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Diffstat (limited to 'source/blender/blenkernel/intern/collection.c')
-rw-r--r-- | source/blender/blenkernel/intern/collection.c | 455 |
1 files changed, 455 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..f374ebd1e53 --- /dev/null +++ b/source/blender/blenkernel/intern/collection.c @@ -0,0 +1,455 @@ +/* + * ***** 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 "BLI_blenlib.h" +#include "BLI_ghash.h" +#include "BLI_iterator.h" +#include "BLI_listbase.h" +#include "BLT_translation.h" +#include "BLI_string_utils.h" + +#include "BKE_collection.h" +#include "BKE_layer.h" +#include "BKE_library.h" +#include "BKE_main.h" +#include "BKE_scene.h" + +#include "DNA_ID.h" +#include "DNA_layer_types.h" +#include "DNA_object_types.h" +#include "DNA_scene_types.h" + +#include "MEM_guardedalloc.h" + +/** + * 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(Scene *scene, SceneCollection *sc_parent, const char *name) +{ + SceneCollection *sc_master = BKE_collection_master(scene); + SceneCollection *sc = MEM_callocN(sizeof(SceneCollection), "New Collection"); + + if (!name) { + name = DATA_("New Collection"); + } + + if (!sc_parent) { + sc_parent = sc_master; + } + + BLI_strncpy(sc->name, name, sizeof(sc->name)); + BLI_uniquename(&sc_master->scene_collections, sc, DATA_("Collection"), '.', offsetof(SceneCollection, name), sizeof(sc->name)); + + BLI_addtail(&sc_parent->scene_collections, sc); + + BKE_layer_sync_new_scene_collection(scene, sc_parent, sc); + return sc; +} + +/** + * Free the collection items recursively + */ +static void collection_free(SceneCollection *sc) +{ + for (LinkData *link = sc->objects.first; link; link = link->next) { + id_us_min(link->data); + } + BLI_freelistN(&sc->objects); + + for (LinkData *link = sc->filter_objects.first; link; link = link->next) { + id_us_min(link->data); + } + BLI_freelistN(&sc->filter_objects); + + for (SceneCollection *nsc = sc->scene_collections.first; nsc; nsc = nsc->next) { + collection_free(nsc); + } + 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(SceneLayer *sl, ListBase *lb, const SceneCollection *sc) +{ + LayerCollection *lc = lb->first; + while(lc) { + if (lc->scene_collection == sc) { + BKE_layer_collection_free(sl, 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 != &sl->layer_collections) { + return; + } + } + + else { + layer_collection_remove(sl, &lc->layer_collections, sc); + lc = lc->next; + } + } +} + +/** + * Remove a collection from the scene, and syncronize all render layers + */ +bool BKE_collection_remove(Scene *scene, SceneCollection *sc) +{ + SceneCollection *sc_master = BKE_collection_master(scene); + + /* the master collection cannot be removed */ + if (sc == sc_master) { + return false; + } + + /* unlink from the respective collection tree */ + if (!collection_remlink(sc_master, sc)) { + BLI_assert(false); + } + + /* clear the collection items */ + collection_free(sc); + + /* check all layers that use this collection and clear them */ + for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) { + layer_collection_remove(sl, &sl->layer_collections, sc); + BKE_scene_layer_base_flag_recalculate(sl); + sl->active_collection = 0; + } + + MEM_freeN(sc); + return true; +} + +/** + * Returns the master collection + */ +SceneCollection *BKE_collection_master(Scene *scene) +{ + return scene->collection; +} + +/** + * Free (or release) any data used by the master collection (does not free the master collection itself). + * Used only to clear the entire scene data since it's not doing re-syncing of the LayerCollection tree + */ +void BKE_collection_master_free(Scene *scene){ + collection_free(BKE_collection_master(scene)); +} + +static void collection_object_add(Scene *scene, SceneCollection *sc, Object *ob) +{ + BLI_addtail(&sc->objects, BLI_genericNodeN(ob)); + id_us_plus((ID *)ob); + BKE_layer_sync_object_link(scene, sc, ob); +} + +/** + * Add