We only had a very limited, specific handling of that in collection duplication code, but this has to be handled at a much more general level in Object copy code itself, since it makes no sense to duplicate rigidbody object data without adding new copy to relevant rigidbody collections... WARNING: This is a fairly risky rework of rigidbody handling logic when copying an Object data-block. It is *NOT* considered safe enough for 2.80 release. I tried to take into account copy flags to not mess with other IDs (collections) when we are copying outside of Main, and also not do deg tags when this is forbidden, but risk of something going wrong here is too high...
265 lines
10 KiB
C++
265 lines
10 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* 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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*/
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#ifndef __BKE_COLLECTION_H__
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#define __BKE_COLLECTION_H__
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/** \file
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* \ingroup bke
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*/
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#include "BLI_compiler_compat.h"
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#include "BLI_ghash.h"
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#include "BLI_iterator.h"
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#include "DNA_listBase.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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/* Structs */
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struct BLI_Iterator;
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struct Base;
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struct Collection;
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struct Depsgraph;
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struct ID;
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struct Main;
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struct Object;
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struct Scene;
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struct ViewLayer;
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typedef struct CollectionParent {
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struct CollectionParent *next, *prev;
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struct Collection *collection;
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} CollectionParent;
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/* Collections */
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struct Collection *BKE_collection_add(struct Main *bmain,
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struct Collection *parent,
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const char *name);
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void BKE_collection_free(struct Collection *collection);
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bool BKE_collection_delete(struct Main *bmain, struct Collection *collection, bool hierarchy);
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struct Collection *BKE_collection_copy(struct Main *bmain,
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struct Collection *parent,
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struct Collection *collection);
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void BKE_collection_copy_data(struct Main *bmain,
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struct Collection *collection_dst,
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const struct Collection *collection_src,
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const int flag);
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void BKE_collection_make_local(struct Main *bmain,
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struct Collection *collection,
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const bool lib_local);
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struct Collection *BKE_collection_duplicate(struct Main *bmain,
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struct Collection *parent,
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struct Collection *collection,
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const bool do_hierarchy,
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const bool do_objects,
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const bool do_obdata);
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struct Collection *BKE_collection_copy_master(struct Main *bmain,
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struct Collection *collection,
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const int flag);
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/* Master Collection for Scene */
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struct Collection *BKE_collection_master(const struct Scene *scene);
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struct Collection *BKE_collection_master_add(void);
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struct Scene *BKE_collection_master_scene_search(const struct Main *bmain,
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const struct Collection *master_collection);
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/* Collection Objects */
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bool BKE_collection_has_object(struct Collection *collection, const struct Object *ob);
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bool BKE_collection_has_object_recursive(struct Collection *collection, struct Object *ob);
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struct Collection *BKE_collection_object_find(struct Main *bmain,
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struct Scene *scene,
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struct Collection *collection,
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struct Object *ob);
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bool BKE_collection_is_empty(struct Collection *collection);
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bool BKE_collection_object_add(struct Main *bmain,
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struct Collection *collection,
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struct Object *ob);
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void BKE_collection_object_add_from(struct Main *bmain,
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struct Scene *scene,
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struct Object *ob_src,
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struct Object *ob_dst);
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bool BKE_collection_object_remove(struct Main *bmain,
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struct Collection *collection,
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struct Object *object,
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const bool free_us);
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void BKE_collection_object_move(struct Main *bmain,
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struct Scene *scene,
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struct Collection *collection_dst,
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struct Collection *collection_src,
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struct Object *ob);
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bool BKE_scene_collections_object_remove(struct Main *bmain,
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struct Scene *scene,
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struct Object *object,
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const bool free_us);
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void BKE_collections_object_remove_nulls(struct Main *bmain);
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void BKE_collections_child_remove_nulls(struct Main *bmain, struct Collection *old_collection);
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/* Dependencies. */
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bool BKE_collection_is_in_scene(struct Collection *collection);
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void BKE_collections_after_lib_link(struct Main *bmain);
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bool BKE_collection_object_cyclic_check(struct Main *bmain,
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struct Object *object,
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struct Collection *collection);
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/* Object list cache. */
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struct ListBase BKE_collection_object_cache_get(struct Collection *collection);
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void BKE_collection_object_cache_free(struct Collection *collection);
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struct Base *BKE_collection_or_layer_objects(const struct ViewLayer *view_layer,
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struct Collection *collection);
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/* Editing. */
