This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/blenkernel/intern/layer.c

1828 lines
51 KiB
C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Contributor(s): Dalai Felinto
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/blenkernel/intern/layer.c
* \ingroup bke
*/
#include <string.h>
#include "BLI_listbase.h"
#include "BLI_string.h"
#include "BLI_string_utf8.h"
#include "BLI_string_utils.h"
#include "BLT_translation.h"
#include "BKE_collection.h"
#include "BKE_global.h"
#include "BKE_idprop.h"
#include "BKE_layer.h"
#include "BKE_main.h"
#include "BKE_node.h"
#include "DNA_ID.h"
#include "DNA_layer_types.h"
#include "DNA_object_types.h"
#include "DNA_node_types.h"
#include "DNA_scene_types.h"
#include "DRW_engine.h"
#include "MEM_guardedalloc.h"
#define DEBUG_PRINT if (G.debug & G_DEBUG_DEPSGRAPH) printf
/* prototype */
struct EngineSettingsCB_Type;
static void layer_collection_free(SceneLayer *sl, LayerCollection *lc);
static LayerCollection *layer_collection_add(SceneLayer *sl, LayerCollection *parent, SceneCollection *sc);
static LayerCollection *find_layer_collection_by_scene_collection(LayerCollection *lc, const SceneCollection *sc);
static IDProperty *collection_engine_settings_create(struct EngineSettingsCB_Type *ces_type, const bool populate);
static IDProperty *collection_engine_get(IDProperty *root, const int type, const char *engine_name);
static void collection_engine_settings_init(IDProperty *root, const bool populate);
static void layer_engine_settings_init(IDProperty *root, const bool populate);
static void object_bases_Iterator_next(BLI_Iterator *iter, const int flag);
/* RenderLayer */
/**
* Returns the SceneLayer to be used for rendering
* Most of the time BKE_scene_layer_context_active should be used instead
*/
SceneLayer *BKE_scene_layer_render_active(const Scene *scene)
{
SceneLayer *sl = BLI_findlink(&scene->render_layers, scene->active_layer);
BLI_assert(sl);
return sl;
}
/**
* Returns the SceneLayer to be used for drawing, outliner, and
* other context related areas.
*/
SceneLayer *BKE_scene_layer_context_active(const Scene *scene)
{
/* waiting for workspace to get the layer from context*/
TODO_LAYER_CONTEXT;
return BKE_scene_layer_render_active(scene);
}
/**
* Add a new renderlayer
* by default, a renderlayer has the master collection
*/
SceneLayer *BKE_scene_layer_add(Scene *scene, const char *name)
{
if (!name) {
name = DATA_("Render Layer");
}
IDPropertyTemplate val = {0};
SceneLayer *sl = MEM_callocN(sizeof(SceneLayer), "Scene Layer");
sl->flag |= SCENE_LAYER_RENDER;
sl->properties = IDP_New(IDP_GROUP, &val, ROOT_PROP);
layer_engine_settings_init(sl->properties, false);
BLI_addtail(&scene->render_layers, sl);
/* unique name */
BLI_strncpy_utf8(sl->name, name, sizeof(sl->name));
BLI_uniquename(&scene->render_layers, sl, DATA_("SceneLayer"), '.', offsetof(SceneLayer, name), sizeof(sl->name));
SceneCollection *sc = BKE_collection_master(scene);
layer_collection_add(sl, NULL, sc);
return sl;
}
bool BKE_scene_layer_remove(Main *bmain, Scene *scene, SceneLayer *sl)
{
const int act = BLI_findindex(&scene->render_layers, sl);
if (act == -1) {
return false;
}
else if ( (scene->render_layers.first == scene->render_layers.last) &&
(scene->render_layers.first == sl))
{
/* ensure 1 layer is kept */
return false;
}
BLI_remlink(&scene->render_layers, sl);
BKE_scene_layer_free(sl);
MEM_freeN(sl);
scene->active_layer = 0;
/* TODO WORKSPACE: set active_layer to 0 */
for (Scene *sce = bmain->scene.first; sce; sce = sce->id.next) {
if (sce->nodetree) {
BKE_nodetree_remove_layer_n(sce->nodetree, scene, act);
}
}
return true;
}
/**
* Free (or release) any data used by this SceneLayer (does not free the SceneLayer itself).
*/
void BKE_scene_layer_free(SceneLayer *sl)
{
sl->basact = NULL;
for (Base *base = sl->object_bases.first; base; base = base->next) {
if (base->collection_properties) {
IDP_FreeProperty(base->collection_properties);
MEM_freeN(base->collection_properties);
}
}
BLI_freelistN(&sl->object_bases);
for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
layer_collection_free(NULL, lc);
}
BLI_freelistN(&sl->layer_collections);
if (sl->properties) {
IDP_FreeProperty(sl->properties);
MEM_freeN(sl->properties);
}
if (sl->properties_evaluated) {
IDP_FreeProperty(sl->properties_evaluated);
MEM_freeN(sl->properties_evaluated);
}
MEM_SAFE_FREE(sl->stats);
}
/**
* Set the render engine of a renderlayer
*/
void BKE_scene_layer_engine_set(SceneLayer *sl, const char *engine)
{
BLI_strncpy_utf8(sl->engine, engine, sizeof(sl->engine));
}
/**
* Tag all the selected objects of a renderlayer
*/
void BKE_scene_layer_selected_objects_tag(SceneLayer *sl, const int tag)
{
for (Base *base = sl->object_bases.first; base; base = base->next) {
if ((base->flag & BASE_SELECTED) != 0) {
base->object->flag |= tag;
}
else {
base->object->flag &= ~tag;
}
}
}
static bool find_scene_collection_in_scene_collections(ListBase *lb, const LayerCollection *lc)
{
for (LayerCollection *lcn = lb->first; lcn; lcn = lcn->next) {
if (lcn == lc) {
return true;
}
if (find_scene_collection_in_scene_collections(&lcn->layer_collections, lc)) {
return true;
}
}
return false;
}
/**
* Find the SceneLayer a LayerCollection belongs to
*/
SceneLayer *BKE_scene_layer_find_from_collection(const Scene *scene, LayerCollection *lc)
{
for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
if (find_scene_collection_in_scene_collections(&sl->layer_collections, lc)) {
return sl;
}
}
return NULL;
}
/* Base */
Base *BKE_scene_layer_base_find(SceneLayer *sl, Object *ob)
{
return BLI_findptr(&sl->object_bases, ob, offsetof(Base, object));
}
void BKE_scene_layer_base_deselect_all(SceneLayer *sl)
{
Base *base;
for (base = sl->object_bases.first; base; base = base->next) {
base->flag &= ~BASE_SELECTED;
}
}
void BKE_scene_layer_base_select(struct SceneLayer *sl, Base *selbase)
{
sl->basact = selbase;
if ((selbase->flag & BASE_SELECTABLED) != 0) {
selbase->flag |= BASE_SELECTED;
}
}
