tornavis/source/blender/blenkernel/BKE_layer.h

633 lines
24 KiB
C

/* SPDX-FileCopyrightText: 2023 Blender Foundation
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup bke
*/
#include "BKE_collection.h"
#include "DNA_layer_types.h"
#include "DNA_listBase.h"
#include "DNA_object_enums.h"
#ifdef __cplusplus
extern "C" {
#endif
struct Base;
struct BlendDataReader;
struct BlendLibReader;
struct BlendWriter;
struct Collection;
struct Depsgraph;
struct LayerCollection;
struct Main;
struct Object;
struct RenderEngine;
struct Scene;
struct View3D;
struct ViewLayer;
typedef enum eViewLayerCopyMethod {
VIEWLAYER_ADD_NEW = 0,
VIEWLAYER_ADD_EMPTY = 1,
VIEWLAYER_ADD_COPY = 2,
} eViewLayerCopyMethod;
/**
* Returns the default view layer to view in work-spaces if there is
* none linked to the workspace yet.
*/
struct ViewLayer *BKE_view_layer_default_view(const struct Scene *scene);
/**
* Returns the default view layer to render if we need to render just one.
*/
struct ViewLayer *BKE_view_layer_default_render(const struct Scene *scene);
/**
* Returns view layer with matching name, or NULL if not found.
*/
struct ViewLayer *BKE_view_layer_find(const struct Scene *scene, const char *layer_name);
/**
* Add a new view layer by default, a view layer has the master collection.
*/
struct ViewLayer *BKE_view_layer_add(struct Scene *scene,
const char *name,
struct ViewLayer *view_layer_source,
int type);
/* DEPRECATED */
/**
* This is a placeholder to know which areas of the code need to be addressed
* for the Workspace changes. Never use this, you should typically get the
* active layer from the context or window.
*/
struct ViewLayer *BKE_view_layer_context_active_PLACEHOLDER(const struct Scene *scene);
void BKE_view_layer_free(struct ViewLayer *view_layer);
/**
* Free (or release) any data used by this #ViewLayer.
*/
void BKE_view_layer_free_ex(struct ViewLayer *view_layer, bool do_id_user);
/**
* Free the bases of this #ViewLayer, and what they reference.
* This includes baseact, object_bases, object_bases_hash, and layer_collections.
*/
void BKE_view_layer_free_object_content(struct ViewLayer *view_layer);
/**
* Tag all the selected objects of a render-layer.
*/
void BKE_view_layer_selected_objects_tag(const struct Scene *scene,
struct ViewLayer *view_layer,
int tag);
/**
* Fallback for when a Scene has no camera to use.
*
* \param view_layer: in general you want to use the same #ViewLayer that is used for depsgraph.
* If rendering you pass the scene active layer, when viewing in the viewport
* you want to get #ViewLayer from context.
*/
struct Object *BKE_view_layer_camera_find(const struct Scene *scene, struct ViewLayer *view_layer);
/**
* Find the #ViewLayer a #LayerCollection belongs to.
*/
struct ViewLayer *BKE_view_layer_find_from_collection(const struct Scene *scene,
struct LayerCollection *lc);
struct Base *BKE_view_layer_base_find(struct ViewLayer *view_layer, struct Object *ob);
void BKE_view_layer_base_deselect_all(const struct Scene *scene, struct ViewLayer *view_layer);
void BKE_view_layer_base_select_and_set_active(struct ViewLayer *view_layer, struct Base *selbase);
/**
* Only copy internal data of #ViewLayer from source to already allocated/initialized destination.
*
* \param flag: Copying options (see BKE_lib_id.h's LIB_ID_COPY_... flags for more).
*/
void BKE_view_layer_copy_data(struct Scene *scene_dst,
const struct Scene *scene_src,
struct ViewLayer *view_layer_dst,
const struct ViewLayer *view_layer_src,
int flag);
void BKE_view_layer_rename(struct Main *bmain,
struct Scene *scene,
struct ViewLayer *view_layer,
const char *name);
/**
* Get the active collection
*/
struct LayerCollection *BKE_layer_collection_get_active(struct ViewLayer *view_layer);
/**
* Activate collection
*/
bool BKE_layer_collection_activate(struct ViewLayer *view_layer, struct LayerCollection *lc);
/**
* Activate first parent collection.
