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blender-archive/source/blender/blenkernel/intern/layer.c
Bastien Montagne 1638204ad4 Fix T62865: Make Single User after Objects to Scene must be done twice.
Selected status was not properly moved from new object to new created base.
This prevented next steps (making obdata, materials etc. local) to ever
happen.
2019-03-25 15:23:56 +01:00

1508 lines
42 KiB
C

/*
* 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.
*/
/** \file
* \ingroup bke
*/
#include <string.h>
#include "BLI_listbase.h"
#include "BLI_string.h"
#include "BLI_string_utf8.h"
#include "BLI_string_utils.h"
#include "BLI_threads.h"
#include "BLT_translation.h"
#include "BKE_animsys.h"
#include "BKE_collection.h"
#include "BKE_freestyle.h"
#include "BKE_idprop.h"
#include "BKE_layer.h"
#include "BKE_main.h"
#include "BKE_node.h"
#include "BKE_object.h"
#include "BKE_scene.h"
#include "DNA_ID.h"
#include "DNA_space_types.h"
#include "DNA_collection_types.h"
#include "DNA_layer_types.h"
#include "DNA_object_types.h"
#include "DNA_node_types.h"
#include "DNA_scene_types.h"
#include "DNA_windowmanager_types.h"
#include "DNA_workspace_types.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_debug.h"
#include "DEG_depsgraph_query.h"
#include "DRW_engine.h"
#include "MEM_guardedalloc.h"
/* Set of flags which are dependent on a collection settings. */
static const short g_base_collection_flags = (
BASE_VISIBLE |
BASE_SELECTABLE |
BASE_ENABLED_VIEWPORT |
BASE_ENABLED_RENDER |
BASE_HOLDOUT |
BASE_INDIRECT_ONLY);
/* prototype */
static void object_bases_iterator_next(BLI_Iterator *iter, const int flag);
/*********************** Layer Collections and bases *************************/
static LayerCollection *layer_collection_add(ListBase *lb_parent, Collection *collection)
{
LayerCollection *lc = MEM_callocN(sizeof(LayerCollection), "Collection Base");
lc->collection = collection;
BLI_addtail(lb_parent, lc);
return lc;
}
static void layer_collection_free(ViewLayer *view_layer, LayerCollection *lc)
{
if (lc == view_layer->active_collection) {
view_layer->active_collection = NULL;
}
for (LayerCollection *nlc = lc->layer_collections.first; nlc; nlc = nlc->next) {
layer_collection_free(view_layer, nlc);
}
BLI_freelistN(&lc->layer_collections);
}
static Base *object_base_new(Object *ob)
{
Base *base = MEM_callocN(sizeof(Base), "Object Base");
base->object = ob;
BKE_scene_object_base_flag_sync_from_object(base);
return base;
}
/********************************* View Layer ********************************/
/* RenderLayer */
/* Returns the default view layer to view in workspaces if there is
* none linked to the workspace yet. */
ViewLayer *BKE_view_layer_default_view(const Scene *scene)
{
for (ViewLayer *view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) {
if (!(view_layer->flag & VIEW_LAYER_RENDER)) {
return view_layer;
}
}
BLI_assert(scene->view_layers.first);
return scene->view_layers.first;
}
/* Returns the default view layer to render if we need to render just one. */
ViewLayer *BKE_view_layer_default_render(const Scene *scene)
{
for (ViewLayer *view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) {
if (view_layer->flag & VIEW_LAYER_RENDER) {
return view_layer;
}
}
BLI_assert(scene->view_layers.first);
return scene->view_layers.first;
}
/* Returns view layer with matching name, or NULL if not found. */
ViewLayer *BKE_view_layer_find(const Scene *scene, const char *layer_name)
{
for (ViewLayer *view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) {
if (STREQ(view_layer->name, layer_name)) {
return view_layer;
}
}
return NULL;
}
/**
* This is a placeholder to know which areas of the code need to be addressed
* for the Workspace changes. Never use this, you should typically get the
* active layer from the context or window.
*/
ViewLayer *BKE_view_layer_context_active_PLACEHOLDER(const Scene *scene)
{
BLI_assert(scene->view_layers.first);
return scene->view_layers.first;
}
static ViewLayer *view_layer_add(const char *name)
{
if (!name) {
name = DATA_("View Layer");
}
ViewLayer *view_layer = MEM_callocN(sizeof(ViewLayer), "View Layer");
view_layer->flag = VIEW_LAYER_RENDER | VIEW_LAYER_FREESTYLE;
BLI_strncpy_utf8(view_layer->name, name, sizeof(view_layer->name));
/* Pure rendering pipeline settings. */
view_layer->layflag = 0x7FFF; /* solid ztra halo edge strand */
view_layer->passflag = SCE_PASS_COMBINED | SCE_PASS_Z;
view_layer->pass_alpha_threshold = 0.5f;
BKE_freestyle_config_init(&view_layer->freestyle_config);
return view_layer;
}
/**
* Add a new view layer
* by default, a view layer has the master collection
*/
ViewLayer *BKE_view_layer_add(Scene *scene, const char *name)
{
ViewLayer *view_layer = view_layer_add(name);
BLI_addtail(&scene->view_layers, view_layer);
/* unique name */
BLI_uniquename(
&scene->view_layers, view_layer, DATA_("ViewLayer"), '.',
offsetof(ViewLayer, name), sizeof(view_layer->name));
BKE_layer_collection_sync(scene, view_layer);
return view_layer;
}
void BKE_view_layer_free(ViewLayer *view_layer)
{
BKE_view_layer_free_ex(view_layer, true);
}
/**
* Free (or release) any data used by this ViewLayer.
