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authorDalai Felinto <dfelinto@gmail.com>2017-02-07 12:18:38 +0300
committerDalai Felinto <dfelinto@gmail.com>2017-02-07 13:11:00 +0300
commitaeb8e81f2741aabc95d14bce7a83cef45481959c (patch)
tree16a9a4af34f0b7cd114c66ea38625b1ca8e453e6 /source/blender/blenkernel/intern/layer.c
parent97fa285ae1b9b320f04ac0ac427917abc2de180a (diff)
Render Layers and Collections (merge from render-layers)
Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
Diffstat (limited to 'source/blender/blenkernel/intern/layer.c')
-rw-r--r--source/blender/blenkernel/intern/layer.c684
1 files changed, 684 insertions, 0 deletions
diff --git a/source/blender/blenkernel/intern/layer.c b/source/blender/blenkernel/intern/layer.c
new file mode 100644
index 00000000000..cec1d70463f
--- /dev/null
+++ b/source/blender/blenkernel/intern/layer.c
@@ -0,0 +1,684 @@
+/*
+ * ***** 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/layer.c
+ * \ingroup bke
+ */
+
+#include "BLI_listbase.h"
+#include "BLI_string.h"
+#include "BLI_string_utf8.h"
+#include "BLI_string_utils.h"
+#include "BLT_translation.h"
+
+#include "BKE_layer.h"
+#include "BKE_collection.h"
+#include "BKE_layer.h"
+#include "BKE_main.h"
+#include "BKE_node.h"
+
+#include "DNA_ID.h"
+#include "DNA_layer_types.h"
+#include "DNA_object_types.h"
+#include "DNA_node_types.h"
+#include "DNA_scene_types.h"
+
+#include "MEM_guardedalloc.h"
+
+/* prototype */
+static void layer_collection_free(SceneLayer *sl, LayerCollection *lc);
+static LayerCollection *layer_collection_add(SceneLayer *sl, ListBase *lb, SceneCollection *sc);
+static LayerCollection *find_layer_collection_by_scene_collection(LayerCollection *lc, const SceneCollection *sc);
+static void object_bases_Iterator_next(Iterator *iter, const int flag);
+
+/* RenderLayer */
+
+/**
+ * Add a new renderlayer
+ * by default, a renderlayer has the master collection
+ */
+SceneLayer *BKE_scene_layer_add(Scene *scene, const char *name)
+{
+ if (!name) {
+ name = DATA_("Render Layer");
+ }
+
+ SceneLayer *sl = MEM_callocN(sizeof(SceneLayer), "Scene Layer");
+ sl->flag |= SCENE_LAYER_RENDER;
+
+ BLI_addtail(&scene->render_layers, sl);
+
+ /* unique name */
+ BLI_strncpy_utf8(sl->name, name, sizeof(sl->name));
+ BLI_uniquename(&scene->render_layers, sl, DATA_("SceneLayer"), '.', offsetof(SceneLayer, name), sizeof(sl->name));
+
+ SceneCollection *sc = BKE_collection_master(scene);
+ layer_collection_add(sl, &sl->layer_collections, sc);
+
+ return sl;
+}
+
+bool BKE_scene_layer_remove(Main *bmain, Scene *scene, SceneLayer *sl)
+{
+ const int act = BLI_findindex(&scene->render_layers, sl);
+
+ if (act == -1) {
+ return false;
+ }
+ else if ( (scene->render_layers.first == scene->render_layers.last) &&
+ (scene->render_layers.first == sl))
+ {
+ /* ensure 1 layer is kept */
+ return false;
+ }
+
+ BLI_remlink(&scene->render_layers, sl);
+
+ BKE_scene_layer_free(sl);
+ MEM_freeN(sl);
+
+ scene->active_layer = 0;
+ /* TODO WORKSPACE: set active_layer to 0 */
+
+ for (Scene *sce = bmain->scene.first; sce; sce = sce->id.next) {
+ if (sce->nodetree) {
+ BKE_nodetree_remove_layer_n(sce->nodetree, scene, act);
+ }
+ }
+
+ return true;
+}
+
+/**
+ * Free (or release) any data used by this SceneLayer (does not free the SceneLayer itself).
