tornavis/source/blender/blenkernel/intern/collection.c

1172 lines
33 KiB
C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Contributor(s): Dalai Felinto
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/blenkernel/intern/collection.c
* \ingroup bke
*/
#include <string.h>
#include "BLI_blenlib.h"
#include "BLI_ghash.h"
#include "BLI_iterator.h"
#include "BLI_listbase.h"
#include "BLI_math_base.h"
#include "BLI_threads.h"
#include "BLT_translation.h"
#include "BLI_string_utils.h"
#include "BKE_collection.h"
#include "BKE_icons.h"
#include "BKE_idprop.h"
#include "BKE_layer.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_object.h"
#include "BKE_scene.h"
#include "DNA_group_types.h"
#include "DNA_ID.h"
#include "DNA_layer_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
#include "MEM_guardedalloc.h"
/******************************** Prototypes ********************************/
static bool collection_child_add(Collection *parent, Collection *collection, int flag, const bool add_us);
static bool collection_child_remove(Collection *parent, Collection *collection);
static bool collection_object_add(Main *bmain, Collection *collection, Object *ob, int flag, const bool add_us);
static bool collection_object_remove(Main *bmain, Collection *collection, Object *ob, const bool free_us);
static CollectionChild *collection_find_child(Collection *parent, Collection *collection);
static CollectionParent *collection_find_parent(Collection *child, Collection *collection);
static bool collection_find_child_recursive(Collection *parent, Collection *collection);
/***************************** Add Collection *******************************/
/* Add new collection, without view layer syncing. */
static Collection *collection_add(Main *bmain, Collection *collection_parent, const char *name_custom)
{
/* Determine new collection name. */
char name[MAX_NAME];
if (name_custom) {
STRNCPY(name, name_custom);
}
else {
BKE_collection_new_name_get(collection_parent, name);
}
/* Create new collection. */
Collection *collection = BKE_libblock_alloc(bmain, ID_GR, name, 0);
/* We increase collection user count when linking to Collections. */
id_us_min(&collection->id);
/* Optionally add to parent collection. */
if (collection_parent) {
collection_child_add(collection_parent, collection, 0, true);
}
return collection;
}
/**
* Add a collection to a collection ListBase and syncronize all render layers
* The ListBase is NULL when the collection is to be added to the master collection
*/
Collection *BKE_collection_add(Main *bmain, Collection *collection_parent, const char *name_custom)
{
Collection *collection = collection_add(bmain, collection_parent, name_custom);
BKE_main_collection_sync(bmain);
return collection;
}
/*********************** Free and Delete Collection ****************************/
/** Free (or release) any data used by this collection (does not free the collection itself). */
void BKE_collection_free(Collection *collection)
{
/* No animdata here. */
BKE_previewimg_free(&collection->preview);
BLI_freelistN(&collection->gobject);
BLI_freelistN(&collection->children);
BLI_freelistN(&collection->parents);
BKE_collection_object_cache_free(collection);
}
/**
* Remove a collection, optionally removing its child objects or moving
* them to parent collections.
*/
bool BKE_collection_delete(Main *bmain, Collection *collection, bool hierarchy)
{
/* Master collection is not real datablock, can't be removed. */
if (collection->flag & COLLECTION_IS_MASTER) {
BLI_assert("!Scene master collection can't be deleted");
return false;
}
if (hierarchy) {
/* Remove child objects. */
CollectionObject *cob = collection->gobject.first;
while (cob != NULL) {
collection_object_remove(bmain, collection, cob->ob, true);
cob = collection->gobject.first;
}
/* Delete all child collections recursively. */
CollectionChild *child = collection->children.first;
while (child != NULL) {
BKE_collection_delete(bmain, child->collection, hierarchy);
child = collection->children.first;
}
}
else {
/* Link child collections into parent collection. */
for (CollectionChild *child = collection->children.first; child; child = child->next) {
for (CollectionParent *cparent = collection->parents.first; cparent; cparent = cparent->next) {
Collection *parent = cparent->collection;
collection_child_add(parent, child->collection, 0, true);
}
}
CollectionObject *cob = collection->gobject.first;
while (cob != NULL) {
/* Link child object into parent collections. */
for (CollectionParent *cparent = collection->parents.first; cparent; cparent = cparent->next) {
Collection *parent = cparent->collection;
collection_object_add(bmain, parent, cob->ob, 0, true);
}
/* Remove child object. */
collection_object_remove(bmain, collection, cob->ob, true);
cob = collection->gobject.first;
}
}
BKE_libblock_delete(bmain, collection);
BKE_main_collection_sync(bmain);
return true;
}
/***************************** Collection Copy *******************************/
/**
* Only copy internal data of Collection ID from source to already allocated/initialized destination.
