tornavis/source/blender/blenkernel/BKE_collection.h

457 lines
17 KiB
C

/* SPDX-FileCopyrightText: 2023 Blender Foundation
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup bke
*/
#include "BLI_compiler_compat.h"
#include "BLI_ghash.h"
#include "BLI_iterator.h"
#include "BLI_sys_types.h"
#include "DNA_listBase.h"
#ifdef __cplusplus
extern "C" {
#endif
/* Structs */
struct BLI_Iterator;
struct Base;
struct BlendDataReader;
struct BlendExpander;
struct BlendLibReader;
struct BlendWriter;
struct Collection;
struct Depsgraph;
struct ID;
struct Library;
struct Main;
struct Object;
struct Scene;
struct SceneCollection;
struct ViewLayer;
typedef struct CollectionParent {
struct CollectionParent *next, *prev;
struct Collection *collection;
} CollectionParent;
/* Collections */
/**
* Add a collection to a collection ListBase and synchronize all render layers
* The ListBase is NULL when the collection is to be added to the master collection
*/
struct Collection *BKE_collection_add(struct Main *bmain,
struct Collection *parent,
const char *name);
/**
* Add \a collection_dst to all scene collections that reference object \a ob_src is in.
* Used to replace an instance object with a collection (library override operator).
*
* Logic is very similar to #BKE_collection_object_add_from().
*/
void BKE_collection_add_from_object(struct Main *bmain,
struct Scene *scene,
const struct Object *ob_src,
struct Collection *collection_dst);
/**
* Add \a collection_dst to all scene collections that reference collection \a collection_src is
* in.
*
* Logic is very similar to #BKE_collection_object_add_from().
*/
void BKE_collection_add_from_collection(struct Main *bmain,
struct Scene *scene,
struct Collection *collection_src,
struct Collection *collection_dst);
/**
* Free (or release) any data used by this collection (does not free the collection itself).
*/
void BKE_collection_free_data(struct Collection *collection);
/**
* Remove a collection, optionally removing its child objects or moving
* them to parent collections.
*/
bool BKE_collection_delete(struct Main *bmain, struct Collection *collection, bool hierarchy);
/**
* Make a deep copy (aka duplicate) of the given collection and all of its children, recursively.
*
* \warning This functions will clear all \a bmain #ID.idnew pointers, unless \a
* #LIB_ID_DUPLICATE_IS_SUBPROCESS duplicate option is passed on, in which case caller is
* responsible to reconstruct collection dependencies information's
* (i.e. call #BKE_main_collection_sync).
*/
struct Collection *BKE_collection_duplicate(struct Main *bmain,
struct Collection *parent,
struct Collection *collection,
uint duplicate_flags,
uint duplicate_options);
/* Master Collection for Scene */
#define BKE_SCENE_COLLECTION_NAME "Scene Collection"
struct Collection *BKE_collection_master_add(struct Scene *scene);
/* Collection Objects */
bool BKE_collection_has_object(struct Collection *collection, const struct Object *ob);
bool BKE_collection_has_object_recursive(struct Collection *collection, struct Object *ob);
bool BKE_collection_has_object_recursive_instanced(struct Collection *collection,
struct Object *ob);
struct Collection *BKE_collection_object_find(struct Main *bmain,
struct Scene *scene,
struct Collection *collection,
struct Object *ob);
bool BKE_collection_is_empty(const struct Collection *collection);
/**
* Add object to given collection, ensuring this collection is 'editable' (i.e. local and not a
* liboverride), and finding a suitable parent one otherwise.
*/
bool BKE_collection_object_add(struct Main *bmain,
struct Collection *collection,
struct Object *ob);
/**
* Add object to given collection, similar to #BKE_collection_object_add.
*
* However, it additionally ensures that the selected collection is also part of the given
* `view_layer`, if non-NULL. Otherwise, the object is not added to any collection.
*/
bool BKE_collection_viewlayer_object_add(struct Main *bmain,
const struct ViewLayer *view_layer,
struct Collection *collection,
struct Object *ob);
/**
* Same as #BKE_collection_object_add, but unconditionally adds the object to the given collection.
*
* NOTE: required in certain cases, like do-versioning or complex ID management tasks.
