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Diffstat (limited to 'source/blender/blenkernel/intern/collection.c')
-rw-r--r--source/blender/blenkernel/intern/collection.c905
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diff --git a/source/blender/blenkernel/intern/collection.c b/source/blender/blenkernel/intern/collection.c
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+++ b/source/blender/blenkernel/intern/collection.c
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+/*
+ * ***** 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 "BLT_translation.h"
+#include "BLI_string_utils.h"
+
+#include "BKE_collection.h"
+#include "BKE_group.h"
+#include "BKE_idprop.h"
+#include "BKE_layer.h"
+#include "BKE_library.h"
+#include "BKE_main.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 "MEM_guardedalloc.h"
+
+/* Prototypes. */
+static SceneCollection *find_collection_parent(const struct SceneCollection *sc_child, struct SceneCollection *sc_parent);
+static bool is_collection_in_tree(const struct SceneCollection *sc_reference, struct SceneCollection *sc_parent);
+
+static SceneCollection *collection_master_from_id(const ID *owner_id)
+{
+ switch (GS(owner_id->name)) {
+ case ID_SCE:
+ return ((Scene *)owner_id)->collection;
+ case ID_GR:
+ return ((Group *)owner_id)->collection;
+ default:
+ BLI_assert(!"ID doesn't support collections");
+ return NULL;
+ }
+}
+
+/**
+ * Add a new collection, but don't handle syncing with layer collections
+ */
+static SceneCollection *collection_add(ID *owner_id, SceneCollection *sc_parent, const int type, const char *name_custom)
+{
+ SceneCollection *sc_master = collection_master_from_id(owner_id);
+ SceneCollection *sc = MEM_callocN(sizeof(SceneCollection), "New Collection");
+ sc->type = type;
+ const char *name = name_custom;
+
+ if (!sc_parent) {
+ sc_parent = sc_master;
+ }
+
+ if (!name) {
+ if (sc_parent == sc_master) {
+ name = BLI_sprintfN("Collection %d", BLI_listbase_count(&sc_master->scene_collections) + 1);
+ }
+ else {
+ const int number = BLI_listbase_count(&sc_parent->scene_collections) + 1;
+ const int digits = integer_digits_i(number);
+ const int max_len = sizeof(sc_parent->name)
+ - 1 /* NULL terminator */
+ - (1 + digits) /* " %d" */;
+ name = BLI_sprintfN("%.*s %d", max_len, sc_parent->name, number);
+ }
+ }
+
+ BLI_addtail(&sc_parent->scene_collections, sc);
+ BKE_collection_rename((Scene *)owner_id, sc, name);
+
+ if (name != name_custom) {
+ MEM_freeN((char *)name);
+ }
+
+ return sc;
+}
+
+/**
+ * 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
+ */
+SceneCollection *BKE_collection_add(ID *owner_id, SceneCollection *sc_parent, const int type, const char *name_custom)
+{
+ SceneCollection *scene_collection = collection_add(owner_id, sc_parent, type, name_custom);
+ BKE_layer_sync_new_scene_collection(owner_id, sc_parent, scene_collection);
+ return scene_collection;
+}
+
+/**
+ * Free the collection items recursively
+ */
+static void collection_free(SceneCollection *sc, const bool do_id_user)
+{
+ if (do_id_user) {
+ for (LinkData *link = sc->objects.first; link; link = link->next) {
+ id_us_min(link->data);
+ }
+ }
+
+ BLI_freelistN(&sc->objects);
+
+ for (SceneCollection *nsc = sc->scene_collections.first; nsc; nsc = nsc->next) {
+ collection_free(nsc, do_id_user);
+ }
+ BLI_freelistN(&sc->scene_collections);
+}
+
+/**
+ * Unlink the collection recursively
+ * \return true if unlinked.
