588 lines
21 KiB
C
588 lines
21 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 "BKE_collection.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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#define TODO_LAYER_OVERRIDE /* CollectionOverride */
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#define TODO_LAYER_OPERATORS /* collection mamanger and property panel operators */
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#define TODO_LAYER /* generic todo */
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struct Base;
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struct BlendDataReader;
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struct BlendLibReader;
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struct BlendWriter;
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struct Collection;
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struct Depsgraph;
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struct LayerCollection;
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struct Main;
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struct Object;
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struct RenderEngine;
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struct Scene;
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struct View3D;
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struct ViewLayer;
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typedef enum eViewLayerCopyMethod {
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VIEWLAYER_ADD_NEW = 0,
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VIEWLAYER_ADD_EMPTY = 1,
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VIEWLAYER_ADD_COPY = 2,
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} eViewLayerCopyMethod;
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/**
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* Returns the default view layer to view in work-spaces if there is
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* none linked to the workspace yet.
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*/
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struct ViewLayer *BKE_view_layer_default_view(const struct Scene *scene);
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/**
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* Returns the default view layer to render if we need to render just one.
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*/
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struct ViewLayer *BKE_view_layer_default_render(const struct Scene *scene);
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/**
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* Returns view layer with matching name, or NULL if not found.
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*/
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struct ViewLayer *BKE_view_layer_find(const struct Scene *scene, const char *layer_name);
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/**
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* Add a new view layer by default, a view layer has the master collection.
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*/
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struct ViewLayer *BKE_view_layer_add(struct Scene *scene,
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const char *name,
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struct ViewLayer *view_layer_source,
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const int type);
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/* DEPRECATED */
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/**
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* This is a placeholder to know which areas of the code need to be addressed
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* for the Workspace changes. Never use this, you should typically get the
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* active layer from the context or window.
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*/
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struct ViewLayer *BKE_view_layer_context_active_PLACEHOLDER(const struct Scene *scene);
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void BKE_view_layer_free(struct ViewLayer *view_layer);
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/**
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* Free (or release) any data used by this #ViewLayer.
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*/
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void BKE_view_layer_free_ex(struct ViewLayer *view_layer, const bool do_id_user);
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/**
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* Tag all the selected objects of a render-layer.
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*/
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void BKE_view_layer_selected_objects_tag(struct ViewLayer *view_layer, const int tag);
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/**
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* Fallback for when a Scene has no camera to use.
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*
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* \param view_layer: in general you want to use the same #ViewLayer that is used for depsgraph.
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* If rendering you pass the scene active layer, when viewing in the viewport
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* you want to get #ViewLayer from context.
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*/
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struct Object *BKE_view_layer_camera_find(struct ViewLayer *view_layer);
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/**
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* Find the #ViewLayer a #LayerCollection belongs to.
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*/
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struct ViewLayer *BKE_view_layer_find_from_collection(const struct Scene *scene,
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struct LayerCollection *lc);
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struct Base *BKE_view_layer_base_find(struct ViewLayer *view_layer, struct Object *ob);
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void BKE_view_layer_base_deselect_all(struct ViewLayer *view_layer);
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void BKE_view_layer_base_select_and_set_active(struct ViewLayer *view_layer, struct Base *selbase);
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/**
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* Only copy internal data of #ViewLayer from source to already allocated/initialized destination.
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*
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* \param flag: Copying options (see BKE_lib_id.h's LIB_ID_COPY_... flags for more).
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*/
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void BKE_view_layer_copy_data(struct Scene *scene_dst,
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const struct Scene *scene_src,
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struct ViewLayer *view_layer_dst,
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const struct ViewLayer *view_layer_src,
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const int flag);
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void BKE_view_layer_rename(struct Main *bmain,
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struct Scene *scene,
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struct ViewLayer *view_layer,
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const char *name);
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/**
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* Get the active collection
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*/
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struct LayerCollection *BKE_layer_collection_get_active(struct ViewLayer *view_layer);
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/**
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* Activate collection
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*/
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bool BKE_layer_collection_activate(struct ViewLayer *view_layer, struct LayerCollection *lc);
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/**
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* Activate first parent collection.
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*/
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struct LayerCollection *BKE_layer_collection_activate_parent(struct ViewLayer *view_layer,
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struct LayerCollection *lc);
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/**
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* Get the total number of collections (including all the nested collections)
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*/
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int BKE_layer_collection_count(const struct ViewLayer *view_layer);
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/**
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* Get the collection for a given index.
