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blender-archive/source/blender/blenkernel/BKE_collection.h
Brecht Van Lommel 17bd5c9d4b Collections and groups unification
OVERVIEW

* In 2.7 terminology, all layers and groups are now collection datablocks.
* These collections are nestable, linkable, instanceable, overrideable, ..
  which opens up new ways to set up scenes and link + override data.
* Viewport/render visibility and selectability are now a part of the collection
  and shared across all view layers and linkable.
* View layers define which subset of the scene collection hierarchy is excluded
  for each. For many workflows one view layer can be used, these are more of an
  advanced feature now.

OUTLINER

* The outliner now has a "View Layer" display mode instead of "Collections",
  which can display the collections and/or objects in the view layer.
* In this display mode, collections can be excluded with the right click menu.
  These will then be greyed out and their objects will be excluded.
* To view collections not linked to any scene, the "Blender File" display mode
  can be used, with the new filtering option to just see Colleciton datablocks.
* The outliner right click menus for collections and objects were reorganized.
* Drag and drop still needs to be improved. Like before, dragging the icon or
  text gives different results, we'll unify this later.

LINKING AND OVERRIDES

* Collections can now be linked into the scene without creating an instance,
  with the link/append operator or from the collections view in the outliner.
* Collections can get static overrides with the right click menu in the outliner,
  but this is rather unreliable and not clearly communicated at the moment.
* We still need to improve the make override operator to turn collection instances
  into collections with overrides directly in the scene.

PERFORMANCE

* We tried to make performance not worse than before and improve it in some
  cases. The main thing that's still a bit slower is multiple scenes, we have to
  change the layer syncing to only updated affected scenes.
* Collections keep a list of their parent collections for faster incremental
  updates in syncing and caching.
* View layer bases are now in a object -> base hash to avoid quadratic time
  lookups internally and in API functions like visible_get().

VERSIONING

* Compatibility with 2.7 files should be improved due to the new visibility
  controls. Of course users may not want to set up their scenes differently
  now to avoid having separate layers and groups.
* Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero
  files. There's a few things which are know to be not quite compatible, like
  nested layer collections inside groups.
* The versioning code for 2.8 files is quite complicated, and isolated behind
  #ifdef so it can be removed at the end of the release cycle.

KNOWN ISSUES

* The G-key group operators in the 3D viewport were left mostly as is, they
  need to be modified still to fit better.
* Same for the groups panel in the object properties. This needs to be updated
  still, or perhaps replaced by something better.
* Collections must all have a unique name. Less restrictive namespacing is to
  be done later, we'll have to see how important this is as all objects within
  the collections must also have a unique name anyway.
* Full scene copy and delete scene are exactly doing the right thing yet.

Differential Revision: https://developer.blender.org/D3383

https://code.blender.org/2018/05/collections-and-groups/
2018-05-18 13:34:24 +02:00