static void scene_layer_object_base_unref(SceneLayer *sl, Base *base)
{
base->refcount--;
/* It only exists in the RenderLayer */
if (base->refcount == 0) {
if (sl->basact == base) {
sl->basact = NULL;
}
if (base->collection_properties) {
IDP_FreeProperty(base->collection_properties);
MEM_freeN(base->collection_properties);
}
BLI_remlink(&sl->object_bases, base);
MEM_freeN(base);
}
}
/**
* Return the base if existent, or create it if necessary
* Always bump the refcount
*/
static Base *object_base_add(SceneLayer *sl, Object *ob)
{
Base *base;
base = BKE_scene_layer_base_find(sl, ob);
if (base == NULL) {
base = MEM_callocN(sizeof(Base), "Object Base");
/* Do not bump user count, leave it for SceneCollections. */
base->object = ob;
BLI_addtail(&sl->object_bases, base);
IDPropertyTemplate val = {0};
base->collection_properties = IDP_New(IDP_GROUP, &val, ROOT_PROP);
}
base->refcount++;
return base;
}
/* LayerCollection */
/**
* When freeing the entire SceneLayer at once we don't bother with unref
* otherwise SceneLayer is passed to keep the syncing of the LayerCollection tree
*/
static void layer_collection_free(SceneLayer *sl, LayerCollection *lc)
{
if (sl) {
for (LinkData *link = lc->object_bases.first; link; link = link->next) {
scene_layer_object_base_unref(sl, link->data);
}
}
BLI_freelistN(&lc->object_bases);
BLI_freelistN(&lc->overrides);
if (lc->properties) {
IDP_FreeProperty(lc->properties);
MEM_freeN(lc->properties);
}
if (lc->properties_evaluated) {
IDP_FreeProperty(lc->properties_evaluated);
MEM_freeN(lc->properties_evaluated);
}
for (LayerCollection *nlc = lc->layer_collections.first; nlc; nlc = nlc->next) {
layer_collection_free(sl, nlc);
}
BLI_freelistN(&lc->layer_collections);
}
/**
* Free (or release) LayerCollection from SceneLayer
* (does not free the LayerCollection itself).
*/
void BKE_layer_collection_free(SceneLayer *sl, LayerCollection *lc)
{
layer_collection_free(sl, lc);
}
/* LayerCollection */
/**
* Recursively get the collection for a given index
*/
static LayerCollection *collection_from_index(ListBase *lb, const int number, int *i)
{
for (LayerCollection *lc = lb->first; lc; lc = lc->next) {
if (*i == number) {
return lc;
}
(*i)++;
LayerCollection *lc_nested = collection_from_index(&lc->layer_collections, number, i);
if (lc_nested) {
return lc_nested;
}
}
return NULL;
}
/**
* Get the active collection
*/
LayerCollection *BKE_layer_collection_active(SceneLayer *sl)
{
int i = 0;
return collection_from_index(&sl->layer_collections, sl->active_collection, &i);
}
/**
* Return layer collection to add new object(s).
* Create one if none exists.
*/
LayerCollection *BKE_layer_collection_get_active_ensure(Scene *scene, SceneLayer *sl)
{
LayerCollection *lc = BKE_layer_collection_active(sl);
if (lc == NULL) {
BLI_assert(BLI_listbase_is_empty(&sl->layer_collections));
/* When there is no collection linked to this SceneLayer, create one. */
SceneCollection *sc = BKE_collection_add(scene, NULL, NULL);
lc = BKE_collection_link(sl, sc);
}
return lc;
}
/**
* Recursively get the count of collections
*/
static int collection_count(ListBase *lb)
{
int i = 0;
for (LayerCollection *lc = lb->first; lc; lc = lc->next) {
i += collection_count(&lc->layer_collections) + 1;
}
return i;
}
/**
* Get the total number of collections
* (including all the nested collections)
*/
int BKE_layer_collection_count(SceneLayer *sl)
{
return collection_count(&sl->layer_collections);
}
/**
* Recursively get the index for a given collection
*/
static int index_from_collection(ListBase *lb, const LayerCollection *lc, int *i)
{
for (LayerCollection *lcol = lb->first; lcol; lcol = lcol->next) {
if (lcol == lc) {
return *i;
}
(*i)++;
int i_nested = index_from_collection(&lcol->layer_collections, lc, i);
if (i_nested != -1) {
return i_nested;
}
}
return -1;
}
/**
* Return -1 if not found
*/
int BKE_layer_collection_findindex(SceneLayer *sl, const LayerCollection *lc)
{
int i = 0;
return index_from_collection(&sl->layer_collections, lc, &i);
}
/**
* Lookup the listbase that contains \a lc.
*/
static ListBase *layer_collection_listbase_find(ListBase *lb, LayerCollection *lc)
{
for (LayerCollection *lc_iter = lb->first; lc_iter; lc_iter = lc_iter->next) {
if (lc_iter == lc) {
return lb;
}
ListBase *lb_child_result;
if ((lb_child_result = layer_collection_listbase_find(&lc_iter->layer_collections, lc))) {
return lb_child_result;
}
}
return NULL;
}
#if 0
/**
* Lookup the listbase that contains \a sc.
*/
static ListBase *scene_collection_listbase_find(ListBase *lb, SceneCollection *sc)
{
for (SceneCollection *sc_iter = lb->first; sc_iter; sc_iter = sc_iter->next) {
if (sc_iter == sc) {
return lb;
}
ListBase *lb_child_result;
if ((lb_child_result = scene_collection_listbase_find(&sc_iter->scene_collections, sc))) {
return lb_child_result;
}
}
return NULL;
}
#endif
/* ---------------------------------------------------------------------- */
/* Outliner drag and drop */
/**
* Nest a LayerCollection into another one
* Both collections must be from the same SceneLayer, return true if succeded.
*
* The LayerCollection will effectively be moved into the
* new (nested) position. So all the settings, overrides, ... go with it, and
* if the collection was directly linked to the SceneLayer it's then unlinked.
*
* For the other SceneLayers we simply resync the tree, without changing directly
* linked collections (even if they link to the same SceneCollection)
*
* \param lc_src LayerCollection to nest into \a lc_dst
* \param lc_dst LayerCollection to have \a lc_src inserted into
*/
static void layer_collection_swap(
SceneLayer *sl, ListBase *lb_a, ListBase *lb_b,
LayerCollection *lc_a, LayerCollection *lc_b)
{
if (lb_a == NULL) {
lb_a = layer_collection_listbase_find(&sl->layer_collections, lc_a);
}
if (lb_b == NULL) {
lb_b = layer_collection_listbase_find(&sl->layer_collections, lc_b);
}
BLI_assert(lb_a);
BLI_assert(lb_b);
BLI_listbases_swaplinks(lb_a, lb_b, lc_a, lc_b);
}
/**
* Move \a lc_src into \a lc_dst. Both have to be stored in \a sl.