+ */
+static bool collection_remlink(SceneCollection *sc_parent, SceneCollection *sc_gone)
+{
+ for (SceneCollection *sc = sc_parent->scene_collections.first; sc; sc = sc->next) {
+ if (sc == sc_gone) {
+ BLI_remlink(&sc_parent->scene_collections, sc_gone);
+ return true;
+ }
+
+ if (collection_remlink(sc, sc_gone)) {
+ return true;
+ }
+ }
+ return false;
+}
+
+/**
+ * Recursively remove any instance of this SceneCollection
+ */
+static void layer_collection_remove(ViewLayer *view_layer, ListBase *lb, const SceneCollection *sc)
+{
+ LayerCollection *lc = lb->first;
+ while (lc) {
+ if (lc->scene_collection == sc) {
+ BKE_layer_collection_free(view_layer, lc);
+ BLI_remlink(lb, lc);
+
+ LayerCollection *lc_next = lc->next;
+ MEM_freeN(lc);
+ lc = lc_next;
+
+ /* only the "top-level" layer collections may have the
+ * same SceneCollection in a sibling tree.
+ */
+ if (lb != &view_layer->layer_collections) {
+ return;
+ }
+ }
+
+ else {
+ layer_collection_remove(view_layer, &lc->layer_collections, sc);
+ lc = lc->next;
+ }
+ }
+}
+
+/**
+ * Remove a collection from the scene, and syncronize all render layers
+ *
+ * If an object is in any other collection, link the object to the master collection.
+ */
+bool BKE_collection_remove(ID *owner_id, SceneCollection *sc)
+{
+ SceneCollection *sc_master = collection_master_from_id(owner_id);
+
+ /* The master collection cannot be removed. */
+ if (sc == sc_master) {
+ return false;
+ }
+
+ /* We need to do bottom up removal, otherwise we get a crash when we remove a collection that
+ * has one of its nested collections linked to a view layer. */
+ SceneCollection *scene_collection_nested = sc->scene_collections.first;
+ while (scene_collection_nested != NULL) {
+ SceneCollection *scene_collection_next = scene_collection_nested->next;
+ BKE_collection_remove(owner_id, scene_collection_nested);
+ scene_collection_nested = scene_collection_next;
+ }
+
+ /* Unlink from the respective collection tree. */
+ if (!collection_remlink(sc_master, sc)) {
+ BLI_assert(false);
+ }
+
+ /* If an object is no longer in any collection, we add it to the master collection. */
+ ListBase collection_objects;
+ BLI_duplicatelist(&collection_objects, &sc->objects);
+
+ FOREACH_SCENE_COLLECTION(owner_id, scene_collection_iter)
+ {
+ if (scene_collection_iter == sc) {
+ continue;
+ }
+
+ LinkData *link_next, *link = collection_objects.first;
+ while (link) {
+ link_next = link->next;
+
+ if (BLI_findptr(&scene_collection_iter->objects, link->data, offsetof(LinkData, data))) {
+ BLI_remlink(&collection_objects, link);
+ MEM_freeN(link);
+ }
+
+ link = link_next;
+ }
+ }
+ FOREACH_SCENE_COLLECTION_END
+
+ for (LinkData *link = collection_objects.first; link; link = link->next) {
+ BKE_collection_object_add(owner_id, sc_master, link->data);
+ }
+
+ BLI_freelistN(&collection_objects);
+
+ /* Clear the collection items. */
+ collection_free(sc, true);
+
+ /* check all layers that use this collection and clear them */
+ for (ViewLayer *view_layer = BKE_view_layer_first_from_id(owner_id); view_layer; view_layer = view_layer->next) {
+ layer_collection_remove(view_layer, &view_layer->layer_collections, sc);
+ view_layer->active_collection = 0;
+ }
+
+ MEM_freeN(sc);
+ return true;
+}
+
+/**
+ * Copy SceneCollection tree but keep pointing to the same objects
+ *
+ * \param flag Copying options (see BKE_library.h's LIB_ID_COPY_... flags for more).