+ */
+void BKE_scene_layer_free(SceneLayer *sl)
+{
+ sl->basact = NULL;
+ BLI_freelistN(&sl->object_bases);
+
+ for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
+ layer_collection_free(NULL, lc);
+ }
+ BLI_freelistN(&sl->layer_collections);
+}
+
+/**
+ * Set the render engine of a renderlayer
+ */
+void BKE_scene_layer_engine_set(SceneLayer *sl, const char *engine)
+{
+ BLI_strncpy_utf8(sl->engine, engine, sizeof(sl->engine));
+}
+
+/**
+ * Tag all the selected objects of a renderlayer
+ */
+void BKE_scene_layer_selected_objects_tag(SceneLayer *sl, const int tag)
+{
+ for (Base *base = sl->object_bases.first; base; base = base->next) {
+ if ((base->flag & BASE_SELECTED) != 0) {
+ base->object->flag |= tag;
+ }
+ else {
+ base->object->flag &= ~tag;
+ }
+ }
+}
+
+static bool find_scene_collection_in_scene_collections(ListBase *lb, const LayerCollection *lc)
+{
+ for (LayerCollection *lcn = lb->first; lcn; lcn = lcn->next) {
+ if (lcn == lc) {
+ return true;
+ }
+ if (find_scene_collection_in_scene_collections(&lcn->layer_collections, lc)) {
+ return true;
+ }
+ }
+ return false;
+}
+
+/**
+ * Find the SceneLayer a LayerCollection belongs to
+ */
+SceneLayer *BKE_scene_layer_find_from_collection(Scene *scene, LayerCollection *lc)
+{
+ for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
+ if (find_scene_collection_in_scene_collections(&sl->layer_collections, lc)) {
+ return sl;
+ }
+ }
+ return NULL;
+}
+
+/* Base */
+
+Base *BKE_scene_layer_base_find(SceneLayer *sl, Object *ob)
+{
+ return BLI_findptr(&sl->object_bases, ob, offsetof(Base, object));
+}
+
+void BKE_scene_layer_base_deselect_all(SceneLayer *sl)
+{
+ Base *base;
+
+ for (base = sl->object_bases.first; base; base = base->next) {
+ base->flag &= ~BASE_SELECTED;
+ }
+}
+
+void BKE_scene_layer_base_select(struct SceneLayer *sl, Base *selbase)
+{
+ sl->basact = selbase;
+ if ((selbase->flag & BASE_SELECTABLED) != 0) {
+ selbase->flag |= BASE_SELECTED;
+ }
+}
+
+static void scene_layer_object_base_unref(SceneLayer* sl, Base *base)
+{
+ base->refcount--;
+
+ /* It only exists in the RenderLayer */
+ if (base->refcount == 0) {
+ if (sl->basact == base) {
+ sl->basact = NULL;
+ }
+
+ BLI_remlink(&sl->object_bases, base);
+ MEM_freeN(base);
+ }
+}
+
+static void layer_collection_base_flag_recalculate(LayerCollection *lc, const bool tree_is_visible, const bool tree_is_selectable)
+{
+ bool is_visible = tree_is_visible && ((lc->flag & COLLECTION_VISIBLE) != 0);
+ /* an object can only be selected if it's visible */
+ bool is_selectable = tree_is_selectable && is_visible && ((lc->flag & COLLECTION_SELECTABLE) != 0);
+
+ for (LinkData *link = lc->object_bases.first; link; link = link->next) {
+ Base *base = link->data;
+
+ if (is_visible) {
+ base->flag |= BASE_VISIBLED;
+ }
+ else {
+ base->flag &= ~BASE_VISIBLED;
+ }
+
+ if (is_selectable) {
+ base->flag |= BASE_SELECTABLED;
+ }
+ else {
+ base->flag &= ~BASE_SELECTABLED;
+ }
+ }
+
+ for (LayerCollection *lcn = lc->layer_collections.first; lcn; lcn = lcn->next) {
+ layer_collection_base_flag_recalculate(lcn, is_visible, is_selectable);
+ }
+}
+
+/**
+ * Re-evaluate the ObjectBase flags for SceneLayer
+ */
+void BKE_scene_layer_base_flag_recalculate(SceneLayer *sl)
+{
+ for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
+ layer_collection_base_flag_recalculate(lc, true, true);
+ }
+
+ /* if base is not selectabled, clear select */
+ for (Base *base = sl->object_bases.first; base; base = base->next) {
+ if ((base->flag & BASE_SELECTABLED) == 0) {
+ base->flag &= ~BASE_SELECTED;
+ }
+ }
+}
+
+/**