*/
void BKE_view_layer_free_ex(ViewLayer *view_layer, const bool do_id_user)
{
view_layer->basact = NULL;
BLI_freelistN(&view_layer->object_bases);
if (view_layer->object_bases_hash) {
BLI_ghash_free(view_layer->object_bases_hash, NULL, NULL);
}
for (LayerCollection *lc = view_layer->layer_collections.first; lc; lc = lc->next) {
layer_collection_free(view_layer, lc);
}
BLI_freelistN(&view_layer->layer_collections);
for (ViewLayerEngineData *sled = view_layer->drawdata.first; sled; sled = sled->next) {
if (sled->storage) {
if (sled->free) {
sled->free(sled->storage);
}
MEM_freeN(sled->storage);
}
}
BLI_freelistN(&view_layer->drawdata);
MEM_SAFE_FREE(view_layer->stats);
BKE_freestyle_config_free(&view_layer->freestyle_config, do_id_user);
if (view_layer->id_properties) {
IDP_FreeProperty(view_layer->id_properties);
MEM_freeN(view_layer->id_properties);
}
MEM_SAFE_FREE(view_layer->object_bases_array);
MEM_freeN(view_layer);
}
/**
* Tag all the selected objects of a renderlayer
*/
void BKE_view_layer_selected_objects_tag(ViewLayer *view_layer, const int tag)
{
for (Base *base = view_layer->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;
}
/**
* Fallback for when a Scene has no camera to use
*
* \param view_layer: in general you want to use the same ViewLayer that is used
* for depsgraph. If rendering you pass the scene active layer, when viewing in the viewport
* you want to get ViewLayer from context.
*/
Object *BKE_view_layer_camera_find(ViewLayer *view_layer)
{
for (Base *base = view_layer->object_bases.first; base; base = base->next) {
if (base->object->type == OB_CAMERA) {
return base->object;
}
}
return NULL;
}
/**
* Find the ViewLayer a LayerCollection belongs to
*/
ViewLayer *BKE_view_layer_find_from_collection(const Scene *scene, LayerCollection *lc)
{
for (ViewLayer *view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) {
if (find_scene_collection_in_scene_collections(&view_layer->layer_collections, lc)) {
return view_layer;
}
}
return NULL;
}
/* Base */
static void view_layer_bases_hash_create(ViewLayer *view_layer)
{
static ThreadMutex hash_lock = BLI_MUTEX_INITIALIZER;
if (view_layer->object_bases_hash == NULL) {
BLI_mutex_lock(&hash_lock);
if (view_layer->object_bases_hash == NULL) {
view_layer->object_bases_hash = BLI_ghash_new(BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp, __func__);
for (Base *base = view_layer->object_bases.first; base; base = base->next) {
if (base->object) {
BLI_ghash_insert(view_layer->object_bases_hash, base->object, base);
}
}
}
BLI_mutex_unlock(&hash_lock);
}
}
Base *BKE_view_layer_base_find(ViewLayer *view_layer, Object *ob)
{
if (!view_layer->object_bases_hash) {
view_layer_bases_hash_create(view_layer);
}
return BLI_ghash_lookup(view_layer->object_bases_hash, ob);
}
void BKE_view_layer_base_deselect_all(ViewLayer *view_layer)
{
Base *base;
for (base = view_layer->object_bases.first; base; base = base->next) {
base->flag &= ~BASE_SELECTED;
}
}
void BKE_view_layer_base_select(Base *selbase)
{
if ((selbase->flag & BASE_SELECTABLE) != 0) {
selbase->flag |= BASE_SELECTED;
}
}
void BKE_view_layer_base_select_and_set_active(struct ViewLayer *view_layer, Base *selbase)
{
view_layer->basact = selbase;
BKE_view_layer_base_select(selbase);
}
/**************************** Copy View Layer and Layer Collections ***********************/
static void layer_collections_copy_data(
ViewLayer *view_layer_dst, const ViewLayer *view_layer_src,
ListBase *layer_collections_dst, const ListBase *layer_collections_src)
{
BLI_duplicatelist(layer_collections_dst, layer_collections_src);
LayerCollection *layer_collection_dst = layer_collections_dst->first;
const LayerCollection *layer_collection_src = layer_collections_src->first;
while (layer_collection_dst != NULL) {
layer_collections_copy_data(
view_layer_dst,
view_layer_src,
&layer_collection_dst->layer_collections,
&layer_collection_src->layer_collections);
if (layer_collection_src == view_layer_src->active_collection) {
view_layer_dst->active_collection = layer_collection_dst;
}
layer_collection_dst = layer_collection_dst->next;
layer_collection_src = layer_collection_src->next;
}
}
/**
* Only copy internal data of ViewLayer from source to already allocated/initialized destination.
*
* \param flag: Copying options (see BKE_library.h's LIB_ID_COPY_... flags for more).
