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Diffstat (limited to 'source/blender/blenkernel/intern/layer.c')
-rw-r--r--source/blender/blenkernel/intern/layer.c1426
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diff --git a/source/blender/blenkernel/intern/layer.c b/source/blender/blenkernel/intern/layer.c
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+++ b/source/blender/blenkernel/intern/layer.c
@@ -0,0 +1,1426 @@
+/*
+ * ***** 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 <string.h>
+
+#include "BLI_array.h"
+#include "BLI_listbase.h"
+#include "BLI_string.h"
+#include "BLI_string_utf8.h"
+#include "BLI_string_utils.h"
+#include "BLI_threads.h"
+#include "BLT_translation.h"
+
+#include "BKE_animsys.h"
+#include "BKE_collection.h"
+#include "BKE_freestyle.h"
+#include "BKE_global.h"
+#include "BKE_idprop.h"
+#include "BKE_layer.h"
+#include "BKE_main.h"
+#include "BKE_node.h"
+#include "BKE_workspace.h"
+#include "BKE_object.h"
+
+#include "DNA_group_types.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 "DNA_windowmanager_types.h"
+#include "DNA_workspace_types.h"
+
+#include "DEG_depsgraph.h"
+#include "DEG_depsgraph_debug.h"
+#include "DEG_depsgraph_query.h"
+
+#include "DRW_engine.h"
+
+#include "MEM_guardedalloc.h"
+
+
+/* prototype */
+static void object_bases_iterator_next(BLI_Iterator *iter, const int flag);
+
+
+/*********************** Layer Collections and bases *************************/
+
+static LayerCollection *layer_collection_add(ListBase *lb_parent, Collection *collection)
+{
+ LayerCollection *lc = MEM_callocN(sizeof(LayerCollection), "Collection Base");
+ lc->collection = collection;
+ BLI_addtail(lb_parent, lc);
+
+ return lc;
+}
+
+static void layer_collection_free(ViewLayer *view_layer, LayerCollection *lc)
+{
+ if (lc == view_layer->active_collection) {
+ view_layer->active_collection = view_layer->layer_collections.first;
+ }
+
+ for (LayerCollection *nlc = lc->layer_collections.first; nlc; nlc = nlc->next) {
+ layer_collection_free(view_layer, nlc);
+ }
+
+ BLI_freelistN(&lc->layer_collections);
+}
+
+static Base *object_base_new(Object *ob)
+{
+ Base *base = MEM_callocN(sizeof(Base), "Object Base");
+ base->object = ob;
+ return base;
+}
+
+/********************************* View Layer ********************************/
+
+
+/* RenderLayer */
+
+/* Returns the default view layer to view in workspaces if there is
+ * none linked to the workspace yet. */
+ViewLayer *BKE_view_layer_default_view(const Scene *scene)
+{
+ for (ViewLayer *view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) {
+ if (!(view_layer->flag & VIEW_LAYER_RENDER)) {
+ return view_layer;
+ }
+ }
+
+ BLI_assert(scene->view_layers.first);
+ return scene->view_layers.first;
+}
+
+/* Returns the default view layer to render if we need to render just one. */
+ViewLayer *BKE_view_layer_default_render(const Scene *scene)
+{
+ for (ViewLayer *view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) {
+ if (view_layer->flag & VIEW_LAYER_RENDER) {
+ return view_layer;
+ }
+ }
+
+ BLI_assert(scene->view_layers.first);
+ return scene->view_layers.first;
+}
+
+/**
+ * Returns the ViewLayer to be used for drawing, outliner, and other context related areas.
+ */
+ViewLayer *BKE_view_layer_from_workspace_get(const struct Scene *scene, const struct WorkSpace *workspace)
+{
+ return BKE_workspace_view_layer_get(workspace, scene);
+}
+
+/**
+ * This is a placeholder to know which areas of the code need to be addressed for the Workspace changes.
+ * Never use this, you should either use BKE_view_layer_from_workspace_get or get ViewLayer explicitly.