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8.4 KiB
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/*
* ***** 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_COLLECTION_H__
#define __BKE_COLLECTION_H__
/** \file blender/blenkernel/BKE_collection.h
* \ingroup bke
*/
#include "BLI_compiler_compat.h"
#include "BLI_ghash.h"
#include "BLI_iterator.h"
#include "DNA_listBase.h"
#ifdef __cplusplus
extern "C" {
#endif
/* Structs */
struct Base;
struct BLI_Iterator;
struct Collection;
struct Depsgraph;
struct ID;
struct Main;
struct Object;
struct Scene;
struct ViewLayer;
typedef struct CollectionParent {
struct CollectionParent *next, *prev;
struct Collection *collection;
} CollectionParent;
/* Collections */
struct Collection *BKE_collection_add(struct Main *bmain, struct Collection *parent, const char *name);
void BKE_collection_free(struct Collection *collection);
bool BKE_collection_delete(struct Main *bmain, struct Collection *collection, bool hierarchy);
struct Collection *BKE_collection_copy(struct Main *bmain, struct Collection *parent, struct Collection *collection);
struct Collection *BKE_collection_copy_master(struct Main *bmain, struct Collection *collection, const int flag);
void BKE_collection_copy_data(struct Main *bmain, struct Collection *collection_dst, const struct Collection *collection_src, const int flag);
void BKE_collection_copy_full(struct Main *bmain, struct Collection *collection);
void BKE_collection_make_local(struct Main *bmain, struct Collection *collection, const bool lib_local);
/* Master Collection for Scene */
struct Collection *BKE_collection_master(const struct Scene *scene);
struct Collection *BKE_collection_master_add(void);
/* Collection Objects */
bool BKE_collection_has_object(struct Collection *collection, struct Object *ob);
bool BKE_collection_has_object_recursive(struct Collection *collection, struct Object *ob);
struct Collection *BKE_collection_object_find(struct Main *bmain, struct Collection *collection, struct Object *ob);
bool BKE_collection_object_add(struct Main *bmain, struct Collection *collection, struct Object *ob);
void BKE_collection_object_add_from(struct Main *bmain, struct Scene *scene, struct Object *ob_src, struct Object *ob_dst);
bool BKE_collection_object_remove(struct Main *bmain, struct Collection *collection, struct Object *object, const bool free_us);
void BKE_collection_object_move(struct Main *bmain, struct Scene *scene, struct Collection *collection_dst, struct Collection *collection_src, struct Object *ob);
bool BKE_scene_collections_object_remove(struct Main *bmain, struct Scene *scene, struct Object *object, const bool free_us);
void BKE_collections_object_remove_nulls(struct Main *bmain);
void BKE_collections_child_remove_nulls(struct Main *bmain, struct Collection *old_collection);
/* Dependencies. */
bool BKE_collection_is_in_scene(struct Collection *collection);
void BKE_collections_after_lib_link(struct Main *bmain);
bool BKE_collection_object_cyclic_check(struct Main *bmain, struct Object *object, struct Collection *collection);
bool BKE_collection_is_animated(struct Collection *collection, struct Object *parent);
void BKE_collection_handle_recalc_and_update(struct Depsgraph *depsgraph, struct Scene *scene, struct Object *parent, struct Collection *collection);
/* Object list cache. */
struct ListBase BKE_collection_object_cache_get(struct Collection *collection);
void BKE_collection_object_cache_free(struct Collection *collection);
struct Base *BKE_collection_or_layer_objects(struct Depsgraph *depsgraph,
const struct Scene *scene,
const struct ViewLayer *view_layer,
struct Collection *collection);
/* Editing. */
struct Collection *BKE_collection_from_index(struct Scene *scene, const int index);
void BKE_collection_new_name_get(struct Collection *collection_parent, char *rname);
bool BKE_collection_objects_select(struct ViewLayer *view_layer, struct Collection *collection, bool deselect);
/* Collection children */
bool BKE_collection_child_add(struct Main *bmain,
struct Collection *parent,
struct Collection *child);
bool BKE_collection_child_remove(struct Main *bmain,
struct Collection *parent,
struct Collection *child);
bool BKE_collection_move(struct Main *bmain,
struct Collection *to_parent,
struct Collection *from_parent,
struct Collection *relative,
bool relative_after,
struct Collection *collection);
bool BKE_collection_find_cycle(struct Collection *new_ancestor,
struct Collection *collection);
/* Iteration callbacks. */
typedef void (*BKE_scene_objects_Cb)(struct Object *ob, void *data);
typedef void (*BKE_scene_collections_Cb)(struct Collection *ob, void *data);
void BKE_scene_collections_callback(struct Scene *scene, BKE_scene_collections_Cb callback, void *data);
void BKE_scene_objects_callback(struct Scene *scene, BKE_scene_objects_Cb callback, void *data);
/* Iteratorion over objects in collection. */
#define FOREACH_COLLECTION_BASE_RECURSIVE_BEGIN(_collection, _base) \
for (Base *_base = (Base*)BKE_collection_object_cache_get(_collection).first; \
_base; \
_base = _base->next) \
{
#define FOREACH_COLLECTION_BASE_RECURSIVE_END \
}
#define FOREACH_COLLECTION_OBJECT_RECURSIVE_BEGIN(_collection, _object) \
for (Base *_base = (Base*)BKE_collection_object_cache_get(_collection).first; \
_base; \
_base = _base->next) \
{ \
Object *_object = _base->object; \
BLI_assert(_object != NULL);
#define FOREACH_COLLECTION_OBJECT_RECURSIVE_END \
} ((void)0)
/* Iteration over collections in scene. */
void BKE_scene_collections_iterator_begin(struct BLI_Iterator *iter, void *data_in);
void BKE_scene_collections_iterator_next(struct BLI_Iterator *iter);
void BKE_scene_collections_iterator_end(struct BLI_Iterator *iter);
void BKE_scene_objects_iterator_begin(struct BLI_Iterator *iter, void *data_in);
void BKE_scene_objects_iterator_next(struct BLI_Iterator *iter);
void BKE_scene_objects_iterator_end(struct BLI_Iterator *iter);
#define FOREACH_SCENE_COLLECTION_BEGIN(scene, _instance) \
ITER_BEGIN(BKE_scene_collections_iterator_begin, \
BKE_scene_collections_iterator_next, \
BKE_scene_collections_iterator_end, \
scene, Collection *, _instance)
#define FOREACH_SCENE_COLLECTION_END \
ITER_END
#define FOREACH_SCENE_OBJECT_BEGIN(scene, _instance) \
ITER_BEGIN(BKE_scene_objects_iterator_begin, \
BKE_scene_objects_iterator_next, \
BKE_scene_objects_iterator_end, \
scene, Object *, _instance)
#define FOREACH_SCENE_OBJECT_END \
ITER_END
#ifdef __cplusplus
}
#endif
#endif /* __BKE_COLLECTION_H__ */