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