+ */
+ViewLayer *BKE_view_layer_context_active_PLACEHOLDER(const Scene *scene)
+{
+ BLI_assert(scene->view_layers.first);
+ return scene->view_layers.first;
+}
+
+static ViewLayer *view_layer_add(const char *name)
+{
+ if (!name) {
+ name = DATA_("View Layer");
+ }
+
+ ViewLayer *view_layer = MEM_callocN(sizeof(ViewLayer), "View Layer");
+ view_layer->flag = VIEW_LAYER_RENDER | VIEW_LAYER_FREESTYLE;
+
+ BLI_strncpy_utf8(view_layer->name, name, sizeof(view_layer->name));
+
+ /* Pure rendering pipeline settings. */
+ view_layer->layflag = 0x7FFF; /* solid ztra halo edge strand */
+ view_layer->passflag = SCE_PASS_COMBINED | SCE_PASS_Z;
+ view_layer->pass_alpha_threshold = 0.5f;
+ BKE_freestyle_config_init(&view_layer->freestyle_config);
+
+ return view_layer;
+}
+
+/**
+ * Add a new view layer
+ * by default, a view layer has the master collection
+ */
+ViewLayer *BKE_view_layer_add(Scene *scene, const char *name)
+{
+ ViewLayer *view_layer = view_layer_add(name);
+
+ BLI_addtail(&scene->view_layers, view_layer);
+
+ /* unique name */
+ BLI_uniquename(
+ &scene->view_layers, view_layer, DATA_("ViewLayer"), '.',
+ offsetof(ViewLayer, name), sizeof(view_layer->name));
+
+ BKE_layer_collection_sync(scene, view_layer);
+
+ return view_layer;
+}
+
+void BKE_view_layer_free(ViewLayer *view_layer)
+{
+ BKE_view_layer_free_ex(view_layer, true);
+}
+
+/**
+ * Free (or release) any data used by this ViewLayer.
+ */
+void BKE_view_layer_free_ex(ViewLayer *view_layer, const bool do_id_user)
+{
+ view_layer->basact = NULL;
+
+ BLI_freelistN(&view_layer->object_bases);
+
+ if (view_layer->object_bases_hash) {
+ BLI_ghash_free(view_layer->object_bases_hash, NULL, NULL);
+ }
+
+ for (LayerCollection *lc = view_layer->layer_collections.first; lc; lc = lc->next) {
+ layer_collection_free(view_layer, lc);
+ }
+ BLI_freelistN(&view_layer->layer_collections);
+
+ for (ViewLayerEngineData *sled = view_layer->drawdata.first; sled; sled = sled->next) {
+ if (sled->storage) {
+ if (sled->free) {
+ sled->free(sled->storage);
+ }
+ MEM_freeN(sled->storage);
+ }
+ }
+ BLI_freelistN(&view_layer->drawdata);
+
+ MEM_SAFE_FREE(view_layer->stats);
+
+ BKE_freestyle_config_free(&view_layer->freestyle_config, do_id_user);
+
+ if (view_layer->id_properties) {
+ IDP_FreeProperty(view_layer->id_properties);
+ MEM_freeN(view_layer->id_properties);
+ }
+
+ MEM_SAFE_FREE(view_layer->object_bases_array);
+
+ MEM_freeN(view_layer);
+}
+
+/**
+ * Tag all the selected objects of a renderlayer
+ */
+void BKE_view_layer_selected_objects_tag(ViewLayer *view_layer, const int tag)
+{
+ for (Base *base = view_layer->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;
+}
+
+/**
+ * Fallback for when a Scene has no camera to use
+ *
+ * \param view_layer: in general you want to use the same ViewLayer that is used
+ * for depsgraph. If rendering you pass the scene active layer, when viewing in the viewport
+ * you want to get ViewLayer from context.
+ */
+Object *BKE_view_layer_camera_find(ViewLayer *view_layer)
+{
+ for (Base *base = view_layer->object_bases.first; base; base = base->next) {
+ if (base->object->type == OB_CAMERA) {
+ return base->object;
+ }
+ }
+
+ return NULL;
+}
+
+/**
+ * Find the ViewLayer a LayerCollection belongs to
+ */
+ViewLayer *BKE_view_layer_find_from_collection(const Scene *scene, LayerCollection *lc)
+{
+ for (ViewLayer *view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) {
+ if (find_scene_collection_in_scene_collections(&view_layer->layer_collections, lc)) {
+ return view_layer;
+ }
+ }
+
+ return NULL;
+}
+
+/* Base */
+
+static void view_layer_bases_hash_create(ViewLayer *view_layer)
+{
+ static ThreadMutex hash_lock = BLI_MUTEX_INITIALIZER;
+
+ if (!view_layer->object_bases_hash) {
+ BLI_mutex_lock(&hash_lock);
+
+ view_layer->object_bases_hash = BLI_ghash_new(BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp, __func__);