*/
void BKE_view_layer_copy_data(
Scene *scene_dst, const Scene *UNUSED(scene_src),
ViewLayer *view_layer_dst, const ViewLayer *view_layer_src,
const int flag)
{
if (view_layer_dst->id_properties != NULL) {
view_layer_dst->id_properties = IDP_CopyProperty_ex(view_layer_dst->id_properties, flag);
}
BKE_freestyle_config_copy(&view_layer_dst->freestyle_config, &view_layer_src->freestyle_config, flag);
view_layer_dst->stats = NULL;
/* Clear temporary data. */
BLI_listbase_clear(&view_layer_dst->drawdata);
view_layer_dst->object_bases_array = NULL;
view_layer_dst->object_bases_hash = NULL;
/* Copy layer collections and object bases. */
/* Inline 'BLI_duplicatelist' and update the active base. */
BLI_listbase_clear(&view_layer_dst->object_bases);
for (Base *base_src = view_layer_src->object_bases.first; base_src; base_src = base_src->next) {
Base *base_dst = MEM_dupallocN(base_src);
BLI_addtail(&view_layer_dst->object_bases, base_dst);
if (view_layer_src->basact == base_src) {
view_layer_dst->basact = base_dst;
}
}
view_layer_dst->active_collection = NULL;
layer_collections_copy_data(
view_layer_dst,
view_layer_src,
&view_layer_dst->layer_collections,
&view_layer_src->layer_collections);
LayerCollection *lc_scene_dst = view_layer_dst->layer_collections.first;
lc_scene_dst->collection = scene_dst->master_collection;
}
void BKE_view_layer_rename(Main *bmain, Scene *scene, ViewLayer *view_layer, const char *newname)
{
char oldname[sizeof(view_layer->name)];
BLI_strncpy(oldname, view_layer->name, sizeof(view_layer->name));
BLI_strncpy_utf8(view_layer->name, newname, sizeof(view_layer->name));
BLI_uniquename(&scene->view_layers, view_layer, DATA_("ViewLayer"), '.', offsetof(ViewLayer, name), sizeof(view_layer->name));
if (scene->nodetree) {
bNode *node;
int index = BLI_findindex(&scene->view_layers, view_layer);
for (node = scene->nodetree->nodes.first; node; node = node->next) {
if (node->type == CMP_NODE_R_LAYERS && node->id == NULL) {
if (node->custom1 == index)
BLI_strncpy(node->name, view_layer->name, NODE_MAXSTR);
}
}
}
/* Fix all the animation data and windows which may link to this. */
BKE_animdata_fix_paths_rename_all(NULL, "view_layers", oldname, view_layer->name);
/* WM can be missing on startup. */
wmWindowManager *wm = bmain->wm.first;
if (wm) {
for (wmWindow *win = wm->windows.first; win; win = win->next) {
if (win->scene == scene && STREQ(win->view_layer_name, oldname)) {
STRNCPY(win->view_layer_name, view_layer->name);
}
}
}
/* Dependency graph uses view layer name based lookups. */
DEG_id_tag_update(&scene->id, 0);
}
/* 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)++;
}
for (LayerCollection *lc = lb->first; lc; lc = lc->next) {
LayerCollection *lc_nested = collection_from_index(&lc->layer_collections, number, i);
if (lc_nested) {
return lc_nested;
}
}
return NULL;
}
/**
* Get the collection for a given index
*/
LayerCollection *BKE_layer_collection_from_index(ViewLayer *view_layer, const int index)
{
int i = 0;
return collection_from_index(&view_layer->layer_collections, index, &i);
}
/**
* Get the active collection
*/
LayerCollection *BKE_layer_collection_get_active(ViewLayer *view_layer)
{
return view_layer->active_collection;
}
/*
* Activate collection
*/
bool BKE_layer_collection_activate(ViewLayer *view_layer, LayerCollection *lc)
{
if (lc->flag & LAYER_COLLECTION_EXCLUDE) {
return false;
}
view_layer->active_collection = lc;
return true;
}
/**
* Activate first parent collection
*/
LayerCollection *BKE_layer_collection_activate_parent(ViewLayer *view_layer, LayerCollection *lc)
{
CollectionParent *parent = lc->collection->parents.first;
if (parent) {
lc = BKE_layer_collection_first_from_scene_collection(view_layer, parent->collection);
}
else {
lc = NULL;
}
if (lc && (lc->flag & LAYER_COLLECTION_EXCLUDE)) {
/* Don't activate excluded collections. */
return BKE_layer_collection_activate_parent(view_layer, lc);
}
if (!lc) {
lc = view_layer->layer_collections.first;
}
view_layer->active_collection = lc;
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(ViewLayer *view_layer)
{
return collection_count(&view_layer->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)++;
}
for (LayerCollection *lcol = lb->first; lcol; lcol = lcol->next) {
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(ViewLayer *view_layer, const LayerCollection *lc)
{
int i = 0;
return index_from_collection(&view_layer->layer_collections, lc, &i);
}
/*********************************** Syncing *********************************
*
* The layer collection tree mirrors the scene collection tree. Whenever that
* changes we need to synchronize them so that there is a corresponding layer
* collection for each collection. Note that the scene collection tree can
* contain link or override collections, and so this is also called on .blend
* file load to ensure any new or removed collections are synced.
*
* The view layer also contains a list of bases for each object that exists
* in at least one layer collection. That list is also synchronized here, and
* stores state like selection. */
static short layer_collection_sync(
ViewLayer *view_layer, const ListBase *lb_scene,
ListBase *lb_layer, ListBase *new_object_bases,
short parent_exclude, short parent_restrict, short parent_layer_restrict)
{
/* TODO: support recovery after removal of intermediate collections, reordering, ..