*/
bool BKE_collection_object_add_notest(struct Main *bmain,
struct Collection *collection,
struct Object *ob);
/**
* Add \a ob_dst to all scene collections that reference object \a ob_src is in.
* Used for copying objects.
*
* Logic is very similar to #BKE_collection_add_from_object()
*/
void BKE_collection_object_add_from(struct Main *bmain,
struct Scene *scene,
struct Object *ob_src,
struct Object *ob_dst);
/**
* Remove object from collection.
*/
bool BKE_collection_object_remove(struct Main *bmain,
struct Collection *collection,
struct Object *object,
bool free_us);
/**
* Replace one object with another in a collection (managing user counts).
*/
bool BKE_collection_object_replace(struct Main *bmain,
struct Collection *collection,
struct Object *ob_old,
struct Object *ob_new);
/**
* Move object from a collection into another
*
* If source collection is NULL move it from all the existing collections.
*/
void BKE_collection_object_move(struct Main *bmain,
struct Scene *scene,
struct Collection *collection_dst,
struct Collection *collection_src,
struct Object *ob);
/**
* Remove object from all collections of scene
*/
bool BKE_scene_collections_object_remove(struct Main *bmain,
struct Scene *scene,
struct Object *object,
bool free_us);
/**
* Check all collections in \a bmain (including embedded ones in scenes) for invalid
* CollectionObject (either with NULL object pointer, or duplicates), and remove them.
*
* \note In case of duplicates, the first CollectionObject in the list is kept, all others are
* removed.
*/
void BKE_collections_object_remove_invalids(struct Main *bmain);
/**
* Remove all NULL children from parent collections of changed \a collection.
* This is used for library remapping, where these pointers have been set to NULL.
* Otherwise this should never happen.
*
* \note caller must ensure #BKE_main_collection_sync_remap() is called afterwards!
*
* \param parent_collection: The collection owning the pointers that were remapped. May be \a NULL,
* in which case whole \a bmain database of collections is checked.
* \param child_collection: The collection that was remapped to another pointer. May be \a NULL,
* in which case whole \a bmain database of collections is checked.
*/
void BKE_collections_child_remove_nulls(struct Main *bmain,
struct Collection *parent_collection,
struct Collection *child_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);
/* Object list cache. */
struct ListBase BKE_collection_object_cache_get(struct Collection *collection);
ListBase BKE_collection_object_cache_instanced_get(struct Collection *collection);
/** Free the object cache of given `collection` and all of its ancestors (recursively). */
void BKE_collection_object_cache_free(struct Collection *collection);
/** Free the object cache of all collections in given `bmain`, including master collections of
* scenes. */
void BKE_main_collections_object_cache_free(const struct Main *bmain);
struct Base *BKE_collection_or_layer_objects(const struct Scene *scene,
struct ViewLayer *view_layer,
struct Collection *collection);
/* Editing. */
/**
* Return Scene Collection for a given index.
*
* The index is calculated from top to bottom counting the children before the siblings.
*/
struct Collection *BKE_collection_from_index(struct Scene *scene, int index);
/**
* The automatic/fallback name of a new collection.
*/
void BKE_collection_new_name_get(struct Collection *collection_parent, char *rname);
/**
* The name to show in the interface.
*/
const char *BKE_collection_ui_name_get(struct Collection *collection);
/**
* Select all the objects in this Collection (and its nested collections) for this ViewLayer.
* Return true if any object was selected.
*/
bool BKE_collection_objects_select(const struct Scene *scene,
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_add_no_sync(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);
/**
* Find potential cycles in collections.
*
* \param new_ancestor: the potential new owner of given \a collection,
* or the collection to check if the later is NULL.
* \param collection: the collection we want to add to \a new_ancestor,
* may be NULL if we just want to ensure \a new_ancestor does not already have cycles.
* \return true if a cycle is found.
*/
bool BKE_collection_cycle_find(struct Collection *new_ancestor, struct Collection *collection);
/**
* Find and fix potential cycles in collections.
*
* \param collection: The collection to check for existing cycles.
* \return true if cycles are found and fixed.
*/
bool BKE_collection_cycles_fix(struct Main *bmain, struct Collection *collection);
bool BKE_collection_has_collection(const struct Collection *parent,
const struct Collection *collection);
/**
* Rebuild parent relationships from child ones, for all children of given \a collection.