* You probably nerver want to use that directly, use id_copy or BKE_id_copy_ex for typical needs.
*
* WARNING! This function will not handle ID user count!
*
* \param flag Copying options (see BKE_library.h's LIB_ID_COPY_... flags for more).
*/
void BKE_collection_copy_data(
Main *bmain, Collection *collection_dst, const Collection *collection_src, const int flag)
{
/* Do not copy collection's preview (same behavior as for objects). */
if ((flag & LIB_ID_COPY_NO_PREVIEW) == 0 && false) { /* XXX TODO temp hack */
BKE_previewimg_id_copy(&collection_dst->id, &collection_src->id);
}
else {
collection_dst->preview = NULL;
}
collection_dst->flag &= ~COLLECTION_HAS_OBJECT_CACHE;
BLI_listbase_clear(&collection_dst->object_cache);
BLI_listbase_clear(&collection_dst->gobject);
BLI_listbase_clear(&collection_dst->children);
BLI_listbase_clear(&collection_dst->parents);
for (CollectionChild *child = collection_src->children.first; child; child = child->next) {
collection_child_add(collection_dst, child->collection, flag, false);
}
for (CollectionObject *cob = collection_src->gobject.first; cob; cob = cob->next) {
collection_object_add(bmain, collection_dst, cob->ob, flag, false);
}
}
/**
* Makes a shallow copy of a Collection
*
* Add a new collection in the same level as the old one, copy any nested collections
* but link the objects to the new collection (as oppose to copy them).
*/
Collection *BKE_collection_copy(Main *bmain, Collection *parent, Collection *collection)
{
/* It's not allowed to copy the master collection. */
if (collection->flag & COLLECTION_IS_MASTER) {
BLI_assert("!Master collection can't be copied");
return NULL;
}
Collection *collection_new;
BKE_id_copy_ex(bmain, &collection->id, (ID **)&collection_new, 0, false);
/* Optionally add to parent. */
if (parent) {
if (collection_child_add(parent, collection_new, 0, true)) {
/* Put collection right after existing one. */
CollectionChild *child = collection_find_child(parent, collection);
CollectionChild *child_new = collection_find_child(parent, collection_new);
if (child && child_new) {
BLI_remlink(&parent->children, child_new);
BLI_insertlinkafter(&parent->children, child, child_new);
}
}
}
BKE_main_collection_sync(bmain);
return collection_new;
}
Collection *BKE_collection_copy_master(Main *bmain, Collection *collection, const int flag)
{
BLI_assert(collection->flag & COLLECTION_IS_MASTER);
Collection *collection_dst = MEM_dupallocN(collection);
BKE_collection_copy_data(bmain, collection_dst, collection, flag);
return collection_dst;
}
void BKE_collection_copy_full(Main *UNUSED(bmain), Collection *UNUSED(collection))
{
// TODO: implement full scene copy
}
void BKE_collection_make_local(Main *bmain, Collection *collection, const bool lib_local)
{
BKE_id_make_local_generic(bmain, &collection->id, true, lib_local);
}
/********************************* Naming *******************************/
/**
* The automatic/fallback name of a new collection.