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*/
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struct LayerCollection *BKE_layer_collection_from_index(struct ViewLayer *view_layer,
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const int index);
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/**
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* \return -1 if not found.
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*/
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int BKE_layer_collection_findindex(struct ViewLayer *view_layer, const struct LayerCollection *lc);
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void BKE_layer_collection_resync_forbid(void);
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void BKE_layer_collection_resync_allow(void);
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void BKE_main_collection_sync(const struct Main *bmain);
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void BKE_scene_collection_sync(const struct Scene *scene);
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/**
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* Update view layer collection tree from collections used in the scene.
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* This is used when collections are removed or added, both while editing
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* and on file loaded in case linked data changed or went missing.
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*/
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void BKE_layer_collection_sync(const struct Scene *scene, struct ViewLayer *view_layer);
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void BKE_layer_collection_local_sync(struct ViewLayer *view_layer, const struct View3D *v3d);
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/**
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* Sync the local collection for all the 3D Viewports.
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*/
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void BKE_layer_collection_local_sync_all(const struct Main *bmain);
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void BKE_main_collection_sync_remap(const struct Main *bmain);
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/**
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* Return the first matching #LayerCollection in the #ViewLayer for the Collection.
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*/
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struct LayerCollection *BKE_layer_collection_first_from_scene_collection(
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const struct ViewLayer *view_layer, const struct Collection *collection);
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/**
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* See if view layer has the scene collection linked directly, or indirectly (nested).
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*/
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bool BKE_view_layer_has_collection(const struct ViewLayer *view_layer,
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const struct Collection *collection);
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/**
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* See if the object is in any of the scene layers of the scene.
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*/
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bool BKE_scene_has_object(struct Scene *scene, struct Object *ob);
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/* Selection and hiding. */
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/**
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* Select all the objects of this layer collection
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*
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* It also select the objects that are in nested collections.
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* \note Recursive.
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*/
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bool BKE_layer_collection_objects_select(struct ViewLayer *view_layer,
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struct LayerCollection *lc,
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bool deselect);
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bool BKE_layer_collection_has_selected_objects(struct ViewLayer *view_layer,
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struct LayerCollection *lc);
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bool BKE_layer_collection_has_layer_collection(struct LayerCollection *lc_parent,
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struct LayerCollection *lc_child);
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/**
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* Update after toggling visibility of an object base.
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*/
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void BKE_base_set_visible(struct Scene *scene,
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struct ViewLayer *view_layer,
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struct Base *base,
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bool extend);
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bool BKE_base_is_visible(const struct View3D *v3d, const struct Base *base);
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bool BKE_object_is_visible_in_viewport(const struct View3D *v3d, const struct Object *ob);
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/**
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* Isolate the collection - hide all other collections but this one.
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* Make sure to show all the direct parents and all children of the layer collection as well.
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* When extending we simply show the collections and its direct family.
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*
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* If the collection or any of its parents is disabled, make it enabled.
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* Don't change the children disable state though.
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*/
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void BKE_layer_collection_isolate_global(struct Scene *scene,
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struct ViewLayer *view_layer,
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struct LayerCollection *lc,
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bool extend);
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/**
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* Isolate the collection locally
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*
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* Same as #BKE_layer_collection_isolate_local but for a viewport
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*/
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void BKE_layer_collection_isolate_local(struct ViewLayer *view_layer,
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const struct View3D *v3d,
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struct LayerCollection *lc,
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bool extend);
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/**
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* Hide/show all the elements of a collection.
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* Don't change the collection children enable/disable state,
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* but it may change it for the collection itself.
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*/
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void BKE_layer_collection_set_visible(struct ViewLayer *view_layer,
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struct LayerCollection *lc,
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const bool visible,
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const bool hierarchy);
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void BKE_layer_collection_set_flag(struct LayerCollection *lc, const int flag, const bool value);
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/* Evaluation. */
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/**
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* Applies object's restrict flags on top of flags coming from the collection
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* and stores those in `base->flag`. #BASE_VISIBLE_DEPSGRAPH ignores viewport flags visibility
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* (i.e., restriction and local collection).
