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Diffstat (limited to 'source/blender/blenkernel/intern/collection.c')
-rw-r--r-- | source/blender/blenkernel/intern/collection.c | 1195 |
1 files changed, 1195 insertions, 0 deletions
diff --git a/source/blender/blenkernel/intern/collection.c b/source/blender/blenkernel/intern/collection.c new file mode 100644 index 00000000000..c4709a32f78 --- /dev/null +++ b/source/blender/blenkernel/intern/collection.c @@ -0,0 +1,1195 @@ +/* + * ***** 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(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(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 *UNUSED(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(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); +} + +/************************* Dependencies ****************************/ + +bool BKE_collection_is_animated(Collection *collection, Object *UNUSED(parent)) +{ + FOREACH_COLLECTION_OBJECT_RECURSIVE_BEGIN(collection, object) + { + if (object->proxy) { + return true; + } + } + FOREACH_COLLECTION_OBJECT_RECURSIVE_END; + return false; +} + +/* puts all collection members in local timing system, after this call + * you can draw everything, leaves tags in objects to signal it needs further updating */ + +/* note: does not work for derivedmesh and render... it recreates all again in convertblender.c */ +void BKE_collection_handle_recalc_and_update( + struct Depsgraph *depsgraph, Scene *scene, Object *UNUSED(parent), Collection *collection) +{ + /* only do existing tags, as set by regular depsgraph */ + FOREACH_COLLECTION_OBJECT_RECURSIVE_BEGIN(collection, object) + { + if (object->id.recalc & ID_RECALC_ALL) { + BKE_object_handle_update(depsgraph, scene, object); + } + } + FOREACH_COLLECTION_OBJECT_RECURSIVE_END; +} + +/* **************** 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; + + if ((child_restrict & COLLECTION_RESTRICT_VIEW) == 0) { + base->flag |= BASE_VISIBLED | BASE_VISIBLE_VIEWPORT; + + if ((child_restrict & COLLECTION_RESTRICT_SELECT) == 0) { + base->flag |= BASE_SELECTABLED; + } + } + + if ((child_restrict & COLLECTION_RESTRICT_RENDER) == 0) { + base->flag |= BASE_VISIBLE_RENDER; + } + + BLI_addtail(lb, base); + } + } + + 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; + + if (!(collection->flag & COLLECTION_HAS_OBJECT_CACHE)) { + BLI_mutex_lock(&cache_lock); + 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(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(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); + } + + 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); + } + + 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(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(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(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); + } +} |