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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/editors/space_view3d/view3d_intern.h
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/editors/space_view3d/view3d_intern.h')
-rw-r--r--source/blender/editors/space_view3d/view3d_intern.h14
1 files changed, 7 insertions, 7 deletions
diff --git a/source/blender/editors/space_view3d/view3d_intern.h b/source/blender/editors/space_view3d/view3d_intern.h
index 504a8383a41..bed47354d89 100644
--- a/source/blender/editors/space_view3d/view3d_intern.h
+++ b/source/blender/editors/space_view3d/view3d_intern.h
@@ -142,19 +142,19 @@ void draw_motion_paths_cleanup(View3D *v3d);
/* drawobject.c */
-void draw_object(Scene *scene, struct ARegion *ar, View3D *v3d, Base *base, const short dflag);
+void draw_object(Scene *scene, struct ARegion *ar, View3D *v3d, BaseLegacy *base, const short dflag);
void draw_mesh_object_outline(View3D *v3d, Object *ob, struct DerivedMesh *dm);
bool draw_glsl_material(Scene *scene, struct Object *ob, View3D *v3d, const char dt);
void draw_object_instance(Scene *scene, View3D *v3d, RegionView3D *rv3d, struct Object *ob, const char dt, int outline);
void draw_object_backbufsel(Scene *scene, View3D *v3d, RegionView3D *rv3d, struct Object *ob);
-void draw_object_wire_color(Scene *scene, Base *base, unsigned char r_ob_wire_col[4]);
+void draw_object_wire_color(Scene *scene, BaseLegacy *base, unsigned char r_ob_wire_col[4]);
void drawaxes(const float viewmat_local[4][4], float size, char drawtype, const unsigned char color[4]);
-void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
+void drawlamp(View3D *v3d, RegionView3D *rv3d, BaseLegacy *base,
const char dt, const short dflag, const unsigned char ob_wire_col[4],
const bool is_obact);
-void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
+void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, BaseLegacy *base,
const short dflag, const unsigned char ob_wire_col[4]);
void drawspeaker(const unsigned char ob_wire_col[3]);
void draw_bounding_volume(struct Object *ob, char type);
@@ -179,7 +179,7 @@ enum {
int view3d_effective_drawtype(const struct View3D *v3d);
/* drawarmature.c */
-bool draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
+bool draw_armature(Scene *scene, View3D *v3d, ARegion *ar, BaseLegacy *base,
const short dt, const short dflag, const unsigned char ob_wire_col[4],
const bool is_outline);
@@ -210,7 +210,7 @@ void view3d_main_region_draw(const struct bContext *C, struct ARegion *ar);
void view3d_main_region_draw_legacy(const struct bContext *C, struct ARegion *ar);
void ED_view3d_draw_depth(Scene *scene, struct ARegion *ar, View3D *v3d, bool alphaoverride);
void ED_view3d_draw_depth_gpencil(Scene *scene, ARegion *ar, View3D *v3d);
-void ED_view3d_after_add(ListBase *lb, Base *base, const short dflag);
+void ED_view3d_after_add(ListBase *lb, BaseLegacy *base, const short dflag);
void circ(float x, float y, float rad);
void view3d_update_depths_rect(struct ARegion *ar, struct ViewDepths *d, struct rcti *rect);
@@ -334,7 +334,7 @@ void VP_legacy_drawfloor(Scene *scene, View3D *v3d, const char **grid_unit, bool
void VP_legacy_view3d_main_region_setup_view(Scene *scene, View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4]);
bool VP_legacy_view3d_stereo3d_active(const struct bContext *C, Scene *scene, View3D *v3d, RegionView3D *rv3d);
void VP_legacy_view3d_stereo3d_setup(Scene *scene, View3D *v3d, ARegion *ar);
-void draw_dupli_objects(Scene *scene, ARegion *ar, View3D *v3d, Base *base);
+void draw_dupli_objects(Scene *scene, ARegion *ar, View3D *v3d, BaseLegacy *base);
bool VP_legacy_use_depth(Scene *scene, View3D *v3d);
void VP_drawviewborder(Scene *scene, ARegion *ar, View3D *v3d);
void VP_drawrenderborder(ARegion *ar, View3D *v3d);