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*/
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void BKE_base_eval_flags(struct Base *base);
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void BKE_layer_eval_view_layer_indexed(struct Depsgraph *depsgraph,
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struct Scene *scene,
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int view_layer_index);
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/* .blend file I/O */
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void BKE_view_layer_blend_write(struct BlendWriter *writer, struct ViewLayer *view_layer);
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void BKE_view_layer_blend_read_data(struct BlendDataReader *reader, struct ViewLayer *view_layer);
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void BKE_view_layer_blend_read_lib(struct BlendLibReader *reader,
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struct Library *lib,
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struct ViewLayer *view_layer);
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/* iterators */
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typedef struct ObjectsVisibleIteratorData {
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struct ViewLayer *view_layer;
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const struct View3D *v3d;
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} ObjectsVisibleIteratorData;
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void BKE_view_layer_selected_objects_iterator_begin(BLI_Iterator *iter, void *data_in);
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void BKE_view_layer_selected_objects_iterator_next(BLI_Iterator *iter);
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void BKE_view_layer_selected_objects_iterator_end(BLI_Iterator *iter);
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void BKE_view_layer_visible_objects_iterator_begin(BLI_Iterator *iter, void *data_in);
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void BKE_view_layer_visible_objects_iterator_next(BLI_Iterator *iter);
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void BKE_view_layer_visible_objects_iterator_end(BLI_Iterator *iter);
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void BKE_view_layer_selected_editable_objects_iterator_begin(BLI_Iterator *iter, void *data_in);
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void BKE_view_layer_selected_editable_objects_iterator_next(BLI_Iterator *iter);
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void BKE_view_layer_selected_editable_objects_iterator_end(BLI_Iterator *iter);
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struct ObjectsInModeIteratorData {
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int object_mode;
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int object_type;
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struct ViewLayer *view_layer;
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const struct View3D *v3d;
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struct Base *base_active;
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};
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void BKE_view_layer_bases_in_mode_iterator_begin(BLI_Iterator *iter, void *data_in);
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void BKE_view_layer_bases_in_mode_iterator_next(BLI_Iterator *iter);
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void BKE_view_layer_bases_in_mode_iterator_end(BLI_Iterator *iter);
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void BKE_view_layer_selected_bases_iterator_begin(BLI_Iterator *iter, void *data_in);
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void BKE_view_layer_selected_bases_iterator_next(BLI_Iterator *iter);
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void BKE_view_layer_selected_bases_iterator_end(BLI_Iterator *iter);
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void BKE_view_layer_visible_bases_iterator_begin(BLI_Iterator *iter, void *data_in);
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void BKE_view_layer_visible_bases_iterator_next(BLI_Iterator *iter);
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void BKE_view_layer_visible_bases_iterator_end(BLI_Iterator *iter);
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#define FOREACH_SELECTED_OBJECT_BEGIN(_view_layer, _v3d, _instance) \
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{ \
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struct ObjectsVisibleIteratorData data_ = { \
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.view_layer = _view_layer, \
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.v3d = _v3d, \
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}; \
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ITER_BEGIN (BKE_view_layer_selected_objects_iterator_begin, \
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BKE_view_layer_selected_objects_iterator_next, \
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BKE_view_layer_selected_objects_iterator_end, \
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&data_, \
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Object *, \
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_instance)
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#define FOREACH_SELECTED_OBJECT_END \
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ITER_END; \
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} \
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((void)0)
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#define FOREACH_SELECTED_EDITABLE_OBJECT_BEGIN(_view_layer, _v3d, _instance) \
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{ \
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struct ObjectsVisibleIteratorData data_ = { \
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.view_layer = _view_layer, \
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.v3d = _v3d, \
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}; \
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ITER_BEGIN (BKE_view_layer_selected_editable_objects_iterator_begin, \
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BKE_view_layer_selected_editable_objects_iterator_next, \
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BKE_view_layer_selected_editable_objects_iterator_end, \
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&data_, \
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Object *, \
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_instance)
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#define FOREACH_SELECTED_EDITABLE_OBJECT_END \
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ITER_END; \
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} \
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((void)0)
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#define FOREACH_VISIBLE_OBJECT_BEGIN(_view_layer, _v3d, _instance) \
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{ \
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struct ObjectsVisibleIteratorData data_ = { \
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.view_layer = _view_layer, \
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.v3d = _v3d, \
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}; \
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ITER_BEGIN (BKE_view_layer_visible_objects_iterator_begin, \
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BKE_view_layer_visible_objects_iterator_next, \
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BKE_view_layer_visible_objects_iterator_end, \
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&data_, \
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Object *, \
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_instance)
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#define FOREACH_VISIBLE_OBJECT_END \
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ITER_END; \
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} \
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((void)0)
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#define FOREACH_BASE_IN_MODE_BEGIN(_view_layer, _v3d, _object_type, _object_mode, _instance) \
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{ \
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struct ObjectsInModeIteratorData data_ = { \
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.object_mode = _object_mode, \
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.object_type = _object_type, \
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.view_layer = _view_layer, \