*/
void BKE_collection_new_name_get(Collection *collection_parent, char *rname)
{
char *name;
if (!collection_parent) {
name = BLI_sprintfN("Collection");
}
else if (collection_parent->flag & COLLECTION_IS_MASTER) {
name = BLI_sprintfN("Collection %d", BLI_listbase_count(&collection_parent->children) + 1);
}
else {
const int number = BLI_listbase_count(&collection_parent->children) + 1;
const int digits = integer_digits_i(number);
const int max_len =
sizeof(collection_parent->id.name) - 1 /* NULL terminator */ - (1 + digits) /* " %d" */ - 2 /* ID */;
name = BLI_sprintfN("%.*s %d", max_len, collection_parent->id.name + 2, number);
}
BLI_strncpy(rname, name, MAX_NAME);
MEM_freeN(name);
}
/* **************** Object List Cache *******************/
static void collection_object_cache_fill(ListBase *lb, Collection *collection, int parent_restrict)
{
int child_restrict = collection->flag | parent_restrict;
for (CollectionObject *cob = collection->gobject.first; cob; cob = cob->next) {
Base *base = BLI_findptr(lb, cob->ob, offsetof(Base, object));
if (base == NULL) {
base = MEM_callocN(sizeof(Base), "Object Base");
base->object = cob->ob;
BLI_addtail(lb, base);
}
int object_restrict = base->object->restrictflag;
if (((child_restrict & COLLECTION_RESTRICT_VIEW) == 0) &&
((object_restrict & OB_RESTRICT_VIEW) == 0))
{
base->flag |= BASE_VISIBLE_VIEWPORT;
}
if (((child_restrict & COLLECTION_RESTRICT_RENDER) == 0) &&
((object_restrict & OB_RESTRICT_RENDER) == 0))
{
base->flag |= BASE_VISIBLE_RENDER;
}
}
for (CollectionChild *child = collection->children.first; child; child = child->next) {
collection_object_cache_fill(lb, child->collection, child_restrict);
}
}
ListBase BKE_collection_object_cache_get(Collection *collection)
{
if (!(collection->flag & COLLECTION_HAS_OBJECT_CACHE)) {
static ThreadMutex cache_lock = BLI_MUTEX_INITIALIZER;
BLI_mutex_lock(&cache_lock);
if (!(collection->flag & COLLECTION_HAS_OBJECT_CACHE)) {
collection_object_cache_fill(&collection->object_cache, collection, 0);
collection->flag |= COLLECTION_HAS_OBJECT_CACHE;
}
BLI_mutex_unlock(&cache_lock);
}
return collection->object_cache;
}
static void collection_object_cache_free(Collection *collection)
{
/* Clear own cache an for all parents, since those are affected by changes as well. */
collection->flag &= ~COLLECTION_HAS_OBJECT_CACHE;
BLI_freelistN(&collection->object_cache);
for (CollectionParent *parent = collection->parents.first; parent; parent = parent->next) {
collection_object_cache_free(parent->collection);
}
}
void BKE_collection_object_cache_free(Collection *collection)
{
collection_object_cache_free(collection);
}
Base *BKE_collection_or_layer_objects(const Depsgraph *depsgraph,
const Scene *scene,
const ViewLayer *view_layer,
Collection *collection)
{
// TODO: this is used by physics to get objects from a collection, but the
// the physics systems are not all using the depsgraph correctly which means
// we try different things. Instead we should explicitly get evaluated or
// non-evaluated data and always have the depsgraph available when needed
if (collection) {
return BKE_collection_object_cache_get(collection).first;
}
else if (depsgraph) {
view_layer = DEG_get_evaluated_view_layer(depsgraph);
if (view_layer) {
return FIRSTBASE(view_layer);
}
else {
view_layer = DEG_get_input_view_layer(depsgraph);
return FIRSTBASE(view_layer);
}
}
else if (view_layer) {
return FIRSTBASE(view_layer);
}
else {
/* depsgraph is NULL during deg build */
return FIRSTBASE(BKE_view_layer_context_active_PLACEHOLDER(scene));
}
}
/*********************** Scene Master Collection ***************/
Collection *BKE_collection_master_add()
{
/* Not an actual datablock, but owned by scene. */
Collection *master_collection = MEM_callocN(sizeof(Collection), "Master Collection");
STRNCPY(master_collection->id.name, "GRMaster Collection");
master_collection->flag |= COLLECTION_IS_MASTER;
return master_collection;
}
Collection *BKE_collection_master(const Scene *scene)
{
return scene->master_collection;
}
/*********************** Cyclic Checks ************************/
