
}
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}
#ifdef DEBUG_TIME
printf("Step 4: Remap local usages of old (linked) ID to new (local) ID: Done.\n");
TIMEIT_VALUE_PRINT(make_local);
#endif
/* Step 5: proxy 'remapping' hack. */
for (LinkNode *it = copied_ids; it; it = it->next) {
/* Attempt to re-link copied proxy objects. This allows appending of an entire scene
* from another blend file into this one, even when that blend file contains proxified
* armatures that have local references. Since the proxified object needs to be linked
* (not local), this will only work when the "Localize all" checkbox is disabled.
* TL;DR: this is a dirty hack on top of an already weak feature (proxies). */
if (GS(id->name) == ID_OB && ((Object *)id)->proxy != NULL) {
Object *ob = (Object *)id;
Object *ob_new = (Object *)id->newid;
bool is_local = false, is_lib = false;
/* Proxies only work when the proxified object is linked-in from a library. */
if (ob->proxy->id.lib == NULL) {
CLOG_WARN(&LOG, "proxy object %s will loose its link to %s, because the "
"proxified object is local.", id->newid->name, ob->proxy->id.name);
continue;
}
BKE_library_ID_test_usages(bmain, id, &is_local, &is_lib);
/* We can only switch the proxy'ing to a made-local proxy if it is no longer
* referred to from a library. Not checking for local use; if new local proxy
* was not used locally would be a nasty bug! */
if (is_local || is_lib) {
CLOG_WARN(&LOG, "made-local proxy object %s will loose its link to %s, "
"because the linked-in proxy is referenced (is_local=%i, is_lib=%i).",
2018-01-16 11:40:43 +11:00
id->newid->name, ob->proxy->id.name, is_local, is_lib);
}
else {
/* we can switch the proxy'ing from the linked-in to the made-local proxy.
* BKE_object_make_proxy() shouldn't be used here, as it allocates memory that
2019-02-26 18:30:01 -03:00
* was already allocated by BKE_object_make_local_ex() (which called BKE_object_copy). */
ob_new->proxy = ob->proxy;
ob_new->proxy_group = ob->proxy_group;
ob_new->proxy_from = ob->proxy_from;
ob_new->proxy->proxy_from = ob_new;
ob->proxy = ob->proxy_from = ob->proxy_group = NULL;
}
}
}
#ifdef DEBUG_TIME
printf("Step 5: Proxy 'remapping' hack: Done.\n");
TIMEIT_VALUE_PRINT(make_local);
#endif
/* This is probably more of a hack than something we should do here, but...
* Issue is, the whole copying + remapping done in complex cases above may leave pose channels of armatures
* in complete invalid state (more precisely, the bone pointers of the pchans - very crappy cross-datablocks
* relationship), se we tag it to be fully recomputed, but this does not seems to be enough in some cases,
* and evaluation code ends up trying to evaluate a not-yet-updated armature object's deformations.