* If \a lc_src is directly linked to the SceneLayer it's unlinked
*/
bool BKE_layer_collection_move_into(const Scene *scene, LayerCollection *lc_dst, LayerCollection *lc_src)
{
SceneLayer *sl = BKE_scene_layer_find_from_collection(scene, lc_src);
bool is_directly_linked = false;
if ((!sl) || (sl != BKE_scene_layer_find_from_collection(scene, lc_dst))) {
return false;
}
/* We can't nest the collection into itself */
if (lc_src->scene_collection == lc_dst->scene_collection) {
return false;
}
/* Collection is already where we wanted it to be */
if (lc_dst->layer_collections.last == lc_src) {
return false;
}
/* Collection is already where we want it to be in the scene tree
* but we want to swap it in the layer tree still */
if (lc_dst->scene_collection->scene_collections.last == lc_src->scene_collection) {
LayerCollection *lc_swap = lc_dst->layer_collections.last;
layer_collection_swap(sl, &lc_dst->layer_collections, NULL, lc_dst->layer_collections.last, lc_src);
if (BLI_findindex(&sl->layer_collections, lc_swap) != -1) {
BKE_collection_unlink(sl, lc_swap);
}
return true;
}
else {
LayerCollection *lc_temp;
is_directly_linked = BLI_findindex(&sl->layer_collections, lc_src) != -1;
if (!is_directly_linked) {
/* lc_src will be invalid after BKE_collection_move_into!
* so we swap it with lc_temp to preserve its settings */
lc_temp = BKE_collection_link(sl, lc_src->scene_collection);
layer_collection_swap(sl, &sl->layer_collections, NULL, lc_temp, lc_src);
}
if (!BKE_collection_move_into(scene, lc_dst->scene_collection, lc_src->scene_collection)) {
if (!is_directly_linked) {
/* Swap back and remove */
layer_collection_swap(sl, NULL, NULL, lc_temp, lc_src);
BKE_collection_unlink(sl, lc_temp);
}
return false;
}
}
LayerCollection *lc_new = BLI_findptr(&lc_dst->layer_collections, lc_src->scene_collection, offsetof(LayerCollection, scene_collection));
BLI_assert(lc_new);
layer_collection_swap(sl, &lc_dst->layer_collections, NULL, lc_new, lc_src);
/* If it's directly linked, unlink it after the swap */
if (BLI_findindex(&sl->layer_collections, lc_new) != -1) {
BKE_collection_unlink(sl, lc_new);
}
return true;
}
/**
* Move \a lc_src above \a lc_dst. Both have to be stored in \a sl.
* If \a lc_src is directly linked to the SceneLayer it's unlinked
*/
bool BKE_layer_collection_move_above(const Scene *scene, LayerCollection *lc_dst, LayerCollection *lc_src)
{
SceneLayer *sl = BKE_scene_layer_find_from_collection(scene, lc_src);
const bool is_directly_linked_src = BLI_findindex(&sl->layer_collections, lc_src) != -1;
const bool is_directly_linked_dst = BLI_findindex(&sl->layer_collections, lc_dst) != -1;
if ((!sl) || (sl != BKE_scene_layer_find_from_collection(scene, lc_dst))) {
return false;
}
/* Collection is already where we wanted it to be */
if (lc_dst->prev == lc_src) {
return false;
}
/* Collection is already where we want it to be in the scene tree
* but we want to swap it in the layer tree still */
if (lc_dst->prev && lc_dst->prev->scene_collection == lc_src->scene_collection) {
LayerCollection *lc_swap = lc_dst->prev;
layer_collection_swap(sl, NULL, NULL, lc_dst->prev, lc_src);
if (BLI_findindex(&sl->layer_collections, lc_swap) != -1) {
BKE_collection_unlink(sl, lc_swap);
}
return true;
}
/* We don't allow to move above/below a directly linked collection
* unless the source collection is also directly linked */
else if (is_directly_linked_dst) {
/* Both directly linked to the SceneLayer, just need to swap */
if (is_directly_linked_src) {
BLI_remlink(&sl->layer_collections, lc_src);
BLI_insertlinkbefore(&sl->layer_collections, lc_dst, lc_src);
return true;
}
else {
return false;
}
}
else {
LayerCollection *lc_temp;
if (!is_directly_linked_src) {
/* lc_src will be invalid after BKE_collection_move_into!
* so we swap it with lc_temp to preserve its settings */
lc_temp = BKE_collection_link(sl, lc_src->scene_collection);
layer_collection_swap(sl, &sl->layer_collections, NULL, lc_temp, lc_src);
}
if (!BKE_collection_move_above(scene, lc_dst->scene_collection, lc_src->scene_collection)) {
if (!is_directly_linked_src) {
/* Swap back and remove */
layer_collection_swap(sl, NULL, NULL, lc_temp, lc_src);
BKE_collection_unlink(sl, lc_temp);
}
return false;
}
}
LayerCollection *lc_new = lc_dst->prev;
BLI_assert(lc_new);
layer_collection_swap(sl, NULL, NULL, lc_new, lc_src);
/* If it's directly linked, unlink it after the swap */
if (BLI_findindex(&sl->layer_collections, lc_new) != -1) {
BKE_collection_unlink(sl, lc_new);
}
return true;
}
/**
* Move \a lc_src below \a lc_dst. Both have to be stored in \a sl.
* If \a lc_src is directly linked to the SceneLayer it's unlinked
*/
bool BKE_layer_collection_move_below(const Scene *scene, LayerCollection *lc_dst, LayerCollection *lc_src)
{
SceneLayer *sl = BKE_scene_layer_find_from_collection(scene, lc_src);
const bool is_directly_linked_src = BLI_findindex(&sl->layer_collections, lc_src) != -1;
const bool is_directly_linked_dst = BLI_findindex(&sl->layer_collections, lc_dst) != -1;
if ((!sl) || (sl != BKE_scene_layer_find_from_collection(scene, lc_dst))) {
return false;
}
/* Collection is already where we wanted it to be */
if (lc_dst->next == lc_src) {
return false;
}
/* Collection is already where we want it to be in the scene tree
* but we want to swap it in the layer tree still */
if (lc_dst->next && lc_dst->next->scene_collection == lc_src->scene_collection) {
LayerCollection *lc_swap = lc_dst->next;
layer_collection_swap(sl, NULL, NULL, lc_dst->next, lc_src);
if (BLI_findindex(&sl->layer_collections, lc_swap) != -1) {
BKE_collection_unlink(sl, lc_swap);
}
return true;
}
/* We don't allow to move above/below a directly linked collection
* unless the source collection is also directly linked */
else if (is_directly_linked_dst) {
/* Both directly linked to the SceneLayer, just need to swap */
if (is_directly_linked_src) {
BLI_remlink(&sl->layer_collections, lc_src);
BLI_insertlinkafter(&sl->layer_collections, lc_dst, lc_src);
return true;
}
else {
return false;
}
}
else {
LayerCollection *lc_temp;
if (!is_directly_linked_src) {
/* lc_src will be invalid after BKE_collection_move_into!