static bool collection_object_cyclic_check_internal(Object *object, Collection *collection)
{
if (object->dup_group) {
Collection *dup_collection = object->dup_group;
if ((dup_collection->id.tag & LIB_TAG_DOIT) == 0) {
/* Cycle already exists in collections, let's prevent further crappyness */
return true;
}
/* flag the object to identify cyclic dependencies in further dupli collections */
dup_collection->id.tag &= ~LIB_TAG_DOIT;
if (dup_collection == collection) {
return true;
}
else {
FOREACH_COLLECTION_OBJECT_RECURSIVE_BEGIN(dup_collection, collection_object)
{
if (collection_object_cyclic_check_internal(collection_object, dup_collection)) {
return true;
}
}
FOREACH_COLLECTION_OBJECT_RECURSIVE_END;
}
/* un-flag the object, it's allowed to have the same collection multiple times in parallel */
dup_collection->id.tag |= LIB_TAG_DOIT;
}
return false;
}
bool BKE_collection_object_cyclic_check(Main *bmain, Object *object, Collection *collection)
{
/* first flag all collections */
BKE_main_id_tag_listbase(&bmain->collection, LIB_TAG_DOIT, true);
return collection_object_cyclic_check_internal(object, collection);
}
/******************* Collection Object Membership *******************/
bool BKE_collection_has_object(Collection *collection, Object *ob)
{
if (ELEM(NULL, collection, ob)) {
return false;
}
return (BLI_findptr(&collection->gobject, ob, offsetof(CollectionObject, ob)));
}
bool BKE_collection_has_object_recursive(Collection *collection, Object *ob)
{
if (ELEM(NULL, collection, ob)) {
return false;
}
const ListBase objects = BKE_collection_object_cache_get(collection);
return (BLI_findptr(&objects, ob, offsetof(Base, object)));
}
Collection *BKE_collection_object_find(Main *bmain, Collection *collection, Object *ob)
{
if (collection)
collection = collection->id.next;
else
collection = bmain->collection.first;
while (collection) {
if (BKE_collection_has_object(collection, ob))
return collection;
collection = collection->id.next;
}
return NULL;
}
/********************** Collection Objects *********************/
static bool collection_object_add(Main *bmain, Collection *collection, Object *ob, int flag, const bool add_us)
{
if (ob->dup_group) {
/* Cyclic dependency check. */
if (collection_find_child_recursive(collection, ob->dup_group)) {
return false;
}
}
CollectionObject *cob = BLI_findptr(&collection->gobject, ob, offsetof(CollectionObject, ob));
if (cob) {
return false;
}
cob = MEM_callocN(sizeof(CollectionObject), __func__);
cob->ob = ob;
BLI_addtail(&collection->gobject, cob);
BKE_collection_object_cache_free(collection);
if (add_us && (flag & LIB_ID_CREATE_NO_USER_REFCOUNT) == 0) {
id_us_plus(&ob->id);
}
if ((flag & LIB_ID_CREATE_NO_MAIN) == 0) {
DEG_id_tag_update_ex(bmain, &collection->id, DEG_TAG_COPY_ON_WRITE);
}
return true;
}
static bool collection_object_remove(Main *bmain, Collection *collection, Object *ob, const bool free_us)
{
CollectionObject *cob = BLI_findptr(&collection->gobject, ob, offsetof(CollectionObject, ob));
if (cob == NULL) {
return false;
}
BLI_freelinkN(&collection->gobject, cob);
BKE_collection_object_cache_free(collection);
if (free_us) {
BKE_libblock_free_us(bmain, ob);
}
else {
id_us_min(&ob->id);
}
DEG_id_tag_update_ex(bmain, &collection->id, DEG_TAG_COPY_ON_WRITE);
return true;
}
/**
* Add object to collection
*/
bool BKE_collection_object_add(Main *bmain, Collection *collection, Object *ob)
{
if (ELEM(NULL, collection, ob)) {
return false;
}
if (!collection_object_add(bmain, collection, ob, 0, true)) {
return false;
}
if (BKE_collection_is_in_scene(collection)) {
BKE_main_collection_sync(bmain);
}
return true;
}
/**
* Add object to all scene collections that reference objects is in
* (used to copy objects)
*/
void BKE_collection_object_add_from(Main *bmain, Scene *scene, Object *ob_src, Object *ob_dst)
{
FOREACH_SCENE_COLLECTION_BEGIN(scene, collection)
{
if (BKE_collection_has_object(collection, ob_src)) {
collection_object_add(bmain, collection, ob_dst, 0, true);
}
}
FOREACH_SCENE_COLLECTION_END;
BKE_main_collection_sync(bmain);
}
/**
* Remove object from collection.