+ */
+void BKE_collection_copy_data(SceneCollection *sc_dst, SceneCollection *sc_src, const int flag)
+{
+ BLI_duplicatelist(&sc_dst->objects, &sc_src->objects);
+ if ((flag & LIB_ID_CREATE_NO_USER_REFCOUNT) == 0) {
+ for (LinkData *link = sc_dst->objects.first; link; link = link->next) {
+ id_us_plus(link->data);
+ }
+ }
+
+ BLI_duplicatelist(&sc_dst->scene_collections, &sc_src->scene_collections);
+ for (SceneCollection *nsc_src = sc_src->scene_collections.first, *nsc_dst = sc_dst->scene_collections.first;
+ nsc_src;
+ nsc_src = nsc_src->next, nsc_dst = nsc_dst->next)
+ {
+ BKE_collection_copy_data(nsc_dst, nsc_src, flag);
+ }
+}
+
+/**
+ * Makes a shallow copy of a SceneCollection
+ *
+ * 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).
+ */
+SceneCollection *BKE_collection_duplicate(ID *owner_id, SceneCollection *scene_collection)
+{
+ SceneCollection *scene_collection_master = BKE_collection_master(owner_id);
+ SceneCollection *scene_collection_parent = find_collection_parent(scene_collection, scene_collection_master);
+
+ /* It's not allowed to copy the master collection. */
+ if (scene_collection_master == scene_collection) {
+ return NULL;
+ }
+
+ SceneCollection *scene_collection_new = collection_add(
+ owner_id,
+ scene_collection_parent,
+ scene_collection->type,
+ scene_collection->name);
+
+ if (scene_collection_new != scene_collection->next) {
+ BLI_remlink(&scene_collection_parent->scene_collections, scene_collection_new);
+ BLI_insertlinkafter(&scene_collection_parent->scene_collections, scene_collection, scene_collection_new);
+ }
+
+ BKE_collection_copy_data(scene_collection_new, scene_collection, 0);
+ BKE_layer_sync_new_scene_collection(owner_id, scene_collection_parent, scene_collection_new);
+
+ /* Make sure every linked instance of the new collection has the same values (flags, overrides, ...) as the
+ * corresponding original collection. */
+ BKE_layer_collection_sync_flags(owner_id, scene_collection_new, scene_collection);
+
+ return scene_collection_new;
+}
+
+static SceneCollection *master_collection_from_id(const ID *owner_id)
+{
+ switch (GS(owner_id->name)) {
+ case ID_SCE:
+ return ((const Scene *)owner_id)->collection;
+ case ID_GR:
+ return ((const Group *)owner_id)->collection;
+ default:
+ BLI_assert(!"ID doesn't support scene collection");
+ return NULL;
+ }
+}
+
+/**
+ * Returns the master collection of the scene or group
+ */
+SceneCollection *BKE_collection_master(const ID *owner_id)
+{
+ return master_collection_from_id(owner_id);
+}
+
+static void collection_rename(const ID *owner_id, SceneCollection *sc, const char *name)
+{
+ SceneCollection *sc_parent = find_collection_parent(sc, collection_master_from_id(owner_id));
+ BLI_strncpy(sc->name, name, sizeof(sc->name));
+ BLI_uniquename(&sc_parent->scene_collections, sc, DATA_("Collection"), '.', offsetof(SceneCollection, name), sizeof(sc->name));
+}
+
+void BKE_collection_rename(const Scene *scene, SceneCollection *sc, const char *name)
+{
+ collection_rename(&scene->id, sc, name);
+}
+
+/**
+ * Make sure the collection name is still unique within its siblings.
+ */
+static void collection_name_check(const ID *owner_id, SceneCollection *sc)
+{
+ /* It's a bit of a hack, we simply try to make sure the collection name is valid. */
+ collection_rename(owner_id, sc, sc->name);
+}
+
+/**
+ * Free (or release) any data used by the master collection (does not free the master collection itself).