+ * Return the base if existent, or create it if necessary
+ * Always bump the refcount
+ */
+static Base *object_base_add(SceneLayer *sl, Object *ob)
+{
+ Base *base;
+ base = BKE_scene_layer_base_find(sl, ob);
+
+ if (base == NULL) {
+ base = MEM_callocN(sizeof(Base), "Object Base");
+
+ /* do not bump user count, leave it for SceneCollections */
+ base->object = ob;
+ BLI_addtail(&sl->object_bases, base);
+ }
+ base->refcount++;
+ return base;
+}
+
+/* LayerCollection */
+
+/**
+ * When freeing the entire SceneLayer at once we don't bother with unref
+ * otherwise SceneLayer is passed to keep the syncing of the LayerCollection tree
+ */
+static void layer_collection_free(SceneLayer *sl, LayerCollection *lc)
+{
+ if (sl) {
+ for (LinkData *link = lc->object_bases.first; link; link = link->next) {
+ scene_layer_object_base_unref(sl, link->data);
+ }
+ }
+
+ BLI_freelistN(&lc->object_bases);
+ BLI_freelistN(&lc->overrides);
+
+ for (LayerCollection *nlc = lc->layer_collections.first; nlc; nlc = nlc->next) {
+ layer_collection_free(sl, nlc);
+ }
+ BLI_freelistN(&lc->layer_collections);
+}
+
+/**
+ * Free (or release) LayerCollection from SceneLayer
+ * (does not free the LayerCollection itself).
+ */
+void BKE_layer_collection_free(SceneLayer *sl, LayerCollection *lc)
+{
+ layer_collection_free(sl, lc);
+}
+
+/* LayerCollection */
+
+/**
+ * Recursively get the collection for a given index
+ */
+static LayerCollection *collection_from_index(ListBase *lb, const int number, int *i)
+{
+ for (LayerCollection *lc = lb->first; lc; lc = lc->next) {
+ if (*i == number) {
+ return lc;
+ }
+
+ (*i)++;
+
+ LayerCollection *lc_nested = collection_from_index(&lc->layer_collections, number, i);
+ if (lc_nested) {
+ return lc_nested;
+ }
+ }
+ return NULL;
+}
+
+/**
+ * Get the active collection
+ */
+LayerCollection *BKE_layer_collection_active(SceneLayer *sl)
+{
+ int i = 0;
+ return collection_from_index(&sl->layer_collections, sl->active_collection, &i);
+}
+
+/**
+ * Recursively get the count of collections
+ */
+static int collection_count(ListBase *lb)
+{
+ int i = 0;
+ for (LayerCollection *lc = lb->first; lc; lc = lc->next) {
+ i += collection_count(&lc->layer_collections) + 1;
+ }
+ return i;
+}
+
+/**
+ * Get the total number of collections
+ * (including all the nested collections)
+ */
+int BKE_layer_collection_count(SceneLayer *sl)
+{
+ return collection_count(&sl->layer_collections);
+}
+
+/**
+ * Recursively get the index for a given collection
+ */
+static int index_from_collection(ListBase *lb, LayerCollection *lc, int *i)
+{
+ for (LayerCollection *lcol = lb->first; lcol; lcol = lcol->next) {
+ if (lcol == lc) {
+ return *i;
+ }
+
+ (*i)++;
+
+ int i_nested = index_from_collection(&lcol->layer_collections, lc, i);
+ if (i_nested != -1) {
+ return i_nested;
+ }
+ }
+ return -1;
+}
+
+/**
+ * Return -1 if not found
+ */
+int BKE_layer_collection_findindex(SceneLayer *sl, LayerCollection *lc)
+{
+ int i = 0;
+ return index_from_collection(&sl->layer_collections, lc, &i);
+}
+
+/**
+ * Link a collection to a renderlayer
+ * The collection needs to be created separately
+ */
+LayerCollection *BKE_collection_link(SceneLayer *sl, SceneCollection *sc)
+{
+ LayerCollection *lc = layer_collection_add(sl, &sl->layer_collections, sc);
+ sl->active_collection = BKE_layer_collection_findindex(sl, lc);
+ return lc;
+}
+
+/**
+ * Unlink a collection base from a renderlayer
+ * The corresponding collection is not removed from the master collection
+ */
+void BKE_collection_unlink(SceneLayer *sl, LayerCollection *lc)
+{
+ BKE_layer_collection_free(sl, lc);