* For local edits we can make editing operating do the appropriate thing, but for
* linking we can only sync after the fact. */
/* Remove layer collections that no longer have a corresponding scene collection. */
for (LayerCollection *lc = lb_layer->first; lc;) {
/* Note ID remap can set lc->collection to NULL when deleting collections. */
LayerCollection *lc_next = lc->next;
Collection *collection = (lc->collection) ?
BLI_findptr(lb_scene, lc->collection, offsetof(CollectionChild, collection)) : NULL;
if (!collection) {
if (lc == view_layer->active_collection) {
view_layer->active_collection = NULL;
}
/* Free recursively. */
layer_collection_free(view_layer, lc);
BLI_freelinkN(lb_layer, lc);
}
lc = lc_next;
}
/* Add layer collections for any new scene collections, and ensure order is the same. */
ListBase new_lb_layer = {NULL, NULL};
short runtime_flag = 0;
for (const CollectionChild *child = lb_scene->first; child; child = child->next) {
Collection *collection = child->collection;
LayerCollection *lc = BLI_findptr(lb_layer, collection, offsetof(LayerCollection, collection));
if (lc) {
BLI_remlink(lb_layer, lc);
BLI_addtail(&new_lb_layer, lc);
}
else {
lc = layer_collection_add(&new_lb_layer, collection);
lc->flag = parent_exclude;
}
/* Collection restrict is inherited. */
short child_restrict = parent_restrict;
short child_layer_restrict = parent_layer_restrict;
if (!(collection->flag & COLLECTION_IS_MASTER)) {
child_restrict |= collection->flag;
child_layer_restrict |= lc->flag;
}
/* Sync child collections. */
short child_runtime_flag = layer_collection_sync(
view_layer, &collection->children,
&lc->layer_collections, new_object_bases,
lc->flag, child_restrict, child_layer_restrict);
/* Layer collection exclude is not inherited. */
if (lc->flag & LAYER_COLLECTION_EXCLUDE) {
lc->runtime_flag = 0;
continue;
}
else {
lc->runtime_flag = child_runtime_flag;
}
if (((child_restrict & COLLECTION_RESTRICT_VIEW) == 0) &&
((child_layer_restrict & LAYER_COLLECTION_RESTRICT_VIEW) == 0))
{
lc->runtime_flag |= LAYER_COLLECTION_VISIBLE;
}
/* Sync objects, except if collection was excluded. */
for (CollectionObject *cob = collection->gobject.first; cob; cob = cob->next) {
if (cob->ob == NULL) {
continue;
}
void **base_p;
Base *base;
if (BLI_ghash_ensure_p(view_layer->object_bases_hash, cob->ob, &base_p)) {
/* Move from old base list to new base list. Base might have already
* been moved to the new base list and the first/last test ensure that
* case also works. */
base = *base_p;
if (!ELEM(base, new_object_bases->first, new_object_bases->last)) {
BLI_remlink(&view_layer->object_bases, base);
BLI_addtail(new_object_bases, base);
}
}
else {
/* Create new base. */
base = object_base_new(cob->ob);
*base_p = base;
BLI_addtail(new_object_bases, base);
}
if ((child_restrict & COLLECTION_RESTRICT_VIEW) == 0) {
base->flag_from_collection |= BASE_ENABLED_VIEWPORT;
if ((child_layer_restrict & LAYER_COLLECTION_RESTRICT_VIEW) == 0) {
base->flag_from_collection |= BASE_VISIBLE;
if (((child_restrict & COLLECTION_RESTRICT_SELECT) == 0)) {
base->flag_from_collection |= BASE_SELECTABLE;
}
}
}
if ((child_restrict & COLLECTION_RESTRICT_RENDER) == 0) {
base->flag_from_collection |= BASE_ENABLED_RENDER;
}
/* Holdout and indirect only */
if (lc->flag & LAYER_COLLECTION_HOLDOUT) {
base->flag_from_collection |= BASE_HOLDOUT;
}
if (lc->flag & LAYER_COLLECTION_INDIRECT_ONLY) {
base->flag_from_collection |= BASE_INDIRECT_ONLY;
}
lc->runtime_flag |= LAYER_COLLECTION_HAS_OBJECTS;
/* Make sure flags on base are usable right away. */
BKE_base_eval_flags(base);
}
runtime_flag |= lc->runtime_flag;
}
/* Replace layer collection list with new one. */
*lb_layer = new_lb_layer;
BLI_assert(BLI_listbase_count(lb_scene) == BLI_listbase_count(lb_layer));
return runtime_flag;
}
/**
* Update view layer collection tree from collections used in the scene.
* This is used when collections are removed or added, both while editing
* and on file loaded in case linked data changed or went missing.