*/
struct LayerCollection *BKE_layer_collection_activate_parent(struct ViewLayer *view_layer,
struct LayerCollection *lc);
/**
* Get the total number of collections (including all the nested collections)
*/
int BKE_layer_collection_count(const struct ViewLayer *view_layer);
/**
* Get the collection for a given index.
*/
struct LayerCollection *BKE_layer_collection_from_index(struct ViewLayer *view_layer, int index);
/**
* \return -1 if not found.
*/
int BKE_layer_collection_findindex(struct ViewLayer *view_layer, const struct LayerCollection *lc);
void BKE_layer_collection_resync_forbid(void);
void BKE_layer_collection_resync_allow(void);
/**
* Helper to fix older pre-2.80 blend-files.
*
* Ensures the given `view_layer` as a valid first-level layer collection, i.e. a single one
* matching the scene's master collection. This is a requirement for `BKE_layer_collection_sync`.
*/
void BKE_layer_collection_doversion_2_80(const struct Scene *scene, struct ViewLayer *view_layer);
void BKE_main_collection_sync(const struct Main *bmain);
void BKE_scene_collection_sync(const struct Scene *scene);
/**
* Update view layer collection tree from collections used in the scene.
* This is used when collections are removed or added, both while editing
* and on file loaded in case linked data changed or went missing.
*/
void BKE_layer_collection_sync(const struct Scene *scene, struct ViewLayer *view_layer);
void BKE_layer_collection_local_sync(const struct Scene *scene,
struct ViewLayer *view_layer,
const struct View3D *v3d);
/**
* Sync the local collection for all the 3D Viewports.
*/
void BKE_layer_collection_local_sync_all(const struct Main *bmain);
void BKE_main_collection_sync_remap(const struct Main *bmain);
/**
* Return the first matching #LayerCollection in the #ViewLayer for the Collection.
*/
struct LayerCollection *BKE_layer_collection_first_from_scene_collection(
const struct ViewLayer *view_layer, const struct Collection *collection);
/**
* See if view layer has the scene collection linked directly, or indirectly (nested).
*/
bool BKE_view_layer_has_collection(const struct ViewLayer *view_layer,
const struct Collection *collection);
/**
* See if the object is in any of the scene layers of the scene.
*/
bool BKE_scene_has_object(struct Scene *scene, struct Object *ob);
/* Selection and hiding. */
/**
* Select all the objects of this layer collection
*
* It also select the objects that are in nested collections.
* \note Recursive.
*/
bool BKE_layer_collection_objects_select(const struct Scene *scene,
struct ViewLayer *view_layer,
struct LayerCollection *lc,
bool deselect);
bool BKE_layer_collection_has_selected_objects(const struct Scene *scene,
struct ViewLayer *view_layer,
struct LayerCollection *lc);
bool BKE_layer_collection_has_layer_collection(struct LayerCollection *lc_parent,
struct LayerCollection *lc_child);
/**
* Update after toggling visibility of an object base.
*/
void BKE_base_set_visible(struct Scene *scene,
struct ViewLayer *view_layer,
struct Base *base,
bool extend);
bool BKE_base_is_visible(const struct View3D *v3d, const struct Base *base);
bool BKE_object_is_visible_in_viewport(const struct View3D *v3d, const struct Object *ob);
/**
* Isolate the collection - hide all other collections but this one.
* Make sure to show all the direct parents and all children of the layer collection as well.
* When extending we simply show the collections and its direct family.
*
* If the collection or any of its parents is disabled, make it enabled.
* Don't change the children disable state though.
*/
void BKE_layer_collection_isolate_global(struct Scene *scene,
struct ViewLayer *view_layer,
struct LayerCollection *lc,
bool extend);
/**
* Isolate the collection locally
*
* Same as #BKE_layer_collection_isolate_local but for a viewport
*/
void BKE_layer_collection_isolate_local(const struct Scene *scene,
struct ViewLayer *view_layer,
const struct View3D *v3d,
struct LayerCollection *lc,
bool extend);
/**
* Hide/show all the elements of a collection.