* so we swap it with lc_temp to preserve its settings */
lc_temp = BKE_collection_link(sl, lc_src->scene_collection);
layer_collection_swap(sl, &sl->layer_collections, NULL, lc_temp, lc_src);
}
if (!BKE_collection_move_below(scene, lc_dst->scene_collection, lc_src->scene_collection)) {
if (!is_directly_linked_src) {
/* Swap back and remove */
layer_collection_swap(sl, NULL, NULL, lc_temp, lc_src);
BKE_collection_unlink(sl, lc_temp);
}
return false;
}
}
LayerCollection *lc_new = lc_dst->next;
BLI_assert(lc_new);
layer_collection_swap(sl, NULL, NULL, lc_new, lc_src);
/* If it's directly linked, unlink it after the swap */
if (BLI_findindex(&sl->layer_collections, lc_new) != -1) {
BKE_collection_unlink(sl, lc_new);
}
return true;
}
static bool layer_collection_resync(SceneLayer *sl, LayerCollection *lc, const SceneCollection *sc)
{
if (lc->scene_collection == sc) {
ListBase collections = {NULL};
BLI_movelisttolist(&collections, &lc->layer_collections);
for (SceneCollection *sc_nested = sc->scene_collections.first; sc_nested; sc_nested = sc_nested->next) {
LayerCollection *lc_nested = BLI_findptr(&collections, sc_nested, offsetof(LayerCollection, scene_collection));
if (lc_nested) {
BLI_remlink(&collections, lc_nested);
BLI_addtail(&lc->layer_collections, lc_nested);
}
else {
layer_collection_add(sl, lc, sc_nested);
}
}
for (LayerCollection *lc_nested = collections.first; lc_nested; lc_nested = lc_nested->next) {
layer_collection_free(sl, lc_nested);
}
BLI_freelistN(&collections);
BLI_assert(BLI_listbase_count(&lc->layer_collections) ==
BLI_listbase_count(&sc->scene_collections));
return true;
}
for (LayerCollection *lc_nested = lc->layer_collections.first; lc_nested; lc_nested = lc_nested->next) {
if (layer_collection_resync(sl, lc_nested, sc)) {
return true;
}
}
return false;
}
/**
* Update the scene layers so that any LayerCollection that points
* to \a sc is re-synced again
*/
void BKE_layer_collection_resync(const Scene *scene, const SceneCollection *sc)
{
for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
layer_collection_resync(sl, lc, sc);
}
}
}
/* ---------------------------------------------------------------------- */
/**
* Link a collection to a renderlayer
* The collection needs to be created separately
*/
LayerCollection *BKE_collection_link(SceneLayer *sl, SceneCollection *sc)
{
LayerCollection *lc = layer_collection_add(sl, NULL, sc);
sl->active_collection = BKE_layer_collection_findindex(sl, lc);
return lc;
}
/**
* Unlink a collection base from a renderlayer
* The corresponding collection is not removed from the master collection
*/
void BKE_collection_unlink(SceneLayer *sl, LayerCollection *lc)
{
BKE_layer_collection_free(sl, lc);
BLI_remlink(&sl->layer_collections, lc);
MEM_freeN(lc);
sl->active_collection = 0;
}
static void layer_collection_object_add(SceneLayer *sl, LayerCollection *lc, Object *ob)
{
Base *base = object_base_add(sl, ob);
/* Only add an object once - prevent SceneCollection->objects and
* SceneCollection->filter_objects to add the same object. */
if (BLI_findptr(&lc->object_bases, base, offsetof(LinkData, data))) {
return;
}
bool is_visible = (lc->flag & COLLECTION_VISIBLE) != 0;
bool is_selectable = is_visible && ((lc->flag & COLLECTION_SELECTABLE) != 0);
if (is_visible) {
base->flag |= BASE_VISIBLED;
}
if (is_selectable) {
base->flag |= BASE_SELECTABLED;
}
BLI_addtail(&lc->object_bases, BLI_genericNodeN(base));
}
static void layer_collection_object_remove(SceneLayer *sl, LayerCollection *lc, Object *ob)
{
Base *base;
base = BKE_scene_layer_base_find(sl, ob);
LinkData *link = BLI_findptr(&lc->object_bases, base, offsetof(LinkData, data));
BLI_remlink(&lc->object_bases, link);
MEM_freeN(link);
scene_layer_object_base_unref(sl, base);
}
static void layer_collection_objects_populate(SceneLayer *sl, LayerCollection *lc, ListBase *objects)
{
for (LinkData *link = objects->first; link; link = link->next) {
layer_collection_object_add(sl, lc, link->data);
}
}
static void layer_collection_populate(SceneLayer *sl, LayerCollection *lc, SceneCollection *sc)
{
layer_collection_objects_populate(sl, lc, &sc->objects);
layer_collection_objects_populate(sl, lc, &sc->filter_objects);
for (SceneCollection *nsc = sc->scene_collections.first; nsc; nsc = nsc->next) {
layer_collection_add(sl, lc, nsc);
}
}
static LayerCollection *layer_collection_add(SceneLayer *sl, LayerCollection *parent, SceneCollection *sc)
{
IDPropertyTemplate val = {0};
LayerCollection *lc = MEM_callocN(sizeof(LayerCollection), "Collection Base");
lc->scene_collection = sc;
lc->flag = COLLECTION_VISIBLE | COLLECTION_SELECTABLE;
lc->properties = IDP_New(IDP_GROUP, &val, ROOT_PROP);
collection_engine_settings_init(lc->properties, false);
if (parent != NULL) {
BLI_addtail(&parent->layer_collections, lc);
}
else {
BLI_addtail(&sl->layer_collections, lc);
}
layer_collection_populate(sl, lc, sc);
return lc;
}
/* ---------------------------------------------------------------------- */
/**
* See if render layer has the scene collection linked directly, or indirectly (nested)
*/
bool BKE_scene_layer_has_collection(SceneLayer *sl, const SceneCollection *sc)
{
for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
if (find_layer_collection_by_scene_collection(lc, sc) != NULL) {
return true;
}
}
return false;
}
/**
* See if the object is in any of the scene layers of the scene
*/
bool BKE_scene_has_object(Scene *scene, Object *ob)
{
for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
Base *base = BKE_scene_layer_base_find(sl, ob);
if (base) {
return true;
}
}
return false;
}
/* ---------------------------------------------------------------------- */
/* Syncing */
static LayerCollection *find_layer_collection_by_scene_collection(LayerCollection *lc, const SceneCollection *sc)
{
if (lc->scene_collection == sc) {
return lc;
}
for (LayerCollection *nlc = lc->layer_collections.first; nlc; nlc = nlc->next) {
LayerCollection *found = find_layer_collection_by_scene_collection(nlc, sc);
if (found) {
return found;
}
}
return NULL;
}
/**
* Add a new LayerCollection for all the SceneLayers that have sc_parent
*/