*
* \note Given collection is assumed to already have valid parents.
*/
void BKE_collection_parent_relations_rebuild(struct Collection *collection);
/**
* Rebuild parent relationships from child ones, for all collections in given \a bmain.
*/
void BKE_main_collections_parent_relations_rebuild(struct Main *bmain);
/**
* Perform some validation on integrity of the data of this collection.
*
* \return `true` if everything is OK, false if some errors are detected. */
bool BKE_collection_validate(struct Collection *collection);
/* .blend file I/O */
void BKE_collection_blend_write_nolib(struct BlendWriter *writer, struct Collection *collection);
void BKE_collection_blend_read_data(struct BlendDataReader *reader,
struct Collection *collection,
struct ID *owner_id);
void BKE_collection_blend_read_lib(struct BlendLibReader *reader, struct Collection *collection);
void BKE_collection_blend_read_expand(struct BlendExpander *expander,
struct Collection *collection);
void BKE_collection_compat_blend_read_data(struct BlendDataReader *reader,
struct SceneCollection *sc);
void BKE_collection_compat_blend_read_lib(struct BlendLibReader *reader,
struct ID *self_id,
struct SceneCollection *sc);
void BKE_collection_compat_blend_read_expand(struct BlendExpander *expander,
struct SceneCollection *sc);
/* Iteration callbacks. */
typedef void (*BKE_scene_objects_Cb)(struct Object *ob, void *data);
typedef void (*BKE_scene_collections_Cb)(struct Collection *ob, void *data);
/* Iteration over objects in collection. */
#define FOREACH_COLLECTION_VISIBLE_OBJECT_RECURSIVE_BEGIN(_collection, _object, _mode) \
{ \
int _base_flag = (_mode == DAG_EVAL_VIEWPORT) ? BASE_ENABLED_VIEWPORT : BASE_ENABLED_RENDER; \
int _object_visibility_flag = (_mode == DAG_EVAL_VIEWPORT) ? OB_HIDE_VIEWPORT : \
OB_HIDE_RENDER; \
int _base_id = 0; \
for (Base *_base = (Base *)BKE_collection_object_cache_get(_collection).first; _base; \
_base = _base->next, _base_id++) \
{ \
Object *_object = _base->object; \
if ((_base->flag & _base_flag) && \
(_object->visibility_flag & _object_visibility_flag) == 0) {
#define FOREACH_COLLECTION_VISIBLE_OBJECT_RECURSIVE_END \
} \
} \
} \
((void)0)
#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. */
/**
* Only use this in non-performance critical situations
* (it iterates over all scene collections twice)
*/
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);
/** Iterate over objects in the scene based on a flag.
*
* \note The object->flag is tested against flag.
* */
typedef struct SceneObjectsIteratorExData {
struct Scene *scene;
int flag;
void *iter_data;
} SceneObjectsIteratorExData;
void BKE_scene_objects_iterator_begin_ex(struct BLI_Iterator *iter, void *data_in);
void BKE_scene_objects_iterator_next_ex(struct BLI_Iterator *iter);
void BKE_scene_objects_iterator_end_ex(struct BLI_Iterator *iter);
/**
* Generate a new #GSet (or extend given `objects_gset` if not NULL) with all objects referenced by
* all collections of given `scene`.
*
* \note This will include objects without a base currently
* (because they would belong to excluded collections only e.g.).
*/
struct GSet *BKE_scene_objects_as_gset(struct Scene *scene, struct GSet *objects_gset);
#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_COLLECTION_BEGIN(_bmain, _scene, Type, _instance) \
{ \
Type _instance; \
Collection *_instance_next; \
bool is_scene_collection = (_scene) != NULL; \
\
if (_scene) { \
_instance_next = _scene->master_collection; \
} \
else { \
_instance_next = (Collection *)(_bmain)->collections.first; \
} \
\
while ((_instance = _instance_next)) { \
if (is_scene_collection) { \
_instance_next = (Collection *)(_bmain)->collections.first; \
is_scene_collection = false; \
} \
else { \
_instance_next = (Collection *)_instance->id.next; \
}
#define FOREACH_COLLECTION_END \
} \
} \
((void)0)
#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