+ * Used only to clear the entire scene or group data since it's not doing re-syncing of the LayerCollection tree
+ */
+void BKE_collection_master_free(ID *owner_id, const bool do_id_user)
+{
+ collection_free(BKE_collection_master(owner_id), do_id_user);
+}
+
+static void collection_object_add(const ID *owner_id, SceneCollection *sc, Object *ob)
+{
+ BLI_addtail(&sc->objects, BLI_genericNodeN(ob));
+
+ if (GS(owner_id->name) == ID_SCE) {
+ id_us_plus((ID *)ob);
+ }
+ else {
+ BLI_assert(GS(owner_id->name) == ID_GR);
+ if ((ob->flag & OB_FROMGROUP) == 0) {
+ ob->flag |= OB_FROMGROUP;
+ }
+ }
+
+ BKE_layer_sync_object_link(owner_id, sc, ob);
+}
+
+/**
+ * Add object to collection
+ */
+bool BKE_collection_object_add(const ID *owner_id, SceneCollection *sc, Object *ob)
+{
+ if (BLI_findptr(&sc->objects, ob, offsetof(LinkData, data))) {
+ /* don't add the same object twice */
+ return false;
+ }
+
+ collection_object_add(owner_id, sc, ob);
+ return true;
+}
+
+/**
+ * Add object to all collections that reference objects is in
+ * (used to copy objects)
+ */
+void BKE_collection_object_add_from(Scene *scene, Object *ob_src, Object *ob_dst)
+{
+ FOREACH_SCENE_COLLECTION(scene, sc)
+ {
+ if (BLI_findptr(&sc->objects, ob_src, offsetof(LinkData, data))) {
+ collection_object_add(&scene->id, sc, ob_dst);
+ }
+ }
+ FOREACH_SCENE_COLLECTION_END
+
+ for (ViewLayer *view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) {
+ Base *base_src = BKE_view_layer_base_find(view_layer, ob_src);
+ if (base_src != NULL) {
+ if (base_src->collection_properties == NULL) {
+ continue;
+ }
+ Base *base_dst = BKE_view_layer_base_find(view_layer, ob_dst);
+ IDP_MergeGroup(base_dst->collection_properties, base_src->collection_properties, true);
+ }
+ }
+}
+
+/**
+ * Remove object from collection.
+ * \param bmain: Can be NULL if free_us is false.
+ */
+bool BKE_collection_object_remove(Main *bmain, ID *owner_id, SceneCollection *sc, Object *ob, const bool free_us)
+{
+ LinkData *link = BLI_findptr(&sc->objects, ob, offsetof(LinkData, data));
+
+ if (link == NULL) {
+ return false;
+ }
+
+ BLI_remlink(&sc->objects, link);
+ MEM_freeN(link);
+
+ BKE_layer_sync_object_unlink(owner_id, sc, ob);
+
+ if (GS(owner_id->name) == ID_SCE) {
+ if (free_us) {
+ BKE_libblock_free_us(bmain, ob);
+ }
+ else {
+ id_us_min(&ob->id);
+ }
+ }
+ else {
+ BLI_assert(GS(owner_id->name) == ID_GR);
+ }
+
+ return true;
+}
+
+/**
+ * Move object from a collection into another
+ */
+void BKE_collection_object_move(ID *owner_id, SceneCollection *sc_dst, SceneCollection *sc_src, Object *ob)
+{
+ if (BKE_collection_object_add(owner_id, sc_dst, ob)) {
+ BKE_collection_object_remove(NULL, owner_id, sc_src, ob, false);
+ }
+}
+
+/**
+ * Remove object from all collections of scene
+ */
+bool BKE_collections_object_remove(Main *bmain, ID *owner_id, Object *ob, const bool free_us)
+{
+ bool removed = false;
+ if (GS(owner_id->name) == ID_SCE) {
+ BKE_scene_remove_rigidbody_object((Scene *)owner_id, ob);
+ }
+ else {
+ BLI_assert(GS(owner_id->name) == ID_GR);
+ }
+
+ FOREACH_SCENE_COLLECTION(owner_id, sc)
+ {
+ removed |= BKE_collection_object_remove(bmain, owner_id, sc, ob, free_us);
+ }
+ FOREACH_SCENE_COLLECTION_END
+ return removed;
+}
+
+static void layer_collection_sync(LayerCollection *lc_dst, LayerCollection *lc_src)
+{
+ lc_dst->flag = lc_src->flag;
+
+ /* Pending: sync overrides. */
+ IDP_MergeGroup(lc_dst->properties, lc_src->properties, true);
+
+ /* Continue recursively. */
+ LayerCollection *lc_dst_nested, *lc_src_nested;
+ lc_src_nested = lc_src->layer_collections.first;
+ for (lc_dst_nested = lc_dst->layer_collections.first;
+ lc_dst_nested && lc_src_nested;
+ lc_dst_nested = lc_dst_nested->next, lc_src_nested = lc_src_nested->next)
+ {
+ layer_collection_sync(lc_dst_nested, lc_src_nested);
+ }
+}
+
+/**
+ * Leave only the master collection in, remove everything else.
