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blender-archive/source/blender/blenkernel/BKE_layer.h
Dalai Felinto baad441362 FOREACH_VISIBLE_OBJECT macro
Also adding a new flag value for ObjectBase to store visibility.

I still need this to be synced, but the idea is to centralize the
logic of tree evluation, and keep the visibility cached.
2017-01-13 18:34:18 +01:00

159 lines
6.6 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 *****
*/
#ifndef __BKE_LAYER_H__
#define __BKE_LAYER_H__
/** \file blender/blenkernel/BKE_layer.h
* \ingroup bke
*/
#include "BKE_collection.h"
#ifdef __cplusplus
extern "C" {
#endif
#define TODO_LAYER_SYNC /* syncing of SceneCollection and LayerCollection trees*/
#define TODO_LAYER_SYNC_FILTER /* syncing of filter_objects across all trees */
#define TODO_LAYER_OVERRIDE /* CollectionOverride */
#define TODO_LAYER_CONTEXT /* get/set current (context) SceneLayer */
#define TODO_LAYER_BASE /* Base to ObjectBase related TODO */
#define TODO_LAYER_TREE /* evaluation of scene layer tree */
#define TODO_LAYER /* generic todo */
struct LayerCollection;
struct ID;
struct Main;
struct Object;
struct ObjectBase;
struct Scene;
struct SceneCollection;
struct SceneLayer;
struct SceneLayer *BKE_scene_layer_add(struct Scene *scene, const char *name);
bool BKE_scene_layer_remove(struct Main *bmain, struct Scene *scene, struct SceneLayer *sl);
void BKE_scene_layer_free(struct SceneLayer *sl);
void BKE_scene_layer_engine_set(struct SceneLayer *sl, const char *engine);
void BKE_scene_layer_selected_objects_tag(struct SceneLayer *sl, const int tag);
struct SceneLayer *BKE_scene_layer_find_from_collection(struct Scene *scene, struct LayerCollection *lc);
struct ObjectBase *BKE_scene_layer_base_find(struct SceneLayer *sl, struct Object *ob);
void BKE_scene_layer_base_deselect_all(struct SceneLayer *sl);
void BKE_scene_layer_base_select(struct SceneLayer *sl, struct ObjectBase *selbase);
void BKE_scene_layer_base_flag_recalculate(struct SceneLayer *sl);
void BKE_layer_collection_free(struct SceneLayer *sl, struct LayerCollection *lc);
struct LayerCollection *BKE_layer_collection_active(struct SceneLayer *sl);
int BKE_layer_collection_count(struct SceneLayer *sl);
int BKE_layer_collection_findindex(struct SceneLayer *sl, struct LayerCollection *lc);
struct LayerCollection *BKE_collection_link(struct SceneLayer *sl, struct SceneCollection *sc);
void BKE_collection_unlink(struct SceneLayer *sl, struct LayerCollection *lc);
/* syncing */
void BKE_layer_sync_new_scene_collection(struct Scene *scene, const struct SceneCollection *sc_parent, struct SceneCollection *sc);
void BKE_layer_sync_object_link(struct Scene *scene, struct SceneCollection *sc, struct Object *ob);
void BKE_layer_sync_object_unlink(struct Scene *scene, struct SceneCollection *sc, struct Object *ob);
/* override */
void BKE_collection_override_datablock_add(struct LayerCollection *lc, const char *data_path, struct ID *id);
/* iterators */
void BKE_selected_objects_Iterator_begin(Iterator *iter, void *data_in);
void BKE_selected_objects_Iterator_next(Iterator *iter);
void BKE_selected_objects_Iterator_end(Iterator *iter);
void BKE_visible_objects_Iterator_begin(Iterator *iter, void *data_in);
void BKE_visible_objects_Iterator_next(Iterator *iter);
void BKE_visible_objects_Iterator_end(Iterator *iter);
#define FOREACH_SELECTED_OBJECT(sl, _ob) \
ITER_BEGIN(BKE_selected_objects_Iterator_begin, \
BKE_selected_objects_Iterator_next, \
BKE_selected_objects_Iterator_end, \
sl, _ob)
#define FOREACH_SELECTED_OBJECT_END \
ITER_END
#define FOREACH_VISIBLE_OBJECT(sl, _ob) \
ITER_BEGIN(BKE_visible_objects_Iterator_begin, \
BKE_visible_objects_Iterator_next, \
BKE_visible_objects_Iterator_end, \
sl, _ob)
#define FOREACH_VISIBLE_OBJECT_END \
ITER_END
#define FOREACH_OBJECT(sl, _ob) \
{ \
ObjectBase *base; \
for (base = sl->object_bases.first; base; base = base->next) { \
_ob = base->object;
#define FOREACH_OBJECT_END \
} \
}
#define FOREACH_OBJECT_FLAG(scene, sl, flag, _ob) \
{ \
IteratorBeginCb func_begin; \
IteratorCb func_next, func_end; \
void *data_in; \
\
if (flag == SELECT) { \
func_begin = &BKE_selected_objects_Iterator_begin; \
func_next = &BKE_selected_objects_Iterator_next; \
func_end = &BKE_selected_objects_Iterator_end; \
data_in = sl; \
} \
else { \
func_begin = BKE_scene_objects_Iterator_begin; \
func_next = BKE_scene_objects_Iterator_next; \
func_end = BKE_scene_objects_Iterator_end; \
data_in = scene; \
} \
ITER_BEGIN(func_begin, func_next, func_end, data_in, _ob)
#define FOREACH_OBJECT_FLAG_END \
ITER_END \
}
#ifdef __cplusplus
}
#endif
#endif /* __BKE_LAYER_H__ */