void BKE_layer_sync_new_scene_collection(Scene *scene, const SceneCollection *sc_parent, SceneCollection *sc)
{
for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
LayerCollection *lc_parent = find_layer_collection_by_scene_collection(lc, sc_parent);
if (lc_parent) {
layer_collection_add(sl, lc_parent, sc);
}
}
}
}
/**
* Add a corresponding ObjectBase to all the equivalent LayerCollection
*/
void BKE_layer_sync_object_link(const Scene *scene, SceneCollection *sc, Object *ob)
{
for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
LayerCollection *found = find_layer_collection_by_scene_collection(lc, sc);
if (found) {
layer_collection_object_add(sl, found, ob);
}
}
}
}
/**
* Remove the equivalent object base to all layers that have this collection
* also remove all reference to ob in the filter_objects
*/
void BKE_layer_sync_object_unlink(const Scene *scene, SceneCollection *sc, Object *ob)
{
for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
LayerCollection *found = find_layer_collection_by_scene_collection(lc, sc);
if (found) {
layer_collection_object_remove(sl, found, ob);
}
}
}
}
/* ---------------------------------------------------------------------- */
/* Override */
/**
* Add a new datablock override
*/
void BKE_collection_override_datablock_add(LayerCollection *UNUSED(lc), const char *UNUSED(data_path), ID *UNUSED(id))
{
TODO_LAYER_OVERRIDE;
}
/* ---------------------------------------------------------------------- */
/* Engine Settings */
ListBase R_layer_collection_engines_settings_callbacks = {NULL, NULL};
ListBase R_scene_layer_engines_settings_callbacks = {NULL, NULL};
typedef struct EngineSettingsCB_Type {
struct EngineSettingsCB_Type *next, *prev;
char name[MAX_NAME]; /* engine name */
EngineSettingsCB callback;
} EngineSettingsCB_Type;
static void create_engine_settings_scene(IDProperty *root, EngineSettingsCB_Type *es_type)
{
if (collection_engine_get(root, COLLECTION_MODE_NONE, es_type->name)) {
return;
}
IDProperty *props = collection_engine_settings_create(es_type, true);
IDP_AddToGroup(root, props);
}
static void create_layer_collection_engine_settings_scene(Scene *scene, EngineSettingsCB_Type *es_type)
{
create_engine_settings_scene(scene->collection_properties, es_type);
}
static void create_scene_layer_engine_settings_scene(Scene *scene, EngineSettingsCB_Type *es_type)
{
create_engine_settings_scene(scene->layer_properties, es_type);
}
static void create_layer_collection_engine_settings_collection(LayerCollection *lc, EngineSettingsCB_Type *es_type)
{
if (BKE_layer_collection_engine_collection_get(lc, COLLECTION_MODE_NONE, es_type->name)) {
return;
}
IDProperty *props = collection_engine_settings_create(es_type, false);
IDP_AddToGroup(lc->properties, props);
for (LayerCollection *lcn = lc->layer_collections.first; lcn; lcn = lcn->next) {
create_layer_collection_engine_settings_collection(lcn, es_type);
}
}
static void create_layer_collection_engines_settings_scene(Scene *scene, EngineSettingsCB_Type *es_type)
{
/* Populate the scene with the new settings. */
create_layer_collection_engine_settings_scene(scene, es_type);
for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
create_layer_collection_engine_settings_collection(lc, es_type);
}
}
}
static void create_scene_layer_engines_settings_scene(Scene *scene, EngineSettingsCB_Type *es_type)
{
/* Populate the scene with the new settings. */
create_scene_layer_engine_settings_scene(scene, es_type);
}
static void create_scene_layer_engines_settings_layer(SceneLayer *sl, EngineSettingsCB_Type *es_type)
{
if (BKE_scene_layer_engine_layer_get(sl, COLLECTION_MODE_NONE, es_type->name)) {
return;
}
IDProperty *props = collection_engine_settings_create(es_type, false);
IDP_AddToGroup(sl->properties, props);
}
static EngineSettingsCB_Type *engine_settings_callback_register(const char *engine_name, EngineSettingsCB func, ListBase *lb)
{
EngineSettingsCB_Type *es_type;
/* Cleanup in case it existed. */
es_type = BLI_findstring(lb, engine_name, offsetof(EngineSettingsCB_Type, name));
if (es_type) {
BLI_remlink(lb, es_type);
MEM_freeN(es_type);
}
es_type = MEM_callocN(sizeof(EngineSettingsCB_Type), __func__);
BLI_strncpy_utf8(es_type->name, engine_name, sizeof(es_type->name));
es_type->callback = func;
BLI_addtail(lb, es_type);
return es_type;
}
void BKE_layer_collection_engine_settings_callback_register(
Main *bmain, const char *engine_name, EngineSettingsCB func)
{
EngineSettingsCB_Type *es_type =
engine_settings_callback_register(engine_name, func, &R_layer_collection_engines_settings_callbacks);
if (bmain) {
/* Populate all of the collections of the scene with those settings. */
for (Scene *scene = bmain->scene.first; scene; scene = scene->id.next) {
create_layer_collection_engines_settings_scene(scene, es_type);
}
}
}
void BKE_scene_layer_engine_settings_callback_register(
Main *bmain, const char *engine_name, EngineSettingsCB func)
{
EngineSettingsCB_Type *es_type =
engine_settings_callback_register(engine_name, func, &R_scene_layer_engines_settings_callbacks);
if (bmain) {
/* Populate all of the collections of the scene with those settings. */
for (Scene *scene = bmain->scene.first; scene; scene = scene->id.next) {
create_scene_layer_engines_settings_scene(scene, es_type);
for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
create_scene_layer_engines_settings_layer(sl, es_type);
}
}
}
}
void BKE_layer_collection_engine_settings_callback_free(void)
{
BLI_freelistN(&R_layer_collection_engines_settings_callbacks);
}
void BKE_scene_layer_engine_settings_callback_free(void)
{
BLI_freelistN(&R_scene_layer_engines_settings_callbacks);
}
/**
* Create a root IDProperty for this engine
*
* \param populate whether we want to pre-fill the collection with the default properties
*/
static IDProperty *collection_engine_settings_create(EngineSettingsCB_Type *es_type, const bool populate)
{
IDProperty *props;
IDPropertyTemplate val = {0};
props = IDP_New(IDP_GROUP, &val, es_type->name);
props->subtype = IDP_GROUP_SUB_ENGINE_RENDER;
/* properties */
if (populate) {
es_type->callback(NULL, props);
}
return props;
}
static void layer_collection_create_mode_settings_object(IDProperty *root, const bool populate)