* Don't change the collection children enable/disable state,
* but it may change it for the collection itself.
*/
void BKE_layer_collection_set_visible(const struct Scene *scene,
struct ViewLayer *view_layer,
struct LayerCollection *lc,
bool visible,
bool hierarchy);
void BKE_layer_collection_set_flag(struct LayerCollection *lc, int flag, bool value);
/* Evaluation. */
/**
* Applies object's restrict flags on top of flags coming from the collection
* and stores those in `base->flag`. #BASE_ENABLED_AND_MAYBE_VISIBLE_IN_VIEWPORT ignores viewport
* flags visibility (i.e., restriction and local collection).
*/
void BKE_base_eval_flags(struct Base *base);
void BKE_layer_eval_view_layer_indexed(struct Depsgraph *depsgraph,
struct Scene *scene,
int view_layer_index);
/* .blend file I/O */
void BKE_view_layer_blend_write(struct BlendWriter *writer,
const struct Scene *scene,
struct ViewLayer *view_layer);
void BKE_view_layer_blend_read_data(struct BlendDataReader *reader, struct ViewLayer *view_layer);
void BKE_view_layer_blend_read_lib(struct BlendLibReader *reader,
struct ID *self_id,
struct ViewLayer *view_layer);
/* iterators */
typedef struct ObjectsVisibleIteratorData {
struct ViewLayer *view_layer;
const struct View3D *v3d;
} ObjectsVisibleIteratorData;
void BKE_view_layer_selected_objects_iterator_begin(BLI_Iterator *iter, void *data_in);
void BKE_view_layer_selected_objects_iterator_next(BLI_Iterator *iter);
void BKE_view_layer_selected_objects_iterator_end(BLI_Iterator *iter);
void BKE_view_layer_visible_objects_iterator_begin(BLI_Iterator *iter, void *data_in);
void BKE_view_layer_visible_objects_iterator_next(BLI_Iterator *iter);
void BKE_view_layer_visible_objects_iterator_end(BLI_Iterator *iter);
void BKE_view_layer_selected_editable_objects_iterator_begin(BLI_Iterator *iter, void *data_in);
void BKE_view_layer_selected_editable_objects_iterator_next(BLI_Iterator *iter);
void BKE_view_layer_selected_editable_objects_iterator_end(BLI_Iterator *iter);
struct ObjectsInModeIteratorData {
int object_mode;
int object_type;
struct ViewLayer *view_layer;
const struct View3D *v3d;
struct Base *base_active;
};
void BKE_view_layer_bases_in_mode_iterator_begin(BLI_Iterator *iter, void *data_in);
void BKE_view_layer_bases_in_mode_iterator_next(BLI_Iterator *iter);
void BKE_view_layer_bases_in_mode_iterator_end(BLI_Iterator *iter);
void BKE_view_layer_selected_bases_iterator_begin(BLI_Iterator *iter, void *data_in);
void BKE_view_layer_selected_bases_iterator_next(BLI_Iterator *iter);
void BKE_view_layer_selected_bases_iterator_end(BLI_Iterator *iter);
void BKE_view_layer_visible_bases_iterator_begin(BLI_Iterator *iter, void *data_in);
void BKE_view_layer_visible_bases_iterator_next(BLI_Iterator *iter);
void BKE_view_layer_visible_bases_iterator_end(BLI_Iterator *iter);