+
+ for (Base *base = view_layer->object_bases.first; base; base = base->next) {
+ BLI_ghash_insert(view_layer->object_bases_hash, base->object, base);
+ }
+
+ BLI_mutex_unlock(&hash_lock);
+ }
+}
+
+Base *BKE_view_layer_base_find(ViewLayer *view_layer, Object *ob)
+{
+ if (!view_layer->object_bases_hash) {
+ view_layer_bases_hash_create(view_layer);
+ }
+
+ return BLI_ghash_lookup(view_layer->object_bases_hash, ob);
+}
+
+void BKE_view_layer_base_deselect_all(ViewLayer *view_layer)
+{
+ Base *base;
+
+ for (base = view_layer->object_bases.first; base; base = base->next) {
+ base->flag &= ~BASE_SELECTED;
+ }
+}
+
+void BKE_view_layer_base_select(struct ViewLayer *view_layer, Base *selbase)
+{
+ view_layer->basact = selbase;
+ if ((selbase->flag & BASE_SELECTABLED) != 0) {
+ selbase->flag |= BASE_SELECTED;
+ }
+}
+
+/**************************** Copy View Layer and Layer Collections ***********************/
+
+static void layer_collections_copy_data(ListBase *layer_collections_dst, const ListBase *layer_collections_src)
+{
+ BLI_duplicatelist(layer_collections_dst, layer_collections_src);
+
+ LayerCollection *layer_collection_dst = layer_collections_dst->first;
+ const LayerCollection *layer_collection_src = layer_collections_src->first;
+
+ while (layer_collection_dst != NULL) {
+ layer_collections_copy_data(
+ &layer_collection_dst->layer_collections,
+ &layer_collection_src->layer_collections);
+
+ layer_collection_dst = layer_collection_dst->next;
+ layer_collection_src = layer_collection_src->next;
+ }
+}
+
+/**
+ * Only copy internal data of ViewLayer from source to already allocated/initialized destination.
+ *
+ * \param flag Copying options (see BKE_library.h's LIB_ID_COPY_... flags for more).
+ */
+void BKE_view_layer_copy_data(
+ Scene *UNUSED(scene_dst), const Scene *UNUSED(scene_src),
+ ViewLayer *view_layer_dst, const ViewLayer *view_layer_src,
+ const int flag)
+{
+ if (view_layer_dst->id_properties != NULL) {
+ view_layer_dst->id_properties = IDP_CopyProperty_ex(view_layer_dst->id_properties, flag);
+ }
+ BKE_freestyle_config_copy(&view_layer_dst->freestyle_config, &view_layer_src->freestyle_config, flag);
+
+ view_layer_dst->stats = NULL;
+
+ /* Clear temporary data. */
+ BLI_listbase_clear(&view_layer_dst->drawdata);
+ view_layer_dst->object_bases_array = NULL;
+ view_layer_dst->object_bases_hash = NULL;
+
+ /* Copy layer collections and object bases. */
+ /* Inline 'BLI_duplicatelist' and update the active base. */
+ BLI_listbase_clear(&view_layer_dst->object_bases);
+ for (Base *base_src = view_layer_src->object_bases.first; base_src; base_src = base_src->next) {
+ Base *base_dst = MEM_dupallocN(base_src);
+ BLI_addtail(&view_layer_dst->object_bases, base_dst);
+ if (view_layer_src->basact == base_src) {
+ view_layer_dst->basact = base_dst;
+ }
+ }
+
+ layer_collections_copy_data(&view_layer_dst->layer_collections, &view_layer_src->layer_collections);
+
+ // TODO: not always safe to free BKE_layer_collection_sync(scene_dst, view_layer_dst);
+}
+
+void BKE_view_layer_rename(Main *bmain, Scene *scene, ViewLayer *view_layer, const char *newname)
+{
+ char oldname[sizeof(view_layer->name)];
+
+ BLI_strncpy(oldname, view_layer->name, sizeof(view_layer->name));
+
+ BLI_strncpy_utf8(view_layer->name, newname, sizeof(view_layer->name));
+ BLI_uniquename(&scene->view_layers, view_layer, DATA_("ViewLayer"), '.', offsetof(ViewLayer, name), sizeof(view_layer->name));
+
+ if (scene->nodetree) {
+ bNode *node;
+ int index = BLI_findindex(&scene->view_layers, view_layer);
+
+ for (node = scene->nodetree->nodes.first; node; node = node->next) {
+ if (node->type == CMP_NODE_R_LAYERS && node->id == NULL) {
+ if (node->custom1 == index)
+ BLI_strncpy(node->name, view_layer->name, NODE_MAXSTR);
+ }
+ }
+ }
+
+ /* fix all the animation data and workspace which may link to this */