*/
bool BKE_collection_object_remove(Main *bmain, Collection *collection, Object *ob, const bool free_us)
{
if (ELEM(NULL, collection, ob)) {
return false;
}
if (!collection_object_remove(bmain, collection, ob, free_us)) {
return false;
}
if (BKE_collection_is_in_scene(collection)) {
BKE_main_collection_sync(bmain);
}
return true;
}
/**
* Remove object from all collections of scene
* \param scene_collection_skip: Don't remove base from this collection.
*/
static bool scene_collections_object_remove(Main *bmain, Scene *scene, Object *ob, const bool free_us,
Collection *collection_skip)
{
bool removed = false;
BKE_scene_remove_rigidbody_object(bmain, scene, ob);
FOREACH_SCENE_COLLECTION_BEGIN(scene, collection)
{
if (collection != collection_skip) {
removed |= collection_object_remove(bmain, collection, ob, free_us);
}
}
FOREACH_SCENE_COLLECTION_END;
BKE_main_collection_sync(bmain);
return removed;
}
/**
* Remove object from all collections of scene
*/
bool BKE_scene_collections_object_remove(Main *bmain, Scene *scene, Object *ob, const bool free_us)
{
return scene_collections_object_remove(bmain, scene, ob, free_us, NULL);
}
/*
* Remove all NULL objects from non-scene collections.
* This is used for library remapping, where these pointers have been set to NULL.
* Otherwise this should never happen.
*/
void BKE_collections_object_remove_nulls(Main *bmain)
{
for (Collection *collection = bmain->collection.first; collection; collection = collection->id.next) {
if (!BKE_collection_is_in_scene(collection)) {
bool changed = false;
for (CollectionObject *cob = collection->gobject.first, *cob_next = NULL; cob; cob = cob_next) {
cob_next = cob->next;
if (cob->ob == NULL) {
BLI_freelinkN(&collection->gobject, cob);
changed = true;
}
}
if (changed) {
BKE_collection_object_cache_free(collection);
}
}
}
}
/*
* Remove all NULL children from parent objects of changed old_collection.
* This is used for library remapping, where these pointers have been set to NULL.
* Otherwise this should never happen.
*/
void BKE_collections_child_remove_nulls(Main *bmain, Collection *old_collection)
{
bool changed = false;
for (CollectionChild *child = old_collection->children.first; child; child = child->next) {
CollectionParent *cparent = collection_find_parent(child->collection, old_collection);
if (cparent) {
BLI_freelinkN(&child->collection->parents, cparent);
}
}
for (CollectionParent *cparent = old_collection->parents.first; cparent; cparent = cparent->next) {
Collection *parent = cparent->collection;
for (CollectionChild *child = parent->children.first, *child_next = NULL; child; child = child_next) {
child_next = child->next;
if (child->collection == NULL) {
BLI_freelinkN(&parent->children, child);
changed = true;
}
}
}
BLI_freelistN(&old_collection->parents);
if (changed) {
BKE_main_collection_sync(bmain);
}
}
/**
* Move object from a collection into another
*
* If source collection is NULL move it from all the existing collections.