*/
void BKE_layer_collection_sync(const Scene *scene, ViewLayer *view_layer)
{
if (!scene->master_collection) {
/* Happens for old files that don't have versioning applied yet. */
return;
}
/* Free cache. */
MEM_SAFE_FREE(view_layer->object_bases_array);
/* Create object to base hash if it does not exist yet. */
if (!view_layer->object_bases_hash) {
view_layer_bases_hash_create(view_layer);
}
/* Clear visible and selectable flags to be reset. */
for (Base *base = view_layer->object_bases.first; base; base = base->next) {
base->flag &= ~g_base_collection_flags;
base->flag_from_collection &= ~g_base_collection_flags;
}
/* Generate new layer connections and object bases when collections changed. */
CollectionChild child = {NULL, NULL, scene->master_collection};
const ListBase collections = {&child, &child};
ListBase new_object_bases = {NULL, NULL};
const short parent_exclude = 0, parent_restrict = 0, parent_layer_restrict = 0;
layer_collection_sync(
view_layer, &collections,
&view_layer->layer_collections, &new_object_bases,
parent_exclude, parent_restrict, parent_layer_restrict);
/* Any remaning object bases are to be removed. */
for (Base *base = view_layer->object_bases.first; base; base = base->next) {
if (view_layer->basact == base) {
view_layer->basact = NULL;
}
if (base->object) {
BLI_ghash_remove(view_layer->object_bases_hash, base->object, NULL, NULL);
}
}
BLI_freelistN(&view_layer->object_bases);
view_layer->object_bases = new_object_bases;
/* Always set a valid active collection. */
LayerCollection *active = view_layer->active_collection;
if (active && (active->flag & LAYER_COLLECTION_EXCLUDE)) {
BKE_layer_collection_activate_parent(view_layer, active);
}
else if (active == NULL) {
view_layer->active_collection = view_layer->layer_collections.first;
}
}
void BKE_scene_collection_sync(const Scene *scene)
{
for (ViewLayer *view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) {
BKE_layer_collection_sync(scene, view_layer);
}
}
void BKE_main_collection_sync(const Main *bmain)
{
/* TODO: if a single collection changed, figure out which
* scenes it belongs to and only update those. */
/* TODO: optimize for file load so only linked collections get checked? */
for (const Scene *scene = bmain->scenes.first; scene; scene = scene->id.next) {
BKE_scene_collection_sync(scene);
}
}
void BKE_main_collection_sync_remap(const Main *bmain)
{
/* On remapping of object or collection pointers free caches. */
/* TODO: try to make this faster */
for (const Scene *scene = bmain->scenes.first; scene; scene = scene->id.next) {
for (ViewLayer *view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) {
MEM_SAFE_FREE(view_layer->object_bases_array);
if (view_layer->object_bases_hash) {
BLI_ghash_free(view_layer->object_bases_hash, NULL, NULL);
view_layer->object_bases_hash = NULL;
}
}
}
for (Collection *collection = bmain->collections.first; collection; collection = collection->id.next) {
BKE_collection_object_cache_free(collection);
DEG_id_tag_update_ex((Main *)bmain, &collection->id, ID_RECALC_COPY_ON_WRITE);
}
BKE_main_collection_sync(bmain);
}
/* ---------------------------------------------------------------------- */
/**
* Select all the objects of this layer collection
*
* It also select the objects that are in nested collections.
* \note Recursive
*/
bool BKE_layer_collection_objects_select(ViewLayer *view_layer, LayerCollection *lc, bool deselect)
{
if (lc->collection->flag & COLLECTION_RESTRICT_SELECT) {
return false;
}
bool changed = false;
if (!(lc->flag & LAYER_COLLECTION_EXCLUDE)) {
for (CollectionObject *cob = lc->collection->gobject.first; cob; cob = cob->next) {
Base *base = BKE_view_layer_base_find(view_layer, cob->ob);
if (base) {
if (deselect) {
if (base->flag & BASE_SELECTED) {
base->flag &= ~BASE_SELECTED;
changed = true;
}
}
else {
if ((base->flag & BASE_SELECTABLE) && !(base->flag & BASE_SELECTED)) {
base->flag |= BASE_SELECTED;
changed = true;
}
}
}
}
}
for (LayerCollection *iter = lc->layer_collections.first; iter; iter = iter->next) {
changed |= BKE_layer_collection_objects_select(view_layer, iter, deselect);
}
return changed;
}
bool BKE_layer_collection_has_selected_objects(ViewLayer *view_layer, LayerCollection *lc)
{
if (lc->collection->flag & COLLECTION_RESTRICT_SELECT) {
return false;
}
if (!(lc->flag & LAYER_COLLECTION_EXCLUDE)) {
for (CollectionObject *cob = lc->collection->gobject.first; cob; cob = cob->next) {
Base *base = BKE_view_layer_base_find(view_layer, cob->ob);
if (base && (base->flag & BASE_SELECTED) && (base->flag & BASE_VISIBLE)) {
return true;
}
}
}
for (LayerCollection *iter = lc->layer_collections.first; iter; iter = iter->next) {
if (BKE_layer_collection_has_selected_objects(view_layer, iter)) {
return true;
}
}
return false;
}
bool BKE_layer_collection_has_layer_collection(LayerCollection *lc_parent, LayerCollection *lc_child)
{
if (lc_parent == lc_child) {
return true;
}
for (LayerCollection *lc_iter = lc_parent->layer_collections.first; lc_iter; lc_iter = lc_iter->next) {
if (BKE_layer_collection_has_layer_collection(lc_iter, lc_child)) {
return true;
}
}
return false;
}
/* ---------------------------------------------------------------------- */
/* Update after toggling visibility of an object base. */
void BKE_base_set_visible(Scene *scene, ViewLayer *view_layer, Base *base, bool extend)
{
if (!extend) {
/* Make only one base visible. */
for (Base *other = view_layer->object_bases.first; other; other = other->next) {
other->flag |= BASE_HIDDEN;
}
base->flag &= ~BASE_HIDDEN;
}
else {
/* Toggle visibility of one base. */
base->flag ^= BASE_HIDDEN;
}
BKE_layer_collection_sync(scene, view_layer);
}
static void layer_collection_flag_set_recursive(LayerCollection *lc, const int flag)
{
lc->flag |= flag;
for (LayerCollection *lc_iter = lc->layer_collections.first; lc_iter; lc_iter = lc_iter->next) {
layer_collection_flag_set_recursive(lc_iter, flag);
}
}
static void layer_collection_flag_unset_recursive(LayerCollection *lc, const int flag)
{
lc->flag &= ~flag;
for (LayerCollection *lc_iter = lc->layer_collections.first; lc_iter; lc_iter = lc_iter->next) {
layer_collection_flag_unset_recursive(lc_iter, flag);
}
}
/**
* Isolate the collection - hide all other collections but this one.