+ BKE_animdata_fix_paths_rename_all(NULL, "view_layers", oldname, view_layer->name);
+ BKE_workspace_view_layer_rename(bmain, scene, oldname, view_layer->name);
+
+ /* Dependency graph uses view layer name based lookups. */
+ DEG_id_tag_update(&scene->id, 0);
+}
+
+/* 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)++;
+ }
+
+ for (LayerCollection *lc = lb->first; lc; lc = lc->next) {
+ LayerCollection *lc_nested = collection_from_index(&lc->layer_collections, number, i);
+ if (lc_nested) {
+ return lc_nested;
+ }
+ }
+ return NULL;
+}
+
+/**
+ * Get the collection for a given index
+ */
+LayerCollection *BKE_layer_collection_from_index(ViewLayer *view_layer, const int index)
+{
+ int i = 0;
+ return collection_from_index(&view_layer->layer_collections, index, &i);
+}
+
+/**
+ * Get the active collection
+ */
+LayerCollection *BKE_layer_collection_get_active(ViewLayer *view_layer)
+{
+ return view_layer->active_collection;
+}
+
+/*
+ * Activate collection
+ */
+bool BKE_layer_collection_activate(ViewLayer *view_layer, LayerCollection *lc)
+{
+ if (lc->flag & LAYER_COLLECTION_EXCLUDE) {
+ return false;
+ }
+
+ view_layer->active_collection = lc;
+ return true;
+}
+
+/**
+ * Activate first parent collection
+ */
+LayerCollection *BKE_layer_collection_activate_parent(ViewLayer *view_layer, LayerCollection *lc)
+{
+ CollectionParent *parent = lc->collection->parents.first;
+
+ if (parent) {
+ lc = BKE_layer_collection_first_from_scene_collection(view_layer, parent->collection);
+ }
+ else {
+ lc = NULL;
+ }
+
+ if (lc && (lc->flag & LAYER_COLLECTION_EXCLUDE)) {
+ /* Don't activate excluded collections. */
+ return BKE_layer_collection_activate_parent(view_layer, lc);
+ }
+
+ if (!lc) {
+ lc = view_layer->layer_collections.first;
+ }
+
+ view_layer->active_collection = lc;
+ return lc;
+}
+
+/**
+ * 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(ViewLayer *view_layer)
+{
+ return collection_count(&view_layer->layer_collections);
+}
+
+/**
+ * Recursively get the index for a given collection
+ */
+static int index_from_collection(ListBase *lb, const LayerCollection *lc, int *i)
+{
+ for (LayerCollection *lcol = lb->first; lcol; lcol = lcol->next) {
+ if (lcol == lc) {
+ return *i;
+ }
+
+ (*i)++;
+ }
+
+ for (LayerCollection *lcol = lb->first; lcol; lcol = lcol->next) {
+ 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(ViewLayer *view_layer, const LayerCollection *lc)
+{
+ int i = 0;
+ return index_from_collection(&view_layer->layer_collections, lc, &i);
+}
+
+/*********************************** Syncing *********************************
+ *
+ * The layer collection tree mirrors the scene collection tree. Whenever that
+ * changes we need to synchronize them so that there is a corresponding layer
+ * collection for each collection. Note that the scene collection tree can
+ * contain link or override collections, and so this is also called on .blend
+ * file load to ensure any new or removed collections are synced.
+ *
+ * The view layer also contains a list of bases for each object that exists
+ * in at least one layer collection. That list is also synchronized here, and
+ * stores state like selection. */
+
+static int layer_collection_sync(
+ ViewLayer *view_layer, const ListBase *lb_scene,
+ ListBase *lb_layer, ListBase *new_object_bases,
+ int parent_exclude, int parent_restrict)
+{
+ /* TODO: support recovery after removal of intermediate collections, reordering, ..
+ * For local edits we can make editing operating do the appropriate thing, but for
+ * linking we can only sync after the fact. */
+
+ /* Remove layer collections that no longer have a corresponding scene collection. */
+ for (LayerCollection *lc = lb_layer->first; lc;) {
+ /* Note ID remap can set lc->collection to NULL when deleting collections. */
+ LayerCollection *lc_next = lc->next;
+ Collection *collection = (lc->collection) ?