*/
void BKE_collection_object_move(
Main *bmain, Scene *scene, Collection *collection_dst, Collection *collection_src, Object *ob)
{
/* In both cases we first add the object, then remove it from the other collections.
* Otherwise we lose the original base and whether it was active and selected. */
if (collection_src != NULL) {
if (BKE_collection_object_add(bmain, collection_dst, ob)) {
BKE_collection_object_remove(bmain, collection_src, ob, false);
}
}
else {
/* Adding will fail if object is already in collection.
* However we still need to remove it from the other collections. */
BKE_collection_object_add(bmain, collection_dst, ob);
scene_collections_object_remove(bmain, scene, ob, false, collection_dst);
}
}
/***************** Collection Scene Membership ****************/
bool BKE_collection_is_in_scene(Collection *collection)
{
if (collection->flag & COLLECTION_IS_MASTER) {
return true;
}
for (CollectionParent *cparent = collection->parents.first; cparent; cparent = cparent->next) {
if (BKE_collection_is_in_scene(cparent->collection)) {
return true;
}
}
return false;
}
void BKE_collections_after_lib_link(Main *bmain)
{
/* Update view layer collections to match any changes in linked
* collections after file load. */
BKE_main_collection_sync(bmain);
}
/********************** Collection Children *******************/
bool BKE_collection_find_cycle(Collection *new_ancestor, Collection *collection)
{
if (collection == new_ancestor) {
return true;
}
for (CollectionParent *parent = new_ancestor->parents.first; parent; parent = parent->next) {
if (BKE_collection_find_cycle(parent->collection, collection)) {
return true;
}
}
return false;
}
static CollectionChild *collection_find_child(Collection *parent, Collection *collection)
{
return BLI_findptr(&parent->children, collection, offsetof(CollectionChild, collection));
}
static bool collection_find_child_recursive(Collection *parent, Collection *collection)
{
for (CollectionChild *child = parent->children.first; child; child = child->next) {
if (child->collection == collection) {
return true;
}
if (collection_find_child_recursive(child->collection, collection)) {
return true;
}
}
return false;
}
static CollectionParent *collection_find_parent(Collection *child, Collection *collection)
{
return BLI_findptr(&child->parents, collection, offsetof(CollectionParent, collection));
}
static bool collection_child_add(Collection *parent, Collection *collection, const int flag, const bool add_us)
{
CollectionChild *child = collection_find_child(parent, collection);
if (child) {
return false;
}
if (BKE_collection_find_cycle(parent, collection)) {
return false;
}
child = MEM_callocN(sizeof(CollectionChild), "CollectionChild");
child->collection = collection;
BLI_addtail(&parent->children, child);
/* Don't add parent links for depsgraph datablocks, these are not kept in sync. */
if ((flag & LIB_ID_CREATE_NO_MAIN) == 0) {
CollectionParent *cparent = MEM_callocN(sizeof(CollectionParent), "CollectionParent");
cparent->collection = parent;
BLI_addtail(&collection->parents, cparent);
}
if (add_us) {
id_us_plus(&collection->id);
}
BKE_collection_object_cache_free(parent);
return true;
}
static bool collection_child_remove(Collection *parent, Collection *collection)
{
CollectionChild *child = collection_find_child(parent, collection);
if (child == NULL) {
return false;
}
CollectionParent *cparent = collection_find_parent(collection, parent);
BLI_freelinkN(&collection->parents, cparent);
BLI_freelinkN(&parent->children, child);
id_us_min(&collection->id);
BKE_collection_object_cache_free(parent);
return true;
}
bool BKE_collection_child_add(Main *bmain, Collection *parent, Collection *child)
{
if (!collection_child_add(parent, child, 0, true)) {
return false;
}
BKE_main_collection_sync(bmain);
return true;
}
bool BKE_collection_child_remove(Main *bmain, Collection *parent, Collection *child)
{
if (!collection_child_remove(parent, child)) {
return false;
}
BKE_main_collection_sync(bmain);
return true;
}
/********************** Collection index *********************/
static Collection *collection_from_index_recursive(Collection *collection, const int index, int *index_current)
{
if (index == (*index_current)) {
return collection;
}
(*index_current)++;
for (CollectionChild *child = collection->children.first; child; child = child->next) {
Collection *nested = collection_from_index_recursive(child->collection, index, index_current);
if (nested != NULL) {
return nested;
}
}
return NULL;
}
/**
* Return Scene Collection for a given index.
