Note that this name is essentially never used anywhere, besides as 'information' mostly accessible from python console. Those embedded IDs are not in Main, so they are not accessible by name ever, and mostly unusable from animation perspective (either drivers or fcurves). Therefore, no breakage is expected in user scripts or addons, nor when loading in older versions of Blender. Reviewed By: dfelinto, brecht Differential Revision: https://developer.blender.org/D11812
286 lines
11 KiB
C++
286 lines
11 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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#pragma once
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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 "BLI_sys_types.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 BlendDataReader;
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struct BlendExpander;
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struct BlendLibReader;
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struct BlendWriter;
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struct Collection;
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struct Library;
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struct Main;
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struct Object;
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struct Scene;
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struct SceneCollection;
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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_add_from_object(struct Main *bmain,
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struct Scene *scene,
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const struct Object *ob_src,
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struct Collection *collection_dst);
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void BKE_collection_add_from_collection(struct Main *bmain,
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struct Scene *scene,
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struct Collection *collection_src,
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struct Collection *collection_dst);
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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_duplicate(struct Main *bmain,
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struct Collection *parent,
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struct Collection *collection,
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const uint duplicate_flags,
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const uint duplicate_options);
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/* Master Collection for Scene */
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#define BKE_SCENE_COLLECTION_NAME "Scene Collection"
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struct Collection *BKE_collection_master_add(void);
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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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bool BKE_collection_has_object_recursive_instanced(struct Collection *collection,
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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(const 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,
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struct Collection *parent_collection,
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struct Collection *child_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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ListBase BKE_collection_object_cache_instanced_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_add_no_sync(struct Collection *parent, 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_cycle_find(struct Collection *new_ancestor, struct Collection *collection);
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bool BKE_collection_cycles_fix(struct Main *bmain, struct Collection *collection);
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bool BKE_collection_has_collection(const struct Collection *parent,
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const 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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/* .blend file I/O */
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void BKE_collection_blend_write_nolib(struct BlendWriter *writer, struct Collection *collection);
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void BKE_collection_blend_read_data(struct BlendDataReader *reader, struct Collection *collection);
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void BKE_collection_blend_read_lib(struct BlendLibReader *reader, struct Collection *collection);
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void BKE_collection_blend_read_expand(struct BlendExpander *expander,
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struct Collection *collection);
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void BKE_collection_compat_blend_read_data(struct BlendDataReader *reader,
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struct SceneCollection *sc);
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void BKE_collection_compat_blend_read_lib(struct BlendLibReader *reader,
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struct Library *lib,
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struct SceneCollection *sc);
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void BKE_collection_compat_blend_read_expand(struct BlendExpander *expander,
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struct SceneCollection *sc);
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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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/* Iteration 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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struct GSet *BKE_scene_objects_as_gset(struct Scene *scene, struct GSet *objects_gset);
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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 = _scene->master_collection; \
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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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