+ * @param group
+ */
+static void collection_group_cleanup(Group *group)
+{
+ /* Unlink all the LayerCollections. */
+ while (group->view_layer->layer_collections.last != NULL) {
+ BKE_collection_unlink(group->view_layer, group->view_layer->layer_collections.last);
+ }
+
+ /* Remove all the SceneCollections but the master. */
+ collection_free(group->collection, false);
+}
+
+/**
+ * Create a group from a collection
+ *
+ * Any ViewLayer that may have this the related SceneCollection linked is converted
+ * to a Group Collection.
+ */
+Group *BKE_collection_group_create(Main *bmain, Scene *scene, LayerCollection *lc_src)
+{
+ SceneCollection *sc_dst, *sc_src = lc_src->scene_collection;
+ LayerCollection *lc_dst;
+
+ /* The master collection can't be converted. */
+ if (sc_src == BKE_collection_master(&scene->id)) {
+ return NULL;
+ }
+
+ /* If a sub-collection of sc_dst is directly linked into a ViewLayer we can't convert. */
+ for (ViewLayer *view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) {
+ for (LayerCollection *lc_child = view_layer->layer_collections.first; lc_child; lc_child = lc_child->next) {
+ if (is_collection_in_tree(lc_child->scene_collection, sc_src)) {
+ return NULL;
+ }
+ }
+ }
+
+ /* Create new group with the same data as the original collection. */
+ Group *group = BKE_group_add(bmain, sc_src->name);
+ collection_group_cleanup(group);
+
+ sc_dst = BKE_collection_add(&group->id, NULL, COLLECTION_TYPE_GROUP_INTERNAL, sc_src->name);
+ BKE_collection_copy_data(sc_dst, sc_src, 0);
+ FOREACH_SCENE_COLLECTION(&group->id, sc_group)
+ {
+ sc_group->type = COLLECTION_TYPE_GROUP_INTERNAL;
+ }
+ FOREACH_SCENE_COLLECTION_END
+
+ lc_dst = BKE_collection_link(group->view_layer, sc_dst);
+ layer_collection_sync(lc_dst, lc_src);
+
+ return group;
+}
+
+/* ---------------------------------------------------------------------- */
+/* Outliner drag and drop */
+
+/**
+ * Find and return the SceneCollection that has \a sc_child as one of its directly
+ * nested SceneCollection.