* Try "make all local" in 04_01_H.lighting.blend from Agent327 without this, e.g. */
/* Also, use this object loop to we handle rigid body resetting. */
for (Object *ob = bmain->object.first; ob; ob = ob->id.next) {
if (ob->data != NULL && ob->type == OB_ARMATURE && ob->pose != NULL && ob->pose->flag & POSE_RECALC) {
BKE_pose_rebuild(bmain, ob, ob->data, true);
}
/* If there was ever any rigidbody settings in the object, we reset it. */
if (ob->rigidbody_object) {
for (Scene *scene_iter = bmain->scene.first; scene_iter; scene_iter = scene_iter->id.next) {
if (scene_iter->rigidbody_world) {
BKE_rigidbody_remove_object(bmain, scene_iter, ob);
}
}
BKE_rigidbody_free_object(ob, NULL);
}
}
#ifdef DEBUG_TIME
printf("Hack: Forcefully rebuild armature object poses: Done.\n");
TIMEIT_VALUE_PRINT(make_local);
#endif
BKE_main_id_clear_newpoins(bmain);
BLI_memarena_free(linklist_mem);
#ifdef DEBUG_TIME
printf("Cleanup and finish: Done.\n");
TIMEIT_END(make_local);
#endif
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}
/**
* Use after setting the ID's name
* When name exists: call 'new_id'
*/
void BLI_libblock_ensure_unique_name(Main *bmain, const char *name)
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{
ListBase *lb;
ID *idtest;
lb = which_libbase(bmain, GS(name));
2012-05-06 17:22:54 +00:00
if (lb == NULL) return;
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/* search for id */
idtest = BLI_findstring(lb, name + 2, offsetof(ID, name) + 2);
if (idtest != NULL) {
/* BKE_id_new_name_validate also takes care of sorting. */
BKE_id_new_name_validate(lb, idtest, NULL);
bmain->is_memfile_undo_written = false;
2012-11-18 02:41:55 +00:00
}
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}
/**
* Sets the name of a block to name, suitably adjusted for uniqueness.
*/
void BKE_libblock_rename(Main *bmain, ID *id, const char *name)
2002-10-12 11:37:38 +00:00
{
ListBase *lb = which_libbase(bmain, GS(id->name));
if (BKE_id_new_name_validate(lb, id, name)) {
bmain->is_memfile_undo_written = false;
}
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}
/**
2018-12-04 15:21:36 +01:00
* Generate full name of the data-block (without ID code, but with library if any).
*
* \note Result is unique to a given ID type in a given Main database.
*
2018-12-12 12:55:20 +11:00
* \param name: An allocated string of minimal length MAX_ID_FULL_NAME, will be filled with generated string.
*/
void BKE_id_full_name_get(char name[MAX_ID_FULL_NAME], const ID *id)
{
strcpy(name, id->name + 2);
if (id->lib != NULL) {
const size_t idname_len = strlen(id->name + 2);
const size_t libname_len = strlen(id->lib->id.name + 2);
name[idname_len] = ' ';
name[idname_len + 1] = '[';
strcpy(name + idname_len + 2, id->lib->id.name + 2);
name[idname_len + 2 + libname_len] = ']';
name[idname_len + 2 + libname_len + 1] = '\0';
}
}
/**
2018-12-04 15:21:36 +01:00
* Generate full name of the data-block (without ID code, but with library if any), with a 3-character prefix prepended
* indicating whether it comes from a library, is overriding, has a fake or no user, etc.
*
* \note Result is unique to a given ID type in a given Main database.
*
2018-12-12 12:55:20 +11:00
* \param name: An allocated string of minimal length MAX_ID_FULL_NAME_UI, will be filled with generated string.
*/
void BKE_id_full_name_ui_prefix_get(char name[MAX_ID_FULL_NAME_UI], const ID *id)
{
name[0] = id->lib ? (ID_MISSING(id) ? 'M' : 'L') : ID_IS_STATIC_OVERRIDE(id) ? 'O' : ' ';
name[1] = (id->flag & LIB_FAKEUSER) ? 'F' : ((id->us == 0) ? '0' : ' ');
name[2] = ' ';
BKE_id_full_name_get(name + 3, id);
}
/**
* Generate a concatenation of ID name (including two-chars type code) and its lib name, if any.
*
* \return A unique allocated string key for any ID in the whole Main database.
*/
char *BKE_id_to_unique_string_key(const struct ID *id)
{
if (id->lib == NULL) {
return BLI_strdup(id->name);
}
else {
/* Prefix with an ascii character in the range of 32..96 (visible)
* this ensures we can't have a library ID pair that collide.