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struct Collection *BKE_collection_from_index(struct Scene *scene, const int index);
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void BKE_collection_new_name_get(struct Collection *collection_parent, char *rname);
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const char *BKE_collection_ui_name_get(struct Collection *collection);
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bool BKE_collection_objects_select(struct ViewLayer *view_layer,
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struct Collection *collection,
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bool deselect);
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/* Collection children */
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bool BKE_collection_child_add(struct Main *bmain,
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struct Collection *parent,
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struct Collection *child);
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bool BKE_collection_child_remove(struct Main *bmain,
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struct Collection *parent,
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struct Collection *child);
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bool BKE_collection_move(struct Main *bmain,
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struct Collection *to_parent,
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struct Collection *from_parent,
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struct Collection *relative,
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bool relative_after,
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struct Collection *collection);
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bool BKE_collection_find_cycle(struct Collection *new_ancestor, struct Collection *collection);
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bool BKE_collection_has_collection(struct Collection *parent, struct Collection *collection);
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void BKE_collection_parent_relations_rebuild(struct Collection *collection);
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void BKE_main_collections_parent_relations_rebuild(struct Main *bmain);
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/* Iteration callbacks. */
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typedef void (*BKE_scene_objects_Cb)(struct Object *ob, void *data);
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typedef void (*BKE_scene_collections_Cb)(struct Collection *ob, void *data);
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/* Iteratorion over objects in collection. */
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#define FOREACH_COLLECTION_VISIBLE_OBJECT_RECURSIVE_BEGIN(_collection, _object, _mode) \
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{ \
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int _base_flag = (_mode == DAG_EVAL_VIEWPORT) ? BASE_ENABLED_VIEWPORT : BASE_ENABLED_RENDER; \
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int _object_restrict_flag = (_mode == DAG_EVAL_VIEWPORT) ? OB_RESTRICT_VIEWPORT : \
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OB_RESTRICT_RENDER; \
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int _base_id = 0; \
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for (Base *_base = (Base *)BKE_collection_object_cache_get(_collection).first; _base; \
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_base = _base->next, _base_id++) { \
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Object *_object = _base->object; \
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if ((_base->flag & _base_flag) && (_object->restrictflag & _object_restrict_flag) == 0) {
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#define FOREACH_COLLECTION_VISIBLE_OBJECT_RECURSIVE_END \
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} \
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} \
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} \
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((void)0)
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#define FOREACH_COLLECTION_OBJECT_RECURSIVE_BEGIN(_collection, _object) \
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for (Base *_base = (Base *)BKE_collection_object_cache_get(_collection).first; _base; \
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_base = _base->next) { \
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Object *_object = _base->object; \
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BLI_assert(_object != NULL);
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#define FOREACH_COLLECTION_OBJECT_RECURSIVE_END \
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} \
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((void)0)
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/* Iteration over collections in scene. */
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void BKE_scene_collections_iterator_begin(struct BLI_Iterator *iter, void *data_in);
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void BKE_scene_collections_iterator_next(struct BLI_Iterator *iter);
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void BKE_scene_collections_iterator_end(struct BLI_Iterator *iter);
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void BKE_scene_objects_iterator_begin(struct BLI_Iterator *iter, void *data_in);
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void BKE_scene_objects_iterator_next(struct BLI_Iterator *iter);
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void BKE_scene_objects_iterator_end(struct BLI_Iterator *iter);
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#define FOREACH_SCENE_COLLECTION_BEGIN(scene, _instance) \
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ITER_BEGIN (BKE_scene_collections_iterator_begin, \
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BKE_scene_collections_iterator_next, \
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BKE_scene_collections_iterator_end, \
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scene, \
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Collection *, \
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_instance)
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#define FOREACH_SCENE_COLLECTION_END ITER_END
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#define FOREACH_COLLECTION_BEGIN(_bmain, _scene, Type, _instance) \
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{ \
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Type _instance; \
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Collection *_instance_next; \
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bool is_scene_collection = (_scene) != NULL; \
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\
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if (_scene) { \
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_instance_next = BKE_collection_master(_scene); \
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} \
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else { \
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_instance_next = (_bmain)->collections.first; \
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} \
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\
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while ((_instance = _instance_next)) { \
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if (is_scene_collection) { \
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_instance_next = (_bmain)->collections.first; \
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is_scene_collection = false; \
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} \
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else { \
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_instance_next = _instance->id.next; \
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}
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#define FOREACH_COLLECTION_END \
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} \
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} \
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((void)0)
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#define FOREACH_SCENE_OBJECT_BEGIN(scene, _instance) \
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ITER_BEGIN (BKE_scene_objects_iterator_begin, \
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BKE_scene_objects_iterator_next, \
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BKE_scene_objects_iterator_end, \
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scene, \
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Object *, \
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_instance)
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#define FOREACH_SCENE_OBJECT_END ITER_END
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#ifdef __cplusplus
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}
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#endif
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#endif /* __BKE_COLLECTION_H__ */
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