+ BKE_scene_layer_base_flag_recalculate(sl);
+
+ BLI_remlink(&sl->layer_collections, lc);
+ MEM_freeN(lc);
+ sl->active_collection = 0;
+}
+
+static void layer_collection_object_add(SceneLayer *sl, LayerCollection *lc, Object *ob)
+{
+ Base *base = object_base_add(sl, ob);
+
+ /* only add an object once - prevent SceneCollection->objects and
+ * SceneCollection->filter_objects to add the same object */
+
+ if (BLI_findptr(&lc->object_bases, base, offsetof(LinkData, data))) {
+ return;
+ }
+
+ BLI_addtail(&lc->object_bases, BLI_genericNodeN(base));
+
+ BKE_scene_layer_base_flag_recalculate(sl);
+}
+
+static void layer_collection_object_remove(SceneLayer *sl, LayerCollection *lc, Object *ob)
+{
+ Base *base;
+ base = BKE_scene_layer_base_find(sl, ob);
+
+ LinkData *link = BLI_findptr(&lc->object_bases, base, offsetof(LinkData, data));
+ BLI_remlink(&lc->object_bases, link);
+ MEM_freeN(link);
+
+ scene_layer_object_base_unref(sl, base);
+}
+
+static void layer_collection_objects_populate(SceneLayer *sl, LayerCollection *lc, ListBase *objects)
+{
+ for (LinkData *link = objects->first; link; link = link->next) {
+ layer_collection_object_add(sl, lc, link->data);
+ }
+}
+
+static void layer_collection_populate(SceneLayer *sl, LayerCollection *lc, SceneCollection *sc)
+{
+ layer_collection_objects_populate(sl, lc, &sc->objects);
+ layer_collection_objects_populate(sl, lc, &sc->filter_objects);
+
+ for (SceneCollection *nsc = sc->scene_collections.first; nsc; nsc = nsc->next) {
+ layer_collection_add(sl, &lc->layer_collections, nsc);
+ }
+}
+
+static LayerCollection *layer_collection_add(SceneLayer *sl, ListBase *lb, SceneCollection *sc)
+{
+ LayerCollection *lc = MEM_callocN(sizeof(LayerCollection), "Collection Base");
+ BLI_addtail(lb, lc);
+
+ lc->scene_collection = sc;
+ lc->flag = COLLECTION_VISIBLE + COLLECTION_SELECTABLE + COLLECTION_FOLDED;
+
+ layer_collection_populate(sl, lc, sc);
+ return lc;
+}
+
+
+/* ---------------------------------------------------------------------- */
+
+/**
+ * See if render layer has the scene collection linked directly, or indirectly (nested)
+ */
+bool BKE_scene_layer_has_collection(struct SceneLayer *sl, struct SceneCollection *sc)
+{
+ for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
+ if (find_layer_collection_by_scene_collection(lc, sc) != NULL) {
+ return true;
+ }
+ }
+ return false;
+}
+
+/**
+ * See if the object is in any of the scene layers of the scene
+ */
+bool BKE_scene_has_object(Scene *scene, Object *ob)
+{
+ for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
+ Base *base = BKE_scene_layer_base_find(sl, ob);
+ if (base) {
+ return true;
+ }
+ }
+ return false;
+}
+
+
+/* ---------------------------------------------------------------------- */
+/* Syncing */
+
+static LayerCollection *find_layer_collection_by_scene_collection(LayerCollection *lc, const SceneCollection *sc)
+{
+ if (lc->scene_collection == sc) {
+ return lc;
+ }
+
+ for (LayerCollection *nlc = lc->layer_collections.first; nlc; nlc = nlc->next) {
+ LayerCollection *found = find_layer_collection_by_scene_collection(nlc, sc);
+ if (found) {
+ return found;
+ }
+ }
+ return NULL;
+}
+
+/**
+ * Add a new LayerCollection for all the SceneLayers that have sc_parent
+ */
+void BKE_layer_sync_new_scene_collection(Scene *scene, const SceneCollection *sc_parent, SceneCollection *sc)
+{
+ for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
+ for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
+ LayerCollection *lc_parent = find_layer_collection_by_scene_collection(lc, sc_parent);
+ if (lc_parent) {