+ *
+ * \param sc_parent Initial SceneCollection to look into recursively, usually the master collection
+ */
+static SceneCollection *find_collection_parent(const SceneCollection *sc_child, SceneCollection *sc_parent)
+{
+ for (SceneCollection *sc_nested = sc_parent->scene_collections.first; sc_nested; sc_nested = sc_nested->next) {
+ if (sc_nested == sc_child) {
+ return sc_parent;
+ }
+
+ SceneCollection *found = find_collection_parent(sc_child, sc_nested);
+ if (found) {
+ return found;
+ }
+ }
+
+ return NULL;
+}
+
+/**
+ * Check if \a sc_reference is nested to \a sc_parent SceneCollection
+ */
+static bool is_collection_in_tree(const SceneCollection *sc_reference, SceneCollection *sc_parent)
+{
+ return find_collection_parent(sc_reference, sc_parent) != NULL;
+}
+
+bool BKE_collection_move_above(const ID *owner_id, SceneCollection *sc_dst, SceneCollection *sc_src)
+{
+ /* Find the SceneCollection the sc_src belongs to */
+ SceneCollection *sc_master = master_collection_from_id(owner_id);
+
+ /* Master Layer can't be moved around*/
+ if (ELEM(sc_master, sc_src, sc_dst)) {
+ return false;
+ }
+
+ /* collection is already where we wanted it to be */
+ if (sc_dst->prev == sc_src) {
+ return false;
+ }
+
+ /* We can't move a collection fs the destiny collection
+ * is nested to the source collection */
+ if (is_collection_in_tree(sc_dst, sc_src)) {
+ return false;
+ }
+
+ SceneCollection *sc_src_parent = find_collection_parent(sc_src, sc_master);
+ SceneCollection *sc_dst_parent = find_collection_parent(sc_dst, sc_master);
+ BLI_assert(sc_src_parent);
+ BLI_assert(sc_dst_parent);
+
+ /* Remove sc_src from its parent */
+ BLI_remlink(&sc_src_parent->scene_collections, sc_src);
+
+ /* Re-insert it where it belongs */
+ BLI_insertlinkbefore(&sc_dst_parent->scene_collections, sc_dst, sc_src);
+
+ /* Update the tree */
+ BKE_layer_collection_resync(owner_id, sc_src_parent);
+ BKE_layer_collection_resync(owner_id, sc_dst_parent);
+
+ /* Keep names unique. */
+ collection_name_check(owner_id, sc_src);
+
+ return true;
+}
+
+bool BKE_collection_move_below(const ID *owner_id, SceneCollection *sc_dst, SceneCollection *sc_src)
+{
+ /* Find the SceneCollection the sc_src belongs to */
+ SceneCollection *sc_master = master_collection_from_id(owner_id);
+
+ /* Master Layer can't be moved around*/
+ if (ELEM(sc_master, sc_src, sc_dst)) {
+ return false;
+ }
+
+ /* Collection is already where we wanted it to be */
+ if (sc_dst->next == sc_src) {
+ return false;
+ }
+
+ /* We can't move a collection if the destiny collection
+ * is nested to the source collection */
+ if (is_collection_in_tree(sc_dst, sc_src)) {
+ return false;
+ }
+
+ SceneCollection *sc_src_parent = find_collection_parent(sc_src, sc_master);
+ SceneCollection *sc_dst_parent = find_collection_parent(sc_dst, sc_master);
+ BLI_assert(sc_src_parent);
+ BLI_assert(sc_dst_parent);
+
+ /* Remove sc_src from its parent */
+ BLI_remlink(&sc_src_parent->scene_collections, sc_src);
+
+ /* Re-insert it where it belongs */
+ BLI_insertlinkafter(&sc_dst_parent->scene_collections, sc_dst, sc_src);
+
+ /* Update the tree */
+ BKE_layer_collection_resync(owner_id, sc_src_parent);
+ BKE_layer_collection_resync(owner_id, sc_dst_parent);
+
+ /* Keep names unique. */
+ collection_name_check(owner_id, sc_src);
+
+ return true;
+}
+
+bool BKE_collection_move_into(const ID *owner_id, SceneCollection *sc_dst, SceneCollection *sc_src)
+{
+ /* Find the SceneCollection the sc_src belongs to */
+ SceneCollection *sc_master = master_collection_from_id(owner_id);
+ if (sc_src == sc_master) {
+ return false;
+ }
+
+ /* We can't move a collection if the destiny collection
+ * is nested to the source collection */
+ if (is_collection_in_tree(sc_dst, sc_src)) {
+ return false;
+ }
+
+ SceneCollection *sc_src_parent = find_collection_parent(sc_src, sc_master);