* Make sure to show all the direct parents and all children of the layer collection as well.
* When extending we simply show the collections and its direct family.
*
* If the collection or any of its parents is disabled, make it enabled.
* Don't change the children disable state though.
*
* Return whether depsgraph needs update.
*/
bool BKE_layer_collection_isolate(Scene *scene, ViewLayer *view_layer, LayerCollection *lc, bool extend)
{
bool depsgraph_need_update = false;
LayerCollection *lc_master = view_layer->layer_collections.first;
if (!ID_IS_LINKED(lc->collection)) {
if (lc->collection->flag & COLLECTION_RESTRICT_VIEW) {
lc->collection->flag &= ~COLLECTION_RESTRICT_VIEW;
depsgraph_need_update = true;
}
}
if (!extend) {
/* Hide all collections . */
for (LayerCollection *lc_iter = lc_master->layer_collections.first; lc_iter; lc_iter = lc_iter->next) {
layer_collection_flag_set_recursive(lc_iter, LAYER_COLLECTION_RESTRICT_VIEW);
}
}
/* Make all the direct parents visible. */
LayerCollection *lc_parent = lc;
for (LayerCollection *lc_iter = lc_master->layer_collections.first; lc_iter; lc_iter = lc_iter->next) {
if (BKE_layer_collection_has_layer_collection(lc_iter, lc)) {
lc_parent = lc_iter;
break;
}
}
while (lc_parent != lc) {
if (!ID_IS_LINKED(lc_parent->collection)) {
if (lc_parent->collection->flag & COLLECTION_RESTRICT_VIEW) {
lc_parent->collection->flag &= ~COLLECTION_RESTRICT_VIEW;
depsgraph_need_update = true;
}
}
lc_parent->flag &= ~LAYER_COLLECTION_RESTRICT_VIEW;
for (LayerCollection *lc_iter = lc_parent->layer_collections.first; lc_iter; lc_iter = lc_iter->next) {
if (BKE_layer_collection_has_layer_collection(lc_iter, lc)) {
lc_parent = lc_iter;
break;
}
}
}
/* Make all the children visible, but respect their disable state. */
layer_collection_flag_unset_recursive(lc, LAYER_COLLECTION_RESTRICT_VIEW);
BKE_layer_collection_activate(view_layer, lc);
BKE_layer_collection_sync(scene, view_layer);
return depsgraph_need_update;
}
static void layer_collection_bases_show_recursive(ViewLayer *view_layer, LayerCollection *lc)
{
for (CollectionObject *cob = lc->collection->gobject.first; cob; cob = cob->next) {
Base *base = BKE_view_layer_base_find(view_layer, cob->ob);
base->flag &= ~BASE_HIDDEN;
}
for (LayerCollection *lc_iter = lc->layer_collections.first; lc_iter; lc_iter = lc_iter->next) {
layer_collection_bases_show_recursive(view_layer, lc_iter);
}
}
static void layer_collection_bases_hide_recursive(ViewLayer *view_layer, LayerCollection *lc)
{
for (CollectionObject *cob = lc->collection->gobject.first; cob; cob = cob->next) {
Base *base = BKE_view_layer_base_find(view_layer, cob->ob);
base->flag |= BASE_HIDDEN;
}
for (LayerCollection *lc_iter = lc->layer_collections.first; lc_iter; lc_iter = lc_iter->next) {
layer_collection_bases_hide_recursive(view_layer, lc_iter);
}
}
/**
* Hide/show all the elements of a collection.
* Don't change the collection children enable/disable state, but it may change it for the collection itself.
*
* Return true if depsgraph needs update.
*/
bool BKE_layer_collection_set_visible(ViewLayer *view_layer, LayerCollection *lc, const bool visible, const bool hierarchy)
{
bool depsgraph_changed = false;
if (visible &&
(!ID_IS_LINKED(lc->collection)) &&
((lc->collection->flag & COLLECTION_RESTRICT_VIEW) != 0))
{
lc->collection->flag &= ~COLLECTION_RESTRICT_VIEW;
depsgraph_changed = true;
}
if (hierarchy) {
if (visible) {
layer_collection_flag_unset_recursive(lc, LAYER_COLLECTION_RESTRICT_VIEW);
layer_collection_bases_show_recursive(view_layer, lc);
}
else {
layer_collection_flag_set_recursive(lc, LAYER_COLLECTION_RESTRICT_VIEW);
layer_collection_bases_hide_recursive(view_layer, lc);
}
}
else {
if (visible) {
lc->flag &= ~LAYER_COLLECTION_RESTRICT_VIEW;
}
else {
lc->flag |= LAYER_COLLECTION_RESTRICT_VIEW;
}
}
return depsgraph_changed;
}
/* ---------------------------------------------------------------------- */
static LayerCollection *find_layer_collection_by_scene_collection(LayerCollection *lc, const Collection *collection)
{
if (lc->collection == collection) {
return lc;
}
for (LayerCollection *nlc = lc->layer_collections.first; nlc; nlc = nlc->next) {
LayerCollection *found = find_layer_collection_by_scene_collection(nlc, collection);
if (found) {
return found;
}
}
return NULL;
}
/**
* Return the first matching LayerCollection in the ViewLayer for the Collection.