#define FOREACH_SELECTED_OBJECT_BEGIN(_view_layer, _v3d, _instance) \
{ \
struct ObjectsVisibleIteratorData data_ = {NULL}; \
data_.view_layer = _view_layer; \
data_.v3d = _v3d; \
ITER_BEGIN (BKE_view_layer_selected_objects_iterator_begin, \
BKE_view_layer_selected_objects_iterator_next, \
BKE_view_layer_selected_objects_iterator_end, \
&data_, \
Object *, \
_instance)
#define FOREACH_SELECTED_OBJECT_END \
ITER_END; \
} \
((void)0)
#define FOREACH_SELECTED_EDITABLE_OBJECT_BEGIN(_view_layer, _v3d, _instance) \
{ \
struct ObjectsVisibleIteratorData data_ = {NULL}; \
data_.view_layer = _view_layer; \
data_.v3d = _v3d; \
ITER_BEGIN (BKE_view_layer_selected_editable_objects_iterator_begin, \
BKE_view_layer_selected_editable_objects_iterator_next, \
BKE_view_layer_selected_editable_objects_iterator_end, \
&data_, \
Object *, \
_instance)
#define FOREACH_SELECTED_EDITABLE_OBJECT_END \
ITER_END; \
} \
((void)0)
#define FOREACH_VISIBLE_OBJECT_BEGIN(_view_layer, _v3d, _instance) \
{ \
struct ObjectsVisibleIteratorData data_ = {NULL}; \
data_.view_layer = _view_layer; \
data_.v3d = _v3d; \
ITER_BEGIN (BKE_view_layer_visible_objects_iterator_begin, \
BKE_view_layer_visible_objects_iterator_next, \
BKE_view_layer_visible_objects_iterator_end, \
&data_, \
Object *, \
_instance)
#define FOREACH_VISIBLE_OBJECT_END \
ITER_END; \
} \
((void)0)
#define FOREACH_BASE_IN_MODE_BEGIN( \
_scene, _view_layer, _v3d, _object_type, _object_mode, _instance) \
{ \
struct ObjectsInModeIteratorData data_; \
memset(&data_, 0, sizeof(data_)); \
data_.object_mode = _object_mode; \
data_.object_type = _object_type; \
data_.view_layer = _view_layer; \
data_.v3d = _v3d; \
BKE_view_layer_synced_ensure(_scene, _view_layer); \
data_.base_active = BKE_view_layer_active_base_get(_view_layer); \
ITER_BEGIN (BKE_view_layer_bases_in_mode_iterator_begin, \
BKE_view_layer_bases_in_mode_iterator_next, \
BKE_view_layer_bases_in_mode_iterator_end, \
&data_, \
Base *, \
_instance)
#define FOREACH_BASE_IN_MODE_END \
ITER_END; \
} \
((void)0)
#define FOREACH_BASE_IN_EDIT_MODE_BEGIN(_scene, _view_layer, _v3d, _instance) \
FOREACH_BASE_IN_MODE_BEGIN (_scene, _view_layer, _v3d, -1, OB_MODE_EDIT, _instance)
#define FOREACH_BASE_IN_EDIT_MODE_END FOREACH_BASE_IN_MODE_END
#define FOREACH_OBJECT_IN_MODE_BEGIN( \
_scene, _view_layer, _v3d, _object_type, _object_mode, _instance) \
FOREACH_BASE_IN_MODE_BEGIN (_scene, _view_layer, _v3d, _object_type, _object_mode, _base) { \
Object *_instance = _base->object;
#define FOREACH_OBJECT_IN_MODE_END \
} \
FOREACH_BASE_IN_MODE_END
#define FOREACH_OBJECT_IN_EDIT_MODE_BEGIN(_scene, _view_layer, _v3d, _instance) \
FOREACH_BASE_IN_EDIT_MODE_BEGIN (_scene, _view_layer, _v3d, _base) { \
Object *_instance = _base->object;
#define FOREACH_OBJECT_IN_EDIT_MODE_END \
} \
FOREACH_BASE_IN_EDIT_MODE_END
#define FOREACH_SELECTED_BASE_BEGIN(view_layer, _instance) \