+ BLI_assert(sc_src_parent);
+
+ /* collection is already where we wanted it to be */
+ if (sc_dst->scene_collections.last == sc_src) {
+ return false;
+ }
+
+ /* Remove sc_src from it */
+ BLI_remlink(&sc_src_parent->scene_collections, sc_src);
+
+ /* Insert sc_src into sc_dst */
+ BLI_addtail(&sc_dst->scene_collections, sc_src);
+
+ /* Update the tree */
+ BKE_layer_collection_resync(owner_id, sc_src_parent);
+ BKE_layer_collection_resync(owner_id, sc_dst);
+
+ /* Keep names unique. */
+ collection_name_check(owner_id, sc_src);
+
+ return true;
+}
+
+/* ---------------------------------------------------------------------- */
+/* Iteractors */
+/* scene collection iteractor */
+
+typedef struct SceneCollectionsIteratorData {
+ ID *owner_id;
+ void **array;
+ int tot, cur;
+} SceneCollectionsIteratorData;
+
+static void scene_collection_callback(SceneCollection *sc, BKE_scene_collections_Cb callback, void *data)
+{
+ callback(sc, data);
+
+ for (SceneCollection *nsc = sc->scene_collections.first; nsc; nsc = nsc->next) {
+ scene_collection_callback(nsc, callback, data);
+ }
+}
+
+static void scene_collections_count(SceneCollection *UNUSED(sc), void *data)
+{
+ int *tot = data;
+ (*tot)++;
+}
+
+static void scene_collections_build_array(SceneCollection *sc, void *data)
+{
+ SceneCollection ***array = data;
+ **array = sc;
+ (*array)++;
+}
+
+static void scene_collections_array(ID *owner_id, SceneCollection ***collections_array, int *tot)
+{
+ SceneCollection *sc;
+ SceneCollection **array;
+
+ *collections_array = NULL;
+ *tot = 0;
+
+ if (owner_id == NULL) {
+ return;
+ }
+
+ sc = master_collection_from_id(owner_id);
+ BLI_assert(sc != NULL);
+ scene_collection_callback(sc, scene_collections_count, tot);
+
+ if (*tot == 0)
+ return;
+
+ *collections_array = array = MEM_mallocN(sizeof(SceneCollection *) * (*tot), "SceneCollectionArray");
+ scene_collection_callback(sc, 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)
+{
+ ID *owner_id = data_in;
+ SceneCollectionsIteratorData *data = MEM_callocN(sizeof(SceneCollectionsIteratorData), __func__);
+
+ data->owner_id = owner_id;
+ iter->data = data;
+ iter->valid = true;
+
+ scene_collections_array(owner_id, (SceneCollection ***)&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)
+{
+ SceneCollectionsIteratorData *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)
+{
+ SceneCollectionsIteratorData *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;
+ LinkData *link_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);
+
+ SceneCollection *sc = data->scene_collection_iter.current;
+ if (sc->objects.first != NULL) {
+ iter->current = ((LinkData *)sc->objects.first)->data;
+ }
+ else {
+ BKE_scene_objects_iterator_next(iter);
+ }
+}
+
+/**
+ * Gets the first unique object in the sequence
+ */
+static LinkData *object_base_unique(GSet *gs, LinkData *link)
+{
+ for (; link != NULL; link = link->next) {
+ Object *ob = link->data;
+ void **ob_key_p;
+ if (!BLI_gset_ensure_p_ex(gs, ob, &ob_key_p)) {
+ *ob_key_p = ob;
+ return link;
+ }
+ }
+ return NULL;
+}
+
+void BKE_scene_objects_iterator_next(BLI_Iterator *iter)
+{
+ SceneObjectsIteratorData *data = iter->data;
+ LinkData *link = data->link_next ? object_base_unique(data->visited, data->link_next) : NULL;
+
+ if (link) {
+ data->link_next = link->next;
+ iter->current = link->data;
+ }
+ else {
+ /* if this is the last object of this ListBase look at the next SceneCollection */
+ SceneCollection *sc;
+ BKE_scene_collections_iterator_next(&data->scene_collection_iter);
+ do {
+ sc = data->scene_collection_iter.current;
+ /* get the first unique object of this collection */
+ LinkData *new_link = object_base_unique(data->visited, sc->objects.first);
+ if (new_link) {
+ data->link_next = new_link->next;
+ iter->current = new_link->data;
+ 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);
+ }
+}