*/
LayerCollection *BKE_layer_collection_first_from_scene_collection(ViewLayer *view_layer, const Collection *collection)
{
for (LayerCollection *layer_collection = view_layer->layer_collections.first;
layer_collection != NULL;
layer_collection = layer_collection->next)
{
LayerCollection *found = find_layer_collection_by_scene_collection(layer_collection, collection);
if (found != NULL) {
return found;
}
}
return NULL;
}
/**
* See if view layer has the scene collection linked directly, or indirectly (nested)
*/
bool BKE_view_layer_has_collection(ViewLayer *view_layer, const Collection *collection)
{
return BKE_layer_collection_first_from_scene_collection(view_layer, collection) != NULL;
}
/**
* See if the object is in any of the scene layers of the scene
*/
bool BKE_scene_has_object(Scene *scene, Object *ob)
{
for (ViewLayer *view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) {
Base *base = BKE_view_layer_base_find(view_layer, ob);
if (base) {
return true;
}
}
return false;
}
/** \} */
/* Iterators */
/* -------------------------------------------------------------------- */
/** \name Private Iterator Helpers
* \{ */
typedef struct LayerObjectBaseIteratorData {
View3D *v3d;
Base *base;
} LayerObjectBaseIteratorData;
static bool object_bases_iterator_is_valid(View3D *v3d, Base *base, const int flag)
{
BLI_assert((v3d == NULL) || (v3d->spacetype == SPACE_VIEW3D));
/* Any flag satisfies the condition. */
if (flag == ~0) {
return (base->flag != 0);
}
/* Flags may be more than one flag, so we can't check != 0. */
return BASE_VISIBLE(v3d, base) && ((base->flag & flag) == flag);
}
static void object_bases_iterator_begin(BLI_Iterator *iter, void *data_in_v, const int flag)
{
ObjectsVisibleIteratorData *data_in = data_in_v;
ViewLayer *view_layer = data_in->view_layer;
View3D *v3d = data_in->v3d;
Base *base = view_layer->object_bases.first;
/* when there are no objects */
if (base == NULL) {
iter->data = NULL;
iter->valid = false;
return;
}
LayerObjectBaseIteratorData *data = MEM_callocN(sizeof(LayerObjectBaseIteratorData), __func__);
iter->data = data;
data->v3d = v3d;
data->base = base;
if (object_bases_iterator_is_valid(v3d, base, flag) == false) {
object_bases_iterator_next(iter, flag);
}
else {
iter->current = base;
}
}
static void object_bases_iterator_next(BLI_Iterator *iter, const int flag)
{
LayerObjectBaseIteratorData *data = iter->data;
Base *base = data->base->next;
while (base) {
if (object_bases_iterator_is_valid(data->v3d, base, flag)) {
iter->current = base;
data->base = base;
return;
}
base = base->next;
}
iter->valid = false;
}
static void object_bases_iterator_end(BLI_Iterator *iter)
{
MEM_SAFE_FREE(iter->data);
}
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;
}
}
static void objects_iterator_end(BLI_Iterator *iter)
{
object_bases_iterator_end(iter);
}
/* -------------------------------------------------------------------- */
/** \name BKE_view_layer_selected_objects_iterator
* See: #FOREACH_SELECTED_OBJECT_BEGIN
* \{ */
void BKE_view_layer_selected_objects_iterator_begin(BLI_Iterator *iter, void *data_in)
{
objects_iterator_begin(iter, data_in, BASE_VISIBLE | BASE_SELECTED);
}
void BKE_view_layer_selected_objects_iterator_next(BLI_Iterator *iter)
{
objects_iterator_next(iter, BASE_VISIBLE | BASE_SELECTED);
}
void BKE_view_layer_selected_objects_iterator_end(BLI_Iterator *iter)
{
objects_iterator_end(iter);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name BKE_view_layer_visible_objects_iterator
* \{ */
void BKE_view_layer_visible_objects_iterator_begin(BLI_Iterator *iter, void *data_in)
{
objects_iterator_begin(iter, data_in, 0);
}
void BKE_view_layer_visible_objects_iterator_next(BLI_Iterator *iter)
{
objects_iterator_next(iter, 0);
}
void BKE_view_layer_visible_objects_iterator_end(BLI_Iterator *iter)
{
objects_iterator_end(iter);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name BKE_view_layer_selected_editable_objects_iterator
* \{ */
void BKE_view_layer_selected_editable_objects_iterator_begin(BLI_Iterator *iter, void *data_in)
{
objects_iterator_begin(iter, data_in, BASE_VISIBLE | BASE_SELECTED);
if (iter->valid) {
if (BKE_object_is_libdata((Object *)iter->current) == false) {
// First object is valid (selectable and not libdata) -> all good.
return;
}
else {
// Object is selectable but not editable -> search for another one.