ITER_BEGIN (BKE_view_layer_selected_bases_iterator_begin, \
BKE_view_layer_selected_bases_iterator_next, \
BKE_view_layer_selected_bases_iterator_end, \
view_layer, \
Base *, \
_instance)
#define FOREACH_SELECTED_BASE_END ITER_END
#define FOREACH_VISIBLE_BASE_BEGIN(_scene, _view_layer, _v3d, _instance) \
{ \
struct ObjectsVisibleIteratorData data_ = {NULL}; \
data_.view_layer = _view_layer; \
data_.v3d = _v3d; \
BKE_view_layer_synced_ensure(_scene, _view_layer); \
ITER_BEGIN (BKE_view_layer_visible_bases_iterator_begin, \
BKE_view_layer_visible_bases_iterator_next, \
BKE_view_layer_visible_bases_iterator_end, \
&data_, \
Base *, \
_instance)
#define FOREACH_VISIBLE_BASE_END \
ITER_END; \
} \
((void)0)
#define FOREACH_OBJECT_BEGIN(scene, view_layer, _instance) \
{ \
Object *_instance; \
Base *_base; \
BKE_view_layer_synced_ensure(scene, view_layer); \
for (_base = (Base *)BKE_view_layer_object_bases_get(view_layer)->first; _base; \
_base = _base->next) \
{ \
_instance = _base->object;
#define FOREACH_OBJECT_END \
} \
} \
((void)0)
#define FOREACH_OBJECT_FLAG_BEGIN(scene, _view_layer, _v3d, flag, _instance) \
{ \
IteratorBeginCb func_begin; \
IteratorCb func_next, func_end; \
void *data_in; \
\
struct ObjectsVisibleIteratorData data_select_ = {NULL}; \
data_select_.view_layer = _view_layer; \
data_select_.v3d = _v3d; \
\
struct SceneObjectsIteratorExData data_flag_ = {NULL}; \
data_flag_.scene = scene; \
data_flag_.flag = flag; \
\
if (flag == SELECT) { \
func_begin = &BKE_view_layer_selected_objects_iterator_begin; \
func_next = &BKE_view_layer_selected_objects_iterator_next; \
func_end = &BKE_view_layer_selected_objects_iterator_end; \
data_in = &data_select_; \
} \
else if (flag != 0) { \
func_begin = BKE_scene_objects_iterator_begin_ex; \
func_next = BKE_scene_objects_iterator_next_ex; \
func_end = BKE_scene_objects_iterator_end_ex; \
data_in = &data_flag_; \
} \
else { \
func_begin = BKE_scene_objects_iterator_begin; \
func_next = BKE_scene_objects_iterator_next; \
func_end = BKE_scene_objects_iterator_end; \
data_in = (scene); \
} \
ITER_BEGIN (func_begin, func_next, func_end, data_in, Object *, _instance)
#define FOREACH_OBJECT_FLAG_END \
ITER_END; \
} \
((void)0)
/* layer_utils.c */
struct ObjectsInViewLayerParams {
uint no_dup_data : 1;
bool (*filter_fn)(const struct Object *ob, void *user_data);
void *filter_userdata;
};
struct Object **BKE_view_layer_array_selected_objects_params(
struct ViewLayer *view_layer,
const struct View3D *v3d,
uint *r_len,
const struct ObjectsInViewLayerParams *params);
/**
* Use this in rare cases we need to detect a pair of objects (active, selected).
* This returns the other non-active selected object.
*
* Returns NULL with it finds multiple other selected objects
* as behavior in this case would be random from the user perspective.