+ layer_collection_add(sl, &lc_parent->layer_collections, sc);
+ }
+ }
+ }
+}
+
+/**
+ * Add a corresponding ObjectBase to all the equivalent LayerCollection
+ */
+void BKE_layer_sync_object_link(Scene *scene, SceneCollection *sc, Object *ob)
+{
+ for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
+ for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
+ LayerCollection *found = find_layer_collection_by_scene_collection(lc, sc);
+ if (found) {
+ layer_collection_object_add(sl, found, ob);
+ }
+ }
+ }
+}
+
+/**
+ * Remove the equivalent object base to all layers that have this collection
+ * also remove all reference to ob in the filter_objects
+ */
+void BKE_layer_sync_object_unlink(Scene *scene, SceneCollection *sc, Object *ob)
+{
+ for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
+ for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
+ LayerCollection *found = find_layer_collection_by_scene_collection(lc, sc);
+ if (found) {
+ layer_collection_object_remove(sl, found, ob);
+ }
+ }
+ BKE_scene_layer_base_flag_recalculate(sl);
+ }
+}
+
+/* ---------------------------------------------------------------------- */
+/* Override */
+
+/**
+ * Add a new datablock override
+ */
+void BKE_collection_override_datablock_add(LayerCollection *UNUSED(lc), const char *UNUSED(data_path), ID *UNUSED(id))
+{
+ TODO_LAYER_OVERRIDE;
+}
+
+/* ---------------------------------------------------------------------- */
+/* Iterators */
+
+static void object_bases_Iterator_begin(Iterator *iter, void *data_in, const int flag)
+{
+ SceneLayer *sl = data_in;
+ Base *base = sl->object_bases.first;
+
+ /* when there are no objects */
+ if (base == NULL) {
+ iter->valid = false;
+ return;
+ }
+
+ iter->valid = true;
+ iter->data = base;
+
+ if ((base->flag & flag) == 0) {
+ object_bases_Iterator_next(iter, flag);
+ }
+ else {
+ iter->current = base;
+ }
+}
+
+static void object_bases_Iterator_next(Iterator *iter, const int flag)
+{
+ Base *base = ((Base *)iter->data)->next;
+
+ while (base) {
+ if ((base->flag & flag) != 0) {
+ iter->current = base;
+ iter->data = base;
+ return;
+ }
+ base = base->next;
+ }
+
+ iter->current = NULL;
+ iter->valid = false;
+}
+
+static void objects_Iterator_begin(Iterator *iter, void *data_in, const int flag)
+{
+ object_bases_Iterator_begin(iter, data_in, flag);
+
+ if (iter->valid) {
+ iter->current = ((Base *)iter->current)->object;
+ }
+}
+
+static void objects_Iterator_next(Iterator *iter, const int flag)
+{
+ object_bases_Iterator_next(iter, flag);
+
+ if (iter->valid) {
+ iter->current = ((Base *)iter->current)->object;
+ }
+}
+
+void BKE_selected_objects_Iterator_begin(Iterator *iter, void *data_in)
+{
+ objects_Iterator_begin(iter, data_in, BASE_SELECTED);
+}
+
+void BKE_selected_objects_Iterator_next(Iterator *iter)
+{
+ objects_Iterator_next(iter, BASE_SELECTED);
+}
+
+void BKE_selected_objects_Iterator_end(Iterator *UNUSED(iter))
+{
+ /* do nothing */
+}
+
+void BKE_visible_objects_Iterator_begin(Iterator *iter, void *data_in)
+{
+ objects_Iterator_begin(iter, data_in, BASE_VISIBLED);
+}
+
+void BKE_visible_objects_Iterator_next(Iterator *iter)
+{
+ objects_Iterator_next(iter, BASE_VISIBLED);
+}
+
+void BKE_visible_objects_Iterator_end(Iterator *UNUSED(iter))
+{
+ /* do nothing */
+}
+
+void BKE_visible_bases_Iterator_begin(Iterator *iter, void *data_in)
+{
+ object_bases_Iterator_begin(iter, data_in, BASE_VISIBLED);
+}
+
+void BKE_visible_bases_Iterator_next(Iterator *iter)
+{
+ object_bases_Iterator_next(iter, BASE_VISIBLED);
+}
+
+void BKE_visible_bases_Iterator_end(Iterator *UNUSED(iter))
+{
+ /* do nothing */
+}