BKE_view_layer_selected_editable_objects_iterator_next(iter);
}
}
}
void BKE_view_layer_selected_editable_objects_iterator_next(BLI_Iterator *iter)
{
// Search while there are objects and the one we have is not editable (editable = not libdata).
do {
objects_iterator_next(iter, BASE_VISIBLE | BASE_SELECTED);
} while (iter->valid && BKE_object_is_libdata((Object *)iter->current) != false);
}
void BKE_view_layer_selected_editable_objects_iterator_end(BLI_Iterator *iter)
{
objects_iterator_end(iter);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name BKE_view_layer_selected_bases_iterator
* \{ */
void BKE_view_layer_selected_bases_iterator_begin(BLI_Iterator *iter, void *data_in)
{
objects_iterator_begin(iter, data_in, BASE_VISIBLE | BASE_SELECTED);
}
void BKE_view_layer_selected_bases_iterator_next(BLI_Iterator *iter)
{
object_bases_iterator_next(iter, BASE_VISIBLE | BASE_SELECTED);
}
void BKE_view_layer_selected_bases_iterator_end(BLI_Iterator *iter)
{
object_bases_iterator_end(iter);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name BKE_view_layer_visible_bases_iterator
* \{ */
void BKE_view_layer_visible_bases_iterator_begin(BLI_Iterator *iter, void *data_in)
{
object_bases_iterator_begin(iter, data_in, 0);
}
void BKE_view_layer_visible_bases_iterator_next(BLI_Iterator *iter)
{
object_bases_iterator_next(iter, 0);
}
void BKE_view_layer_visible_bases_iterator_end(BLI_Iterator *iter)
{
object_bases_iterator_end(iter);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name BKE_view_layer_bases_in_mode_iterator
* \{ */
static bool base_is_in_mode(struct ObjectsInModeIteratorData *data, Base *base)
{
return BASE_VISIBLE(data->v3d, base) &&
(base->object->type == data->object_type) &&
(base->object->mode & data->object_mode) != 0;
}
void BKE_view_layer_bases_in_mode_iterator_begin(BLI_Iterator *iter, void *data_in)
{
struct ObjectsInModeIteratorData *data = data_in;
Base *base = data->base_active;
/* when there are no objects */
if (base == NULL) {
iter->valid = false;
return;
}
iter->data = data_in;
iter->current = base;
/* default type is active object type */
if (data->object_type < 0) {
data->object_type = base->object->type;
}
if (!base_is_in_mode(data, base)) {
BKE_view_layer_bases_in_mode_iterator_next(iter);
}
}
void BKE_view_layer_bases_in_mode_iterator_next(BLI_Iterator *iter)
{
struct ObjectsInModeIteratorData *data = iter->data;
Base *base = iter->current;
if (base == data->base_active) {
/* first step */
base = data->view_layer->object_bases.first;
if (base == data->base_active) {
base = base->next;
}
}
else {
base = base->next;
}
while (base) {
if ((base != data->base_active) && base_is_in_mode(data, base)) {
iter->current = base;
return;
}
base = base->next;
}
iter->valid = false;
}
void BKE_view_layer_bases_in_mode_iterator_end(BLI_Iterator *UNUSED(iter))
{
/* do nothing */
}
/** \} */
/* Evaluation */
/* Applies object's restrict flags on top of flags coming from the collection
* and stores those in base->flag. BASE_VISIBLE is based on viewport visibility. */
void BKE_base_eval_flags(Base *base)
{
/* Apply collection flags. */
base->flag &= ~g_base_collection_flags;
base->flag |= (base->flag_from_collection & g_base_collection_flags);
/* Apply object restrictions. */
const int object_restrict = base->object->restrictflag;
if (object_restrict & OB_RESTRICT_VIEW) {
base->flag &= ~BASE_ENABLED_VIEWPORT;
}
if (object_restrict & OB_RESTRICT_RENDER) {
base->flag &= ~BASE_ENABLED_RENDER;
}
if (object_restrict & OB_RESTRICT_SELECT) {
base->flag &= ~BASE_SELECTABLE;
}
/* Apply viewport visibility by default. The dependency graph for render
* can change these again, but for tools we always want the viewport
* visibility to be in sync regardless if depsgraph was evaluated. */
if (!(base->flag & BASE_ENABLED_VIEWPORT) || (base->flag & BASE_HIDDEN)) {
base->flag &= ~(BASE_VISIBLE | BASE_SELECTABLE);
}
/* Deselect unselectable objects. */
if (!(base->flag & BASE_SELECTABLE)) {
base->flag &= ~BASE_SELECTED;
}
}
static void layer_eval_view_layer(
struct Depsgraph *depsgraph,
struct Scene *UNUSED(scene),
ViewLayer *view_layer)
{
DEG_debug_print_eval(depsgraph, __func__, view_layer->name, view_layer);
/* Create array of bases, for fast index-based lookup. */
const int num_object_bases = BLI_listbase_count(&view_layer->object_bases);
MEM_SAFE_FREE(view_layer->object_bases_array);
view_layer->object_bases_array = MEM_malloc_arrayN(
num_object_bases, sizeof(Base *), "view_layer->object_bases_array");
int base_index = 0;
for (Base *base = view_layer->object_bases.first; base; base = base->next) {
view_layer->object_bases_array[base_index++] = base;
}
}
void BKE_layer_eval_view_layer_indexed(
struct Depsgraph *depsgraph,
struct Scene *scene,
int view_layer_index)
{
BLI_assert(view_layer_index >= 0);
ViewLayer *view_layer = BLI_findlink(&scene->view_layers, view_layer_index);
BLI_assert(view_layer != NULL);
layer_eval_view_layer(depsgraph, scene, view_layer);
}