*/
struct Object *BKE_view_layer_non_active_selected_object(const struct Scene *scene,
struct ViewLayer *view_layer,
const struct View3D *v3d);
struct ObjectsInModeParams {
int object_mode;
uint no_dup_data : 1;
bool (*filter_fn)(const struct Object *ob, void *user_data);
void *filter_userdata;
};
struct Base **BKE_view_layer_array_from_bases_in_mode_params(
const struct Scene *scene,
struct ViewLayer *view_layer,
const struct View3D *v3d,
uint *r_len,
const struct ObjectsInModeParams *params);
struct Object **BKE_view_layer_array_from_objects_in_mode_params(
const struct Scene *scene,
struct ViewLayer *view_layer,
const struct View3D *v3d,
uint *len,
const struct ObjectsInModeParams *params);
bool BKE_view_layer_filter_edit_mesh_has_uvs(const struct Object *ob, void *user_data);
bool BKE_view_layer_filter_edit_mesh_has_edges(const struct Object *ob, void *user_data);
/* Utility functions that wrap common arguments (add more as needed). */
struct Object **BKE_view_layer_array_from_objects_in_edit_mode(const struct Scene *scene,
struct ViewLayer *view_layer,
const struct View3D *v3d,
uint *r_len);
struct Base **BKE_view_layer_array_from_bases_in_edit_mode(const struct Scene *scene,
struct ViewLayer *view_layer,
const struct View3D *v3d,
uint *r_len);
struct Object **BKE_view_layer_array_from_objects_in_edit_mode_unique_data(
const struct Scene *scene,
struct ViewLayer *view_layer,
const struct View3D *v3d,
uint *r_len);
struct Base **BKE_view_layer_array_from_bases_in_edit_mode_unique_data(
const struct Scene *scene,
struct ViewLayer *view_layer,
const struct View3D *v3d,
uint *r_len);
struct Object **BKE_view_layer_array_from_objects_in_edit_mode_unique_data_with_uvs(
const struct Scene *scene,
struct ViewLayer *view_layer,
const struct View3D *v3d,
uint *r_len);
struct Object **BKE_view_layer_array_from_objects_in_mode_unique_data(const struct Scene *scene,
struct ViewLayer *view_layer,
const struct View3D *v3d,
uint *r_len,
eObjectMode mode);
struct Object *BKE_view_layer_active_object_get(const struct ViewLayer *view_layer);
struct Object *BKE_view_layer_edit_object_get(const struct ViewLayer *view_layer);
struct ListBase *BKE_view_layer_object_bases_get(struct ViewLayer *view_layer);
struct Base *BKE_view_layer_active_base_get(struct ViewLayer *view_layer);
struct LayerCollection *BKE_view_layer_active_collection_get(struct ViewLayer *view_layer);
void BKE_view_layer_need_resync_tag(struct ViewLayer *view_layer);
void BKE_view_layer_synced_ensure(const struct Scene *scene, struct ViewLayer *view_layer);
void BKE_scene_view_layers_synced_ensure(const struct Scene *scene);
void BKE_main_view_layers_synced_ensure(const struct Main *bmain);
struct ViewLayerAOV *BKE_view_layer_add_aov(struct ViewLayer *view_layer);
void BKE_view_layer_remove_aov(struct ViewLayer *view_layer, struct ViewLayerAOV *aov);
void BKE_view_layer_set_active_aov(struct ViewLayer *view_layer, struct ViewLayerAOV *aov);
/**
* Update the naming and conflicts of the AOVs.
*
* Name must be unique between all AOVs.
* Conflicts with render passes will show a conflict icon. Reason is that switching a render
* engine or activating a render pass could lead to other conflicts that wouldn't be that clear
* for the user.
*/
void BKE_view_layer_verify_aov(struct RenderEngine *engine,
struct Scene *scene,
struct ViewLayer *view_layer);
/**
* Check if the given view layer has at least one valid AOV.
*/
bool BKE_view_layer_has_valid_aov(struct ViewLayer *view_layer);
struct ViewLayer *BKE_view_layer_find_with_aov(struct Scene *scene,
struct ViewLayerAOV *view_layer_aov);
struct ViewLayerLightgroup *BKE_view_layer_add_lightgroup(struct ViewLayer *view_layer,
const char *name);
void BKE_view_layer_remove_lightgroup(struct ViewLayer *view_layer,
struct ViewLayerLightgroup *lightgroup);
void BKE_view_layer_set_active_lightgroup(struct ViewLayer *view_layer,
struct ViewLayerLightgroup *lightgroup);
struct ViewLayer *BKE_view_layer_find_with_lightgroup(
struct Scene *scene, struct ViewLayerLightgroup *view_layer_lightgroup);
void BKE_view_layer_rename_lightgroup(struct Scene *scene,
ViewLayer *view_layer,
ViewLayerLightgroup *lightgroup,
const char *name);
int BKE_lightgroup_membership_get(const struct LightgroupMembership *lgm, char *name);
int BKE_lightgroup_membership_length(const struct LightgroupMembership *lgm);
void BKE_lightgroup_membership_set(struct LightgroupMembership **lgm, const char *name);
#ifdef __cplusplus
}
#endif