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.v3d = _v3d, \
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.base_active = _view_layer->basact, \
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}; \
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ITER_BEGIN (BKE_view_layer_bases_in_mode_iterator_begin, \
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BKE_view_layer_bases_in_mode_iterator_next, \
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BKE_view_layer_bases_in_mode_iterator_end, \
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&data_, \
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Base *, \
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_instance)
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#define FOREACH_BASE_IN_MODE_END \
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ITER_END; \
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} \
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((void)0)
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#define FOREACH_BASE_IN_EDIT_MODE_BEGIN(_view_layer, _v3d, _instance) \
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FOREACH_BASE_IN_MODE_BEGIN (_view_layer, _v3d, -1, OB_MODE_EDIT, _instance)
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#define FOREACH_BASE_IN_EDIT_MODE_END FOREACH_BASE_IN_MODE_END
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#define FOREACH_OBJECT_IN_MODE_BEGIN(_view_layer, _v3d, _object_type, _object_mode, _instance) \
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FOREACH_BASE_IN_MODE_BEGIN (_view_layer, _v3d, _object_type, _object_mode, _base) { \
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Object *_instance = _base->object;
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#define FOREACH_OBJECT_IN_MODE_END \
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} \
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FOREACH_BASE_IN_MODE_END
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#define FOREACH_OBJECT_IN_EDIT_MODE_BEGIN(_view_layer, _v3d, _instance) \
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FOREACH_BASE_IN_EDIT_MODE_BEGIN (_view_layer, _v3d, _base) { \
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Object *_instance = _base->object;
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#define FOREACH_OBJECT_IN_EDIT_MODE_END \
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} \
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FOREACH_BASE_IN_EDIT_MODE_END
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#define FOREACH_SELECTED_BASE_BEGIN(view_layer, _instance) \
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ITER_BEGIN (BKE_view_layer_selected_bases_iterator_begin, \
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BKE_view_layer_selected_bases_iterator_next, \
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BKE_view_layer_selected_bases_iterator_end, \
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view_layer, \
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Base *, \
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_instance)
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#define FOREACH_SELECTED_BASE_END ITER_END
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#define FOREACH_VISIBLE_BASE_BEGIN(_view_layer, _v3d, _instance) \
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{ \
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struct ObjectsVisibleIteratorData data_ = { \
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.view_layer = _view_layer, \
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.v3d = _v3d, \
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}; \
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ITER_BEGIN (BKE_view_layer_visible_bases_iterator_begin, \
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BKE_view_layer_visible_bases_iterator_next, \
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BKE_view_layer_visible_bases_iterator_end, \
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&data_, \
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Base *, \
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_instance)
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#define FOREACH_VISIBLE_BASE_END \
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ITER_END; \
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} \
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((void)0)
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#define FOREACH_OBJECT_BEGIN(view_layer, _instance) \
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{ \
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Object *_instance; \
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Base *_base; \
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for (_base = (Base *)(view_layer)->object_bases.first; _base; _base = _base->next) { \
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_instance = _base->object;
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#define FOREACH_OBJECT_END \
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} \
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} \
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((void)0)
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#define FOREACH_OBJECT_FLAG_BEGIN(scene, _view_layer, _v3d, flag, _instance) \
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{ \
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IteratorBeginCb func_begin; \
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IteratorCb func_next, func_end; \
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void *data_in; \
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struct ObjectsVisibleIteratorData data_ = { \
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.view_layer = _view_layer, \
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.v3d = _v3d, \
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}; \
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\
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if (flag == SELECT) { \
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func_begin = &BKE_view_layer_selected_objects_iterator_begin; \
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func_next = &BKE_view_layer_selected_objects_iterator_next; \
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func_end = &BKE_view_layer_selected_objects_iterator_end; \
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data_in = &data_; \
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} \
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else { \
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func_begin = BKE_scene_objects_iterator_begin; \
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func_next = BKE_scene_objects_iterator_next; \
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func_end = BKE_scene_objects_iterator_end; \
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data_in = (scene); \
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} \
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ITER_BEGIN (func_begin, func_next, func_end, data_in, Object *, _instance)
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#define FOREACH_OBJECT_FLAG_END \
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ITER_END; \
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} \
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((void)0)
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/* layer_utils.c */
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struct ObjectsInViewLayerParams {
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uint no_dup_data : 1;
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bool (*filter_fn)(const struct Object *ob, void *user_data);
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void *filter_userdata;
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};
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struct Object **BKE_view_layer_array_selected_objects_params(
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struct ViewLayer *view_layer,
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const struct View3D *v3d,
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uint *r_len,
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const struct ObjectsInViewLayerParams *params);
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|
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/**
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* Use this in rare cases we need to detect a pair of objects (active, selected).