{
IDProperty *props;
IDPropertyTemplate val = {0};
props = IDP_New(IDP_GROUP, &val, "ObjectMode");
props->subtype = IDP_GROUP_SUB_MODE_OBJECT;
/* properties */
if (populate) {
OBJECT_collection_settings_create(props);
}
IDP_AddToGroup(root, props);
}
static void layer_collection_create_mode_settings_edit(IDProperty *root, const bool populate)
{
IDProperty *props;
IDPropertyTemplate val = {0};
props = IDP_New(IDP_GROUP, &val, "EditMode");
props->subtype = IDP_GROUP_SUB_MODE_EDIT;
/* properties */
if (populate) {
EDIT_MESH_collection_settings_create(props);
}
IDP_AddToGroup(root, props);
}
static void layer_collection_create_mode_settings_paint_weight(IDProperty *root, const bool populate)
{
IDProperty *props;
IDPropertyTemplate val = {0};
props = IDP_New(IDP_GROUP, &val, "WeightPaintMode");
props->subtype = IDP_GROUP_SUB_MODE_PAINT_WEIGHT;
/* properties */
if (populate) {
PAINT_WEIGHT_collection_settings_create(props);
}
IDP_AddToGroup(root, props);
}
static void layer_collection_create_mode_settings_paint_vertex(IDProperty *root, const bool populate)
{
IDProperty *props;
IDPropertyTemplate val = {0};
props = IDP_New(IDP_GROUP, &val, "VertexPaintMode");
props->subtype = IDP_GROUP_SUB_MODE_PAINT_VERTEX;
/* properties */
if (populate) {
PAINT_VERTEX_collection_settings_create(props);
}
IDP_AddToGroup(root, props);
}
static void layer_collection_create_render_settings(IDProperty *root, const bool populate)
{
EngineSettingsCB_Type *es_type;
for (es_type = R_layer_collection_engines_settings_callbacks.first; es_type; es_type = es_type->next) {
IDProperty *props = collection_engine_settings_create(es_type, populate);
IDP_AddToGroup(root, props);
}
}
static void scene_layer_create_render_settings(IDProperty *root, const bool populate)
{
EngineSettingsCB_Type *es_type;
for (es_type = R_scene_layer_engines_settings_callbacks.first; es_type; es_type = es_type->next) {
IDProperty *props = collection_engine_settings_create(es_type, populate);
IDP_AddToGroup(root, props);
}
}
static void collection_create_mode_settings(IDProperty *root, const bool populate)
{
/* XXX TODO: put all those engines in the R_engines_settings_callbacks
* and have IDP_AddToGroup outside the callbacks */
layer_collection_create_mode_settings_object(root, populate);
layer_collection_create_mode_settings_edit(root, populate);
layer_collection_create_mode_settings_paint_weight(root, populate);
layer_collection_create_mode_settings_paint_vertex(root, populate);
}
static void layer_create_mode_settings(IDProperty *root, const bool populate)
{
TODO_LAYER; /* XXX like collection_create_mode_settings */
UNUSED_VARS(root, populate);
}
static int idproperty_group_subtype(const int mode_type)
{
int idgroup_type;
switch (mode_type) {
case COLLECTION_MODE_OBJECT:
idgroup_type = IDP_GROUP_SUB_MODE_OBJECT;
break;
case COLLECTION_MODE_EDIT:
idgroup_type = IDP_GROUP_SUB_MODE_EDIT;
break;
case COLLECTION_MODE_PAINT_WEIGHT:
idgroup_type = IDP_GROUP_SUB_MODE_PAINT_WEIGHT;
break;
case COLLECTION_MODE_PAINT_VERTEX:
idgroup_type = IDP_GROUP_SUB_MODE_PAINT_VERTEX;
break;
default:
case COLLECTION_MODE_NONE:
return IDP_GROUP_SUB_ENGINE_RENDER;
break;
}
return idgroup_type;
}
/**
* Return collection enginne settings for either Object s of LayerCollection s
*/
static IDProperty *collection_engine_get(
IDProperty *root, const int type, const char *engine_name)
{
const int subtype = idproperty_group_subtype(type);
if (subtype == IDP_GROUP_SUB_ENGINE_RENDER) {
return IDP_GetPropertyFromGroup(root, engine_name);
}
else {
IDProperty *prop;
for (prop = root->data.group.first; prop; prop = prop->next) {
if (prop->subtype == subtype) {
return prop;
}
}
}
BLI_assert(false);
return NULL;
}
/**
* Return collection engine settings from Object for specified engine of mode
*/
IDProperty *BKE_layer_collection_engine_evaluated_get(Object *ob, const int type, const char *engine_name)
{
return collection_engine_get(ob->base_collection_properties, type, engine_name);
}
/**
* Return layer collection engine settings for specified engine
*/
IDProperty *BKE_layer_collection_engine_collection_get(LayerCollection *lc, const int type, const char *engine_name)
{
return collection_engine_get(lc->properties, type, engine_name);
}
/**
* Return layer collection engine settings for specified engine in the scene
*/
IDProperty *BKE_layer_collection_engine_scene_get(Scene *scene, const int type, const char *engine_name)
{
return collection_engine_get(scene->collection_properties, type, engine_name);
}
/**
* Return scene layer engine settings for specified engine in the scene
*/
IDProperty *BKE_scene_layer_engine_scene_get(Scene *scene, const int type, const char *engine_name)
{
return collection_engine_get(scene->layer_properties, type, engine_name);
}
/**
* Return scene layer engine settings for specified engine
*/
IDProperty *BKE_scene_layer_engine_layer_get(SceneLayer *sl, const int type, const char *engine_name)
{
return collection_engine_get(sl->properties, type, engine_name);
}
/**
* Return scene layer evaluated engine settings for specified engine
*/
IDProperty *BKE_scene_layer_engine_evaluated_get(SceneLayer *sl, const int type, const char *engine_name)
{
return collection_engine_get(sl->properties_evaluated, type, engine_name);
}
/* ---------------------------------------------------------------------- */
/* Engine Settings Properties */
void BKE_collection_engine_property_add_float(IDProperty *props, const char *name, float value)
{
IDPropertyTemplate val = {0};
val.f = value;
IDP_AddToGroup(props, IDP_New(IDP_FLOAT, &val, name));
}
void BKE_collection_engine_property_add_float_array(
IDProperty *props, const char *name, const float *values, const int array_length)
{
IDPropertyTemplate val = {0};
val.array.len = array_length;
val.array.type = IDP_FLOAT;
IDProperty *idprop= IDP_New(IDP_ARRAY, &val, name);
memcpy(IDP_Array(idprop), values, sizeof(float) * idprop->len);
IDP_AddToGroup(props, idprop);
}
void BKE_collection_engine_property_add_int(IDProperty *props, const char *name, int value)
{
IDPropertyTemplate val = {0};
val.i = value;
IDP_AddToGroup(props, IDP_New(IDP_INT, &val, name));
}