* Where 'LIfooOBbarOBbaz' could be ('LIfoo, OBbarOBbaz') or ('LIfooOBbar', 'OBbaz'). */
const char ascii_len = strlen(id->lib->id.name + 2) + 32;
return BLI_sprintfN("%c%s%s", ascii_len, id->lib->id.name, id->name);
}
}
void BKE_library_filepath_set(Main *bmain, Library *lib, const char *filepath)
{
/* in some cases this is used to update the absolute path from the
* relative */
if (lib->name != filepath) {
BLI_strncpy(lib->name, filepath, sizeof(lib->name));
}
BLI_strncpy(lib->filepath, filepath, sizeof(lib->filepath));
/* not essential but set filepath is an absolute copy of value which
* is more useful if its kept in sync */
if (BLI_path_is_rel(lib->filepath)) {
/* note that the file may be unsaved, in this case, setting the
* filepath on an indirectly linked path is not allowed from the
* outliner, and its not really supported but allow from here for now
* since making local could cause this to be directly linked - campbell
*/
/* Never make paths relative to parent lib - reading code (blenloader) always set *all* lib->name relative to
* current main, not to their parent for indirectly linked ones. */
const char *basepath = BKE_main_blendfile_path(bmain);
BLI_path_abs(lib->filepath, basepath);
}
}
void BKE_id_tag_set_atomic(ID *id, int tag)
{
atomic_fetch_and_or_int32(&id->tag, tag);
}
void BKE_id_tag_clear_atomic(ID *id, int tag)
{
atomic_fetch_and_and_int32(&id->tag, ~tag);
}
/** Check that given ID pointer actually is in G_MAIN.
* Main intended use is for debug asserts in places we cannot easily get rid of G_Main... */
bool BKE_id_is_in_global_main(ID *id)
2018-06-25 12:02:57 +02:00
{
/* We do not want to fail when id is NULL here, even though this is a bit strange behavior... */
return (id == NULL || BLI_findindex(which_libbase(G_MAIN, GS(id->name)), id) != -1);
}
/************************* Datablock order in UI **************************/
static int *id_order_get(ID *id)
{
/* Only for workspace tabs currently. */
switch (GS(id->name)) {
case ID_WS:
return &((WorkSpace *)id)->order;
default:
return NULL;
}
}
static int id_order_compare(const void *a, const void *b)
{
ID *id_a = ((LinkData *)a)->data;
ID *id_b = ((LinkData *)b)->data;
int *order_a = id_order_get(id_a);
int *order_b = id_order_get(id_b);
if (order_a && order_b) {
if (*order_a < *order_b) {
return -1;
}
else if (*order_a > *order_b) {
return 1;
}
}
return strcmp(id_a->name, id_b->name);
}
/**
* Returns ordered list of datablocks for display in the UI.
* Result is list of LinkData of IDs that must be freed.
*/
void BKE_id_ordered_list(ListBase *ordered_lb, const ListBase *lb)
{
BLI_listbase_clear(ordered_lb);
for (ID *id = lb->first; id; id = id->next) {
BLI_addtail(ordered_lb, BLI_genericNodeN(id));
}
BLI_listbase_sort(ordered_lb, id_order_compare);
int num = 0;
for (LinkData *link = ordered_lb->first; link; link = link->next) {
int *order = id_order_get(link->data);
if (order) {
*order = num++;
}
}
}
/**
* Reorder ID in the list, before or after the "relative" ID.
*/
void BKE_id_reorder(const ListBase *lb, ID *id, ID *relative, bool after)
{
int *id_order = id_order_get(id);
int relative_order;
if (relative) {
relative_order = *id_order_get(relative);
}
else {
relative_order = (after) ? BLI_listbase_count(lb) : 0;
}
if (after) {
/* Insert after. */
for (ID *other = lb->first; other; other = other->next) {
int *order = id_order_get(other);
if (*order > relative_order) {
(*order)++;
}
}
*id_order = relative_order + 1;
}
else {
/* Insert before. */
for (ID *other = lb->first; other; other = other->next) {
int *order = id_order_get(other);
if (*order < relative_order) {
(*order)--;
}
}
*id_order = relative_order - 1;
}
}