object to collection + */ +void BKE_collection_object_add(Scene *scene, SceneCollection *sc, Object *ob) +{ + if (BLI_findptr(&sc->objects, ob, offsetof(LinkData, data))) { + /* don't add the same object twice */ + return; + } + collection_object_add(scene, sc, ob); +} + +/** + * 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) +{ + SceneCollection *sc; + FOREACH_SCENE_COLLECTION(scene, sc) + { + if (BLI_findptr(&sc->objects, ob_src, offsetof(LinkData, data))) { + collection_object_add(scene, sc, ob_dst); + } + } + FOREACH_SCENE_COLLECTION_END +} + +/** + * Remove object from collection + */ +void BKE_collection_object_remove(Main *bmain, Scene *scene, SceneCollection *sc, Object *ob, const bool free_us) +{ + + LinkData *link = BLI_findptr(&sc->objects, ob, offsetof(LinkData, data)); + + if (link == NULL) { + return; + } + + BLI_remlink(&sc->objects, link); + MEM_freeN(link); + + TODO_LAYER_SYNC_FILTER; /* need to remove all instances of ob in scene collections -> filter_objects */ + BKE_layer_sync_object_unlink(scene, sc, ob); + + if (free_us) { + BKE_libblock_free_us(bmain, ob); + } + else { + id_us_min(&ob->id); + } +} + +/** + * Remove object from all collections of scene + */ +void BKE_collections_object_remove(Main *bmain, Scene *scene, Object *ob, const bool free_us) +{ + BKE_scene_remove_rigidbody_object(scene, ob); + + SceneCollection *sc; + FOREACH_SCENE_COLLECTION(scene, sc) + { + BKE_collection_object_remove(bmain, scene, sc, ob, free_us); + } + FOREACH_SCENE_COLLECTION_END +} + +/* ---------------------------------------------------------------------- */ +/* Iteractors */ +/* scene collection iteractor */ + +typedef struct SceneCollectionsIteratorData { + Scene *scene; + 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(Scene *scene, SceneCollection ***collections_array, int *tot) +{ + SceneCollection *sc = BKE_collection_master(scene); + SceneCollection **array; + + *collections_array = NULL; + *tot = 0; + + if (scene == NULL) + return; + + 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(Iterator *iter, void *data_in) +{ + Scene *scene = data_in; + SceneCollectionsIteratorData *data = MEM_callocN(sizeof(SceneCollectionsIteratorData), __FUNCTION__); + + data->scene = scene; + iter->data = data; + + scene_collections_array(scene, (SceneCollection ***)&data->array, &data->tot); + BLI_assert(data->tot != 0); + + data->cur = 0; + iter->current = data->array[data->cur]; + iter->valid = true; +} + +void BKE_scene_collections_Iterator_next(struct 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 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; + Iterator scene_collection_iter; +} SceneObjectsIteratorData; + +void BKE_scene_objects_Iterator_begin(Iterator *iter, void *data_in) +{ + Scene *scene = data_in; + SceneObjectsIteratorData *data = MEM_callocN(sizeof(SceneObjectsIteratorData), __FUNCTION__); + 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; + iter->current = sc->objects.first; + + if (iter->current == NULL) { + BKE_scene_objects_Iterator_next(iter); + } +} + +/** + * Gets the next unique object + */ +static LinkData *object_base_next(GSet *gs, LinkData *link) +{ + if (link == NULL) { + return NULL; + } + + LinkData *link_next = link->next; + if (link_next) { + Object *ob = link_next->data; + if (!BLI_gset_haskey(gs, ob)) { + BLI_gset_add(gs, ob); + return link_next; + } + else { + return object_base_next(gs, link_next); + } + } + return NULL; +} + +void BKE_scene_objects_Iterator_next(Iterator *iter) +{ + SceneObjectsIteratorData *data = iter->data; + LinkData *link = object_base_next(data->visited, data->link); + + if (link) { + data->link = link; + 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_next(data->visited, sc->objects.first); + if (new_link) { + data->link = new_link; + iter->current = data->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(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); + } +} |