void BKE_collection_engine_property_add_bool(IDProperty *props, const char *name, bool value)
{
IDPropertyTemplate val = {0};
val.i = value;
IDP_AddToGroup(props, IDP_New(IDP_INT, &val, name));
}
int BKE_collection_engine_property_value_get_int(IDProperty *props, const char *name)
{
IDProperty *idprop = IDP_GetPropertyFromGroup(props, name);
return idprop ? IDP_Int(idprop) : 0;
}
float BKE_collection_engine_property_value_get_float(IDProperty *props, const char *name)
{
IDProperty *idprop = IDP_GetPropertyFromGroup(props, name);
return idprop ? IDP_Float(idprop) : 0.0f;
}
const float *BKE_collection_engine_property_value_get_float_array(IDProperty *props, const char *name)
{
IDProperty *idprop = IDP_GetPropertyFromGroup(props, name);
return idprop ? IDP_Array(idprop) : NULL;
}
bool BKE_collection_engine_property_value_get_bool(IDProperty *props, const char *name)
{
IDProperty *idprop = IDP_GetPropertyFromGroup(props, name);
return idprop ? IDP_Int(idprop) : 0;
}
void BKE_collection_engine_property_value_set_int(IDProperty *props, const char *name, int value)
{
IDProperty *idprop = IDP_GetPropertyFromGroup(props, name);
IDP_Int(idprop) = value;
}
void BKE_collection_engine_property_value_set_float(IDProperty *props, const char *name, float value)
{
IDProperty *idprop = IDP_GetPropertyFromGroup(props, name);
IDP_Float(idprop) = value;
}
void BKE_collection_engine_property_value_set_float_array(IDProperty *props, const char *name, const float *values)
{
IDProperty *idprop = IDP_GetPropertyFromGroup(props, name);
memcpy(IDP_Array(idprop), values, sizeof(float) * idprop->len);
}
void BKE_collection_engine_property_value_set_bool(IDProperty *props, const char *name, bool value)
{
IDProperty *idprop = IDP_GetPropertyFromGroup(props, name);
IDP_Int(idprop) = value;
}
/* Engine Settings recalculate */
/* get all the default settings defined in scene and merge them here */
static void collection_engine_settings_init(IDProperty *root, const bool populate)
{
/* render engines */
layer_collection_create_render_settings(root, populate);
/* mode engines */
collection_create_mode_settings(root, populate);
}
/* get all the default settings defined in scene and merge them here */
static void layer_engine_settings_init(IDProperty *root, const bool populate)
{
/* render engines */
scene_layer_create_render_settings(root, populate);
/* mode engines */
layer_create_mode_settings(root, populate);
}
/**
* Initialize the layer collection render setings
* It's used mainly for scenes
*/
void BKE_layer_collection_engine_settings_create(IDProperty *root)
{
collection_engine_settings_init(root, true);
}
/**
* Initialize the render setings
* It's used mainly for scenes
*/
void BKE_scene_layer_engine_settings_create(IDProperty *root)
{
layer_engine_settings_init(root, true);
}
/**
* Reference of IDProperty group scene collection settings
* Used when reading blendfiles, to see if there is any missing settings.
*/
static struct {
struct {
IDProperty *collection_properties;
IDProperty *render_settings;
} scene;
IDProperty *scene_layer;
IDProperty *layer_collection;
} root_reference = {
.scene = {NULL, NULL},
.scene_layer = NULL,
.layer_collection = NULL,
};
/**
* Free the reference scene collection settings IDProperty group.
*/
static void engine_settings_validate_init(void)
{
IDPropertyTemplate val = {0};
/* LayerCollection engine settings. */
if (root_reference.scene.collection_properties == NULL) {
root_reference.scene.collection_properties = IDP_New(IDP_GROUP, &val, ROOT_PROP);
collection_engine_settings_init(root_reference.scene.collection_properties, true);
}
if (root_reference.layer_collection == NULL) {
root_reference.layer_collection = IDP_New(IDP_GROUP, &val, ROOT_PROP);
collection_engine_settings_init(root_reference.layer_collection, false);
}
/* Render engine setting. */
if (root_reference.scene.render_settings == NULL) {
root_reference.scene.render_settings = IDP_New(IDP_GROUP, &val, ROOT_PROP);
layer_engine_settings_init(root_reference.scene.render_settings, true);
}
if (root_reference.scene_layer == NULL) {
root_reference.scene_layer = IDP_New(IDP_GROUP, &val, ROOT_PROP);
layer_engine_settings_init(root_reference.scene_layer, false);
}
}
/**
* Free the reference scene collection settings IDProperty group.
*/
static void layer_collection_engine_settings_validate_free(void)
{
IDProperty *idprops[] = {
root_reference.scene.render_settings,
root_reference.scene.collection_properties,
root_reference.scene_layer,
root_reference.layer_collection,
NULL,
};
IDProperty **idprop = &idprops[0];
while (*idprop) {
if (*idprop) {
IDP_FreeProperty(*idprop);
MEM_freeN(*idprop);
*idprop = NULL;
idprop++;
}
}
}
/**
* Make sure Scene has all required collection settings.
*/
void BKE_layer_collection_engine_settings_validate_scene(Scene *scene)
{
if (root_reference.scene.collection_properties == NULL) {
engine_settings_validate_init();
}
if (scene->collection_properties == NULL) {
IDPropertyTemplate val = {0};
scene->collection_properties = IDP_New(IDP_GROUP, &val, ROOT_PROP);
BKE_layer_collection_engine_settings_create(scene->collection_properties);
}
else {
IDP_MergeGroup(scene->collection_properties, root_reference.scene.collection_properties, false);
}
}
/**
* Maker sure LayerCollection has all required collection settings.
*/
void BKE_layer_collection_engine_settings_validate_collection(LayerCollection *lc)
{
if (root_reference.layer_collection == NULL) {
engine_settings_validate_init();
}
BLI_assert(lc->properties != NULL);
IDP_MergeGroup(lc->properties, root_reference.layer_collection, false);
}
/**
* Make sure Scene has all required collection settings.
*/
void BKE_scene_layer_engine_settings_validate_scene(Scene *scene)
{
if (root_reference.scene.render_settings == NULL) {
engine_settings_validate_init();
}
if (scene->layer_properties == NULL) {
IDPropertyTemplate val = {0};
scene->layer_properties = IDP_New(IDP_GROUP, &val, ROOT_PROP);
BKE_scene_layer_engine_settings_create(scene->layer_properties);
}
else {
IDP_MergeGroup(scene->layer_properties, root_reference.scene.render_settings, false);
}
}
/**
* Make sure Scene has all required collection settings.
