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blender-archive/source/blender/blenkernel/BKE_scene.h
Bastien Montagne 4f314ee5b9 Cleanup: rename BKE_scene_copy to _update.
Matches other similar cases for collection and object, and general
naming rule (copy is for generic ID copying, duplicate is for more
involved and poweful behaviors specific to an ID type).
2020-06-10 19:45:52 +02:00

265 lines
12 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.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*/
#ifndef __BKE_SCENE_H__
#define __BKE_SCENE_H__
/** \file
* \ingroup bke
*/
#ifdef __cplusplus
extern "C" {
#endif
struct AviCodecData;
struct Collection;
struct Depsgraph;
struct GHash;
struct Main;
struct Object;
struct RenderData;
struct Scene;
struct TransformOrientation;
struct UnitSettings;
struct View3DCursor;
struct ViewLayer;
typedef enum eSceneCopyMethod {
SCE_COPY_NEW = 0,
SCE_COPY_EMPTY = 1,
SCE_COPY_LINK_COLLECTION = 2,
SCE_COPY_FULL = 3,
} eSceneCopyMethod;
/* Use as the contents of a 'for' loop: for (SETLOOPER(...)) { ... */
#define SETLOOPER(_sce_basis, _sce_iter, _base) \
_sce_iter = _sce_basis, \
_base = _setlooper_base_step( \
&_sce_iter, BKE_view_layer_context_active_PLACEHOLDER(_sce_basis), NULL); \
_base; \
_base = _setlooper_base_step(&_sce_iter, NULL, _base)
#define SETLOOPER_VIEW_LAYER(_sce_basis, _view_layer, _sce_iter, _base) \
_sce_iter = _sce_basis, _base = _setlooper_base_step(&_sce_iter, _view_layer, NULL); \
_base; \
_base = _setlooper_base_step(&_sce_iter, NULL, _base)
#define SETLOOPER_SET_ONLY(_sce_basis, _sce_iter, _base) \
_sce_iter = _sce_basis, _base = _setlooper_base_step(&_sce_iter, NULL, NULL); \
_base; \
_base = _setlooper_base_step(&_sce_iter, NULL, _base)
struct Base *_setlooper_base_step(struct Scene **sce_iter,
struct ViewLayer *view_layer,
struct Base *base);
void free_avicodecdata(struct AviCodecData *acd);
struct Scene *BKE_scene_add(struct Main *bmain, const char *name);
void BKE_scene_remove_rigidbody_object(struct Main *bmain,
struct Scene *scene,
struct Object *ob,
const bool free_us);
bool BKE_scene_object_find(struct Scene *scene, struct Object *ob);
struct Object *BKE_scene_object_find_by_name(const struct Scene *scene, const char *name);
/* Scene base iteration function.
* Define struct here, so no need to bother with alloc/free it.
*/
typedef struct SceneBaseIter {
struct ListBase *duplilist;
struct DupliObject *dupob;
float omat[4][4];
struct Object *dupli_refob;
int phase;
} SceneBaseIter;
int BKE_scene_base_iter_next(struct Depsgraph *depsgraph,
struct SceneBaseIter *iter,
struct Scene **scene,
int val,
struct Base **base,
struct Object **ob);
void BKE_scene_base_flag_to_objects(struct ViewLayer *view_layer);
void BKE_scene_object_base_flag_sync_from_base(struct Base *base);
void BKE_scene_set_background(struct Main *bmain, struct Scene *sce);
struct Scene *BKE_scene_set_name(struct Main *bmain, const char *name);
struct ToolSettings *BKE_toolsettings_copy(struct ToolSettings *toolsettings, const int flag);
void BKE_toolsettings_free(struct ToolSettings *toolsettings);
struct Scene *BKE_scene_duplicate(struct Main *bmain, struct Scene *sce, eSceneCopyMethod type);
void BKE_scene_groups_relink(struct Scene *sce);
struct Scene *BKE_scene_find_from_collection(const struct Main *bmain,
const struct Collection *collection);
#ifdef DURIAN_CAMERA_SWITCH
struct Object *BKE_scene_camera_switch_find(struct Scene *scene); // DURIAN_CAMERA_SWITCH
#endif
bool BKE_scene_camera_switch_update(struct Scene *scene);
const char *BKE_scene_find_marker_name(const struct Scene *scene, int frame);
const char *BKE_scene_find_last_marker_name(const struct Scene *scene, int frame);
int BKE_scene_frame_snap_by_seconds(struct Scene *scene, double interval_in_seconds, int cfra);
/* checks for cycle, returns 1 if it's all OK */
bool BKE_scene_validate_setscene(struct Main *bmain, struct Scene *sce);
float BKE_scene_frame_get(const struct Scene *scene);
float BKE_scene_frame_to_ctime(const struct Scene *scene, const float frame);
void BKE_scene_frame_set(struct Scene *scene, double cfra);
struct TransformOrientationSlot *BKE_scene_orientation_slot_get_from_flag(struct Scene *scene,
int slot_index);
struct TransformOrientationSlot *BKE_scene_orientation_slot_get(struct Scene *scene, int flag);
void BKE_scene_orientation_slot_set_index(struct TransformOrientationSlot *orient_slot,
int orientation);
int BKE_scene_orientation_slot_get_index(const struct TransformOrientationSlot *orient_slot);
/* ** Scene evaluation ** */
void BKE_scene_update_sound(struct Depsgraph *depsgraph, struct Main *bmain);
void BKE_scene_update_tag_audio_volume(struct Depsgraph *, struct Scene *scene);
void BKE_scene_graph_update_tagged(struct Depsgraph *depsgraph, struct Main *bmain);
void BKE_scene_graph_evaluated_ensure(struct Depsgraph *depsgraph, struct Main *bmain);