*
* The index is calculated from top to bottom counting the children before the siblings.
*/
Collection *BKE_collection_from_index(Scene *scene, const int index)
{
int index_current = 0;
Collection *master_collection = BKE_collection_master(scene);
return collection_from_index_recursive(master_collection, index, &index_current);
}
static bool collection_objects_select(ViewLayer *view_layer, Collection *collection, bool deselect)
{
bool changed = false;
if (collection->flag & COLLECTION_RESTRICT_SELECT) {
return false;
}
for (CollectionObject *cob = collection->gobject.first; cob; cob = cob->next) {
Base *base = BKE_view_layer_base_find(view_layer, cob->ob);
if (base) {
if (deselect) {
if (base->flag & BASE_SELECTED) {
base->flag &= ~BASE_SELECTED;
changed = true;
}
}
else {
if ((base->flag & BASE_SELECTABLED) && !(base->flag & BASE_SELECTED)) {
base->flag |= BASE_SELECTED;
changed = true;
}
}
}
}
for (CollectionChild *child = collection->children.first; child; child = child->next) {
if (collection_objects_select(view_layer, collection, deselect)) {
changed = true;
}
}
return changed;
}
/**
* 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(ViewLayer *view_layer, Collection *collection, bool deselect)
{
LayerCollection *layer_collection = BKE_layer_collection_first_from_scene_collection(view_layer, collection);
if (layer_collection != NULL) {
return BKE_layer_collection_objects_select(view_layer, layer_collection, deselect);
}
else {
return collection_objects_select(view_layer, collection, deselect);
}
}
/***************** Collection move (outliner drag & drop) *********************/
bool BKE_collection_move(Main *bmain,
Collection *to_parent,
Collection *from_parent,
Collection *relative,
bool relative_after,
Collection *collection)
{
if (collection->flag & COLLECTION_IS_MASTER) {
return false;
}
if (BKE_collection_find_cycle(to_parent, collection)) {
return false;
}
/* Move to new parent collection */
if (from_parent) {
collection_child_remove(from_parent, collection);
}
collection_child_add(to_parent, collection, 0, true);
/* Move to specified location under parent. */
if (relative) {
CollectionChild *child = collection_find_child(to_parent, collection);
CollectionChild *relative_child = collection_find_child(to_parent, relative);
if (relative_child) {
BLI_remlink(&to_parent->children, child);
if (relative_after) {
BLI_insertlinkafter(&to_parent->children, relative_child, child);
}
else {
BLI_insertlinkbefore(&to_parent->children, relative_child, child);
}
BKE_collection_object_cache_free(to_parent);
}
}
BKE_main_collection_sync(bmain);
return true;
}
/**************************** Iterators ******************************/
/* scene collection iteractor */
typedef struct CollectionsIteratorData {
Scene *scene;
void **array;
int tot, cur;
} CollectionsIteratorData;
static void scene_collection_callback(Collection *collection, BKE_scene_collections_Cb callback, void *data)
{
callback(collection, data);
for (CollectionChild *child = collection->children.first; child; child = child->next) {
scene_collection_callback(child->collection, callback, data);
}
}
static void scene_collections_count(Collection *UNUSED(collection), void *data)
{
int *tot = data;
(*tot)++;
}
static void scene_collections_build_array(Collection *collection, void *data)
{
Collection ***array = data;
**array = collection;
(*array)++;
}
static void scene_collections_array(Scene *scene, Collection ***collections_array, int *tot)
{
Collection *collection;
Collection **array;
*collections_array = NULL;
*tot = 0;
if (scene == NULL) {
return;
}
collection = BKE_collection_master(scene);