*/
void BKE_scene_layer_engine_settings_validate_layer(SceneLayer *sl)
{
if (root_reference.scene_layer == NULL) {
engine_settings_validate_init();
}
IDP_MergeGroup(sl->properties, root_reference.scene_layer, false);
}
/* ---------------------------------------------------------------------- */
/* Iterators */
static void object_bases_Iterator_begin(BLI_Iterator *iter, void *data_in, const int flag)
{
SceneLayer *sl = data_in;
Base *base = sl->object_bases.first;
/* when there are no objects */
if (base == NULL) {
iter->valid = false;
return;
}
iter->valid = true;
iter->data = base;
if ((base->flag & flag) == 0) {
object_bases_Iterator_next(iter, flag);
}
else {
iter->current = base;
}
}
static void object_bases_Iterator_next(BLI_Iterator *iter, const int flag)
{
Base *base = ((Base *)iter->data)->next;
while (base) {
if ((base->flag & flag) != 0) {
iter->current = base;
iter->data = base;
return;
}
base = base->next;
}
iter->current = NULL;
iter->valid = false;
}
static void objects_Iterator_begin(BLI_Iterator *iter, void *data_in, const int flag)
{
object_bases_Iterator_begin(iter, data_in, flag);
if (iter->valid) {
iter->current = ((Base *)iter->current)->object;
}
}
static void objects_Iterator_next(BLI_Iterator *iter, const int flag)
{
object_bases_Iterator_next(iter, flag);
if (iter->valid) {
iter->current = ((Base *)iter->current)->object;
}
}
void BKE_selected_objects_iterator_begin(BLI_Iterator *iter, void *data_in)
{
objects_Iterator_begin(iter, data_in, BASE_SELECTED);
}
void BKE_selected_objects_iterator_next(BLI_Iterator *iter)
{
objects_Iterator_next(iter, BASE_SELECTED);
}
void BKE_selected_objects_iterator_end(BLI_Iterator *UNUSED(iter))
{
/* do nothing */
}
void BKE_visible_objects_iterator_begin(BLI_Iterator *iter, void *data_in)
{
objects_Iterator_begin(iter, data_in, BASE_VISIBLED);
}
void BKE_visible_objects_iterator_next(BLI_Iterator *iter)
{
objects_Iterator_next(iter, BASE_VISIBLED);
}
void BKE_visible_objects_iterator_end(BLI_Iterator *UNUSED(iter))
{
/* do nothing */
}
void BKE_selected_bases_iterator_begin(BLI_Iterator *iter, void *data_in)
{
object_bases_Iterator_begin(iter, data_in, BASE_SELECTED);
}
void BKE_selected_bases_iterator_next(BLI_Iterator *iter)
{
object_bases_Iterator_next(iter, BASE_SELECTED);
}
void BKE_selected_bases_iterator_end(BLI_Iterator *UNUSED(iter))
{
/* do nothing */
}
void BKE_visible_bases_iterator_begin(BLI_Iterator *iter, void *data_in)
{
object_bases_Iterator_begin(iter, data_in, BASE_VISIBLED);
}
void BKE_visible_bases_iterator_next(BLI_Iterator *iter)
{
object_bases_Iterator_next(iter, BASE_VISIBLED);
}
void BKE_visible_bases_iterator_end(BLI_Iterator *UNUSED(iter))
{
/* do nothing */
}
/* Evaluation */
/**
* Reset props
*
* If props_ref is pasted, copy props from it
*/
static void idproperty_reset(IDProperty **props, IDProperty *props_ref)
{
IDPropertyTemplate val = {0};
if (*props) {
IDP_FreeProperty(*props);
MEM_freeN(*props);
}
*props = IDP_New(IDP_GROUP, &val, ROOT_PROP);
if (props_ref) {
IDP_MergeGroup(*props, props_ref, true);
}
}
void BKE_layer_eval_layer_collection_pre(struct EvaluationContext *UNUSED(eval_ctx),
Scene *scene, SceneLayer *scene_layer)
{
DEBUG_PRINT("%s on %s\n", __func__, scene_layer->name);
for (Base *base = scene_layer->object_bases.first; base != NULL; base = base->next) {
base->flag &= ~(BASE_VISIBLED | BASE_SELECTABLED);
idproperty_reset(&base->collection_properties, scene->collection_properties);
}
/* Sync properties from scene to scene layer. */
idproperty_reset(&scene_layer->properties_evaluated, scene->layer_properties);
IDP_MergeGroup(scene_layer->properties_evaluated, scene_layer->properties, true);
/* TODO(sergey): Is it always required? */
scene_layer->flag |= SCENE_LAYER_ENGINE_DIRTY;
}
void BKE_layer_eval_layer_collection(struct EvaluationContext *UNUSED(eval_ctx),
LayerCollection *layer_collection,
LayerCollection *parent_layer_collection)
{
DEBUG_PRINT("%s on %s, parent %s\n",
__func__,
layer_collection->scene_collection->name,
(parent_layer_collection != NULL) ? parent_layer_collection->scene_collection->name : "NONE");
/* visibility */
layer_collection->flag_evaluated = layer_collection->flag;
bool is_visible = (layer_collection->flag & COLLECTION_VISIBLE) != 0;
bool is_selectable = is_visible && ((layer_collection->flag & COLLECTION_SELECTABLE) != 0);
if (parent_layer_collection != NULL) {
is_visible &= (parent_layer_collection->flag_evaluated & COLLECTION_VISIBLE) != 0;
is_selectable &= (parent_layer_collection->flag_evaluated & COLLECTION_SELECTABLE) != 0;
layer_collection->flag_evaluated &= parent_layer_collection->flag_evaluated;
}
/* overrides */
if (is_visible) {
if (parent_layer_collection == NULL) {
idproperty_reset(&layer_collection->properties_evaluated, layer_collection->properties);
}
else {
idproperty_reset(&layer_collection->properties_evaluated, parent_layer_collection->properties_evaluated);
IDP_MergeGroup(layer_collection->properties_evaluated, layer_collection->properties, true);
}
}
for (LinkData *link = layer_collection->object_bases.first; link != NULL; link = link->next) {
Base *base = link->data;
if (is_visible) {
IDP_MergeGroup(base->collection_properties, layer_collection->properties_evaluated, true);
base->flag |= BASE_VISIBLED;
}
if (is_selectable) {
base->flag |= BASE_SELECTABLED;
}
}
}
void BKE_layer_eval_layer_collection_post(struct EvaluationContext *UNUSED(eval_ctx),
SceneLayer *scene_layer)
{
DEBUG_PRINT("%s on %s\n", __func__, scene_layer->name);
/* if base is not selectabled, clear select */
for (Base *base = scene_layer->object_bases.first; base; base = base->next) {
if ((base->flag & BASE_SELECTABLED) == 0) {
base->flag &= ~BASE_SELECTED;
}
}
}
/**
* Free any static allocated memory.
*/
void BKE_layer_exit(void)
{
layer_collection_engine_settings_validate_free();
}