void BKE_scene_graph_update_for_newframe(struct Depsgraph *depsgraph, struct Main *bmain);
void BKE_scene_view_layer_graph_evaluated_ensure(struct Main *bmain,
struct Scene *scene,
struct ViewLayer *view_layer);
struct SceneRenderView *BKE_scene_add_render_view(struct Scene *sce, const char *name);
bool BKE_scene_remove_render_view(struct Scene *scene, struct SceneRenderView *srv);
/* render profile */
int get_render_subsurf_level(const struct RenderData *r, int level, bool for_render);
int get_render_child_particle_number(const struct RenderData *r, int num, bool for_render);
bool BKE_scene_use_shading_nodes_custom(struct Scene *scene);
bool BKE_scene_use_spherical_stereo(struct Scene *scene);
bool BKE_scene_uses_blender_eevee(const struct Scene *scene);
bool BKE_scene_uses_blender_workbench(const struct Scene *scene);
bool BKE_scene_uses_cycles(const struct Scene *scene);
void BKE_scene_copy_data_eevee(struct Scene *sce_dst, const struct Scene *sce_src);
void BKE_scene_disable_color_management(struct Scene *scene);
bool BKE_scene_check_color_management_enabled(const struct Scene *scene);
bool BKE_scene_check_rigidbody_active(const struct Scene *scene);
int BKE_scene_num_threads(const struct Scene *scene);
int BKE_render_num_threads(const struct RenderData *r);
int BKE_render_preview_pixel_size(const struct RenderData *r);
/**********************************/
double BKE_scene_unit_scale(const struct UnitSettings *unit, const int unit_type, double value);
/* multiview */
bool BKE_scene_multiview_is_stereo3d(const struct RenderData *rd);
bool BKE_scene_multiview_is_render_view_active(const struct RenderData *rd,
const struct SceneRenderView *srv);
bool BKE_scene_multiview_is_render_view_first(const struct RenderData *rd, const char *viewname);
bool BKE_scene_multiview_is_render_view_last(const struct RenderData *rd, const char *viewname);
int BKE_scene_multiview_num_views_get(const struct RenderData *rd);
struct SceneRenderView *BKE_scene_multiview_render_view_findindex(const struct RenderData *rd,
const int view_id);
const char *BKE_scene_multiview_render_view_name_get(const struct RenderData *rd,
const int view_id);
int BKE_scene_multiview_view_id_get(const struct RenderData *rd, const char *viewname);
void BKE_scene_multiview_filepath_get(struct SceneRenderView *srv,
const char *filepath,
char *r_filepath);
void BKE_scene_multiview_view_filepath_get(const struct RenderData *rd,
const char *filepath,
const char *view,
char *r_filepath);
const char *BKE_scene_multiview_view_suffix_get(const struct RenderData *rd, const char *viewname);
const char *BKE_scene_multiview_view_id_suffix_get(const struct RenderData *rd, const int view_id);
void BKE_scene_multiview_view_prefix_get(struct Scene *scene,
const char *name,
char *r_prefix,
const char **r_ext);
void BKE_scene_multiview_videos_dimensions_get(const struct RenderData *rd,
const size_t width,
const size_t height,
size_t *r_width,
size_t *r_height);
int BKE_scene_multiview_num_videos_get(const struct RenderData *rd);
/* depsgraph */
void BKE_scene_allocate_depsgraph_hash(struct Scene *scene);
void BKE_scene_ensure_depsgraph_hash(struct Scene *scene);
void BKE_scene_free_depsgraph_hash(struct Scene *scene);
void BKE_scene_free_view_layer_depsgraph(struct Scene *scene, struct ViewLayer *view_layer);
struct Depsgraph *BKE_scene_get_depsgraph(struct Main *bmain,
struct Scene *scene,
struct ViewLayer *view_layer,
bool allocate);
struct GHash *BKE_scene_undo_depsgraphs_extract(struct Main *bmain);
void BKE_scene_undo_depsgraphs_restore(struct Main *bmain, struct GHash *depsgraph_extract);
void BKE_scene_transform_orientation_remove(struct Scene *scene,
struct TransformOrientation *orientation);
struct TransformOrientation *BKE_scene_transform_orientation_find(const struct Scene *scene,
const int index);
int BKE_scene_transform_orientation_get_index(const struct Scene *scene,
const struct TransformOrientation *orientation);
void BKE_scene_cursor_rot_to_mat3(const struct View3DCursor *cursor, float mat[3][3]);
void BKE_scene_cursor_mat3_to_rot(struct View3DCursor *cursor,
const float mat[3][3],
bool use_compat);
void BKE_scene_cursor_rot_to_quat(const struct View3DCursor *cursor, float quat[4]);
void BKE_scene_cursor_quat_to_rot(struct View3DCursor *cursor,
const float quat[4],
bool use_compat);
void BKE_scene_cursor_to_mat4(const struct View3DCursor *cursor, float mat[4][4]);
void BKE_scene_cursor_from_mat4(struct View3DCursor *cursor,
const float mat[4][4],
bool use_compat);
/* Dependency graph evaluation. */
/* Evaluate parts of sequences which needs to be done as a part of a dependency graph evaluation.
* This does NOT include actual rendering of the strips, but rather makes them up-to-date for
* animation playback and makes them ready for the sequencer's rendering pipeline to render them.
*/
void BKE_scene_eval_sequencer_sequences(struct Depsgraph *depsgraph, struct Scene *scene);
#ifdef __cplusplus
}
#endif
#endif