BLI_assert(collection != NULL);
scene_collection_callback(collection, scene_collections_count, tot);
if (*tot == 0)
return;
*collections_array = array = MEM_mallocN(sizeof(Collection *) * (*tot), "CollectionArray");
scene_collection_callback(collection, scene_collections_build_array, &array);
}
/**
* Only use this in non-performance critical situations
* (it iterates over all scene collections twice)
*/
void BKE_scene_collections_iterator_begin(BLI_Iterator *iter, void *data_in)
{
Scene *scene = data_in;
CollectionsIteratorData *data = MEM_callocN(sizeof(CollectionsIteratorData), __func__);
data->scene = scene;
iter->data = data;
iter->valid = true;
scene_collections_array(scene, (Collection ***)&data->array, &data->tot);
BLI_assert(data->tot != 0);
data->cur = 0;
iter->current = data->array[data->cur];
}
void BKE_scene_collections_iterator_next(struct BLI_Iterator *iter)
{
CollectionsIteratorData *data = iter->data;
if (++data->cur < data->tot) {
iter->current = data->array[data->cur];
}
else {
iter->valid = false;
}
}
void BKE_scene_collections_iterator_end(struct BLI_Iterator *iter)
{
CollectionsIteratorData *data = iter->data;
if (data) {
if (data->array) {
MEM_freeN(data->array);
}
MEM_freeN(data);
}
iter->valid = false;
}
/* scene objects iteractor */
typedef struct SceneObjectsIteratorData {
GSet *visited;
CollectionObject *cob_next;
BLI_Iterator scene_collection_iter;
} SceneObjectsIteratorData;
void BKE_scene_objects_iterator_begin(BLI_Iterator *iter, void *data_in)
{
Scene *scene = data_in;
SceneObjectsIteratorData *data = MEM_callocN(sizeof(SceneObjectsIteratorData), __func__);
iter->data = data;
/* lookup list ot make sure each object is object called once */
data->visited = BLI_gset_ptr_new(__func__);
/* we wrap the scenecollection iterator here to go over the scene collections */
BKE_scene_collections_iterator_begin(&data->scene_collection_iter, scene);
Collection *collection = data->scene_collection_iter.current;
if (collection->gobject.first != NULL) {
iter->current = ((CollectionObject *)collection->gobject.first)->ob;
}
else {
BKE_scene_objects_iterator_next(iter);
}
}
/**
* Gets the first unique object in the sequence
*/
static CollectionObject *object_base_unique(GSet *gs, CollectionObject *cob)
{
for (; cob != NULL; cob = cob->next) {
Object *ob = cob->ob;
void **ob_key_p;
if (!BLI_gset_ensure_p_ex(gs, ob, &ob_key_p)) {
*ob_key_p = ob;
return cob;
}
}
return NULL;
}
void BKE_scene_objects_iterator_next(BLI_Iterator *iter)
{
SceneObjectsIteratorData *data = iter->data;
CollectionObject *cob = data->cob_next ? object_base_unique(data->visited, data->cob_next) : NULL;
if (cob) {
data->cob_next = cob->next;
iter->current = cob->ob;
}
else {
/* if this is the last object of this ListBase look at the next Collection */
Collection *collection;
BKE_scene_collections_iterator_next(&data->scene_collection_iter);
do {
collection = data->scene_collection_iter.current;
/* get the first unique object of this collection */
CollectionObject *new_cob = object_base_unique(data->visited, collection->gobject.first);
if (new_cob) {
data->cob_next = new_cob->next;
iter->current = new_cob->ob;
return;
}
BKE_scene_collections_iterator_next(&data->scene_collection_iter);
} while (data->scene_collection_iter.valid);
if (!data->scene_collection_iter.valid) {
iter->valid = false;
}
}
}
void BKE_scene_objects_iterator_end(BLI_Iterator *iter)
{
SceneObjectsIteratorData *data = iter->data;
if (data) {
BKE_scene_collections_iterator_end(&data->scene_collection_iter);
BLI_gset_free(data->visited, NULL);
MEM_freeN(data);
}
}