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* This returns the other non-active selected object.
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*
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* Returns NULL with it finds multiple other selected objects
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* as behavior in this case would be random from the user perspective.
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*/
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struct Object *BKE_view_layer_non_active_selected_object(struct ViewLayer *view_layer,
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const struct View3D *v3d);
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|
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#define BKE_view_layer_array_selected_objects(view_layer, v3d, r_len, ...) \
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BKE_view_layer_array_selected_objects_params( \
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view_layer, v3d, r_len, &(const struct ObjectsInViewLayerParams)__VA_ARGS__)
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|
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struct ObjectsInModeParams {
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|
int object_mode;
|
|
uint no_dup_data : 1;
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|
|
|
bool (*filter_fn)(const struct Object *ob, void *user_data);
|
|
void *filter_userdata;
|
|
};
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|
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struct Base **BKE_view_layer_array_from_bases_in_mode_params(
|
|
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(
|
|
struct ViewLayer *view_layer,
|
|
const struct View3D *v3d,
|
|
uint *len,
|
|
const struct ObjectsInModeParams *params);
|
|
|
|
#define BKE_view_layer_array_from_objects_in_mode(view_layer, v3d, r_len, ...) \
|
|
BKE_view_layer_array_from_objects_in_mode_params( \
|
|
view_layer, v3d, r_len, &(const struct ObjectsInModeParams)__VA_ARGS__)
|
|
|
|
#define BKE_view_layer_array_from_bases_in_mode(view_layer, v3d, r_len, ...) \
|
|
BKE_view_layer_array_from_bases_in_mode_params( \
|
|
view_layer, v3d, r_len, &(const struct ObjectsInModeParams)__VA_ARGS__)
|
|
|
|
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 macros that wrap common args (add more as needed). */
|
|
|
|
#define BKE_view_layer_array_from_objects_in_edit_mode(view_layer, v3d, r_len) \
|
|
BKE_view_layer_array_from_objects_in_mode(view_layer, v3d, r_len, {.object_mode = OB_MODE_EDIT})
|
|
|
|
#define BKE_view_layer_array_from_bases_in_edit_mode(view_layer, v3d, r_len) \
|
|
BKE_view_layer_array_from_bases_in_mode(view_layer, v3d, r_len, {.object_mode = OB_MODE_EDIT})
|
|
|
|
#define BKE_view_layer_array_from_objects_in_edit_mode_unique_data(view_layer, v3d, r_len) \
|
|
BKE_view_layer_array_from_objects_in_mode( \
|
|
view_layer, v3d, r_len, {.object_mode = OB_MODE_EDIT, .no_dup_data = true})
|
|
|
|
#define BKE_view_layer_array_from_bases_in_edit_mode_unique_data(view_layer, v3d, r_len) \
|
|
BKE_view_layer_array_from_bases_in_mode( \
|
|
view_layer, v3d, r_len, {.object_mode = OB_MODE_EDIT, .no_dup_data = true})
|
|
|
|
#define BKE_view_layer_array_from_objects_in_edit_mode_unique_data_with_uvs( \
|
|
view_layer, v3d, r_len) \
|
|
BKE_view_layer_array_from_objects_in_mode( \
|
|
view_layer, \
|
|
v3d, \
|
|
r_len, \
|
|
{.object_mode = OB_MODE_EDIT, \
|
|
.no_dup_data = true, \
|
|
.filter_fn = BKE_view_layer_filter_edit_mesh_has_uvs})
|
|
|
|
#define BKE_view_layer_array_from_objects_in_mode_unique_data(view_layer, v3d, r_len, mode) \
|
|
BKE_view_layer_array_from_objects_in_mode( \
|
|
view_layer, v3d, r_len, {.object_mode = mode, .no_dup_data = true})
|
|
|
|
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);
|
|
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|