+ BLI_findptr(lb_scene, lc->collection, offsetof(CollectionChild, collection)) : NULL;
+
+ if (!collection) {
+ /* Free recursively. */
+ layer_collection_free(view_layer, lc);
+ BLI_freelinkN(lb_layer, lc);
+ }
+
+ lc = lc_next;
+ }
+
+ /* Add layer collections for any new scene collections, and ensure order is the same. */
+ ListBase new_lb_layer = {NULL, NULL};
+ int runtime_flag = 0;
+
+ for (const CollectionChild *child = lb_scene->first; child; child = child->next) {
+ Collection *collection = child->collection;
+ LayerCollection *lc = BLI_findptr(lb_layer, collection, offsetof(LayerCollection, collection));
+
+ if (lc) {
+ BLI_remlink(lb_layer, lc);
+ BLI_addtail(&new_lb_layer, lc);
+ }
+ else {
+ lc = layer_collection_add(&new_lb_layer, collection);
+ lc->flag = parent_exclude;
+ }
+
+ /* Collection restrict is inherited. */
+ int child_restrict = parent_restrict;
+ if (!(collection->flag & COLLECTION_IS_MASTER)) {
+ child_restrict |= collection->flag;
+ }
+
+ /* Sync child collections. */
+ int child_runtime_flag = layer_collection_sync(
+ view_layer, &collection->children,
+ &lc->layer_collections, new_object_bases,
+ lc->flag, child_restrict);
+
+ /* Layer collection exclude is not inherited. */
+ if (lc->flag & LAYER_COLLECTION_EXCLUDE) {
+ lc->runtime_flag = 0;
+ continue;
+ }
+ else {
+ lc->runtime_flag = child_runtime_flag;
+ }
+
+ /* Sync objects, except if collection was excluded. */
+ for (CollectionObject *cob = collection->gobject.first; cob; cob = cob->next) {
+ Base *base = BLI_ghash_lookup(view_layer->object_bases_hash, cob->ob);
+
+ if (base) {
+ /* Move from old base list to new base list. Base might have already
+ * been moved to the new base list and the first/last test ensure that
+ * case also works. */
+ if (!ELEM(base, new_object_bases->first, new_object_bases->last)) {
+ BLI_remlink(&view_layer->object_bases, base);
+ BLI_addtail(new_object_bases, base);
+ }
+ }
+ else {
+ /* Create new base. */
+ base = object_base_new(cob->ob);
+ BLI_addtail(new_object_bases, base);
+ BLI_ghash_insert(view_layer->object_bases_hash, base->object, base);
+ }
+
+ int object_restrict = base->object->restrictflag;
+
+ if (((child_restrict & COLLECTION_RESTRICT_VIEW) == 0) &&
+ ((object_restrict & OB_RESTRICT_VIEW) == 0))
+ {
+ base->flag |= BASE_VISIBLED | BASE_VISIBLE_VIEWPORT;
+
+ if (((child_restrict & COLLECTION_RESTRICT_SELECT) == 0) &&
+ ((object_restrict & OB_RESTRICT_SELECT) == 0))
+ {
+ base->flag |= BASE_SELECTABLED;
+ }
+ }
+
+ if (((child_restrict & COLLECTION_RESTRICT_RENDER) == 0) &&
+ ((object_restrict & OB_RESTRICT_RENDER) == 0))
+
+ {
+ base->flag |= BASE_VISIBLE_RENDER;
+ }
+
+ /* Update runtime flags used for display and tools. */
+ if (base->flag & BASE_VISIBLED) {
+ lc->runtime_flag |= LAYER_COLLECTION_HAS_ENABLED_OBJECTS;
+ }
+
+ if (base->flag & BASE_HIDE) {
+ view_layer->runtime_flag |= VIEW_LAYER_HAS_HIDE;
+ }
+ else if (base->flag & BASE_VISIBLED) {
+ lc->runtime_flag |= LAYER_COLLECTION_HAS_VISIBLE_OBJECTS;
+ }
+
+ lc->runtime_flag |= LAYER_COLLECTION_HAS_OBJECTS;
+ }
+
+ runtime_flag |= lc->runtime_flag;
+ }
+
+ /* Replace layer collection list with new one. */
+ *lb_layer = new_lb_layer;
+ BLI_assert(BLI_listbase_count(lb_scene) == BLI_listbase_count(lb_layer));
+
+ return runtime_flag;
+}
+
+/**
+ * Update view layer collection tree from collections used in the scene.
+ * This is used when collections are removed or added, both while editing
+ * and on file loaded in case linked data changed or went missing.
+ */
+void BKE_layer_collection_sync(const Scene *scene, ViewLayer *view_layer)
+{
+ if (!scene->master_collection) {
+ /* Happens for old files that don't have versioning applied yet. */
+ return;
+ }
+
+ /* Free cache. */
+ MEM_SAFE_FREE(view_layer->object_bases_array);
+
+ /* Create object to base hash if it does not exist yet. */
+ if (!view_layer->object_bases_hash) {
+ view_layer_bases_hash_create(view_layer);
+ }
+
+ /* Clear visible and selectable flags to be reset. */
+ for (Base *base = view_layer->object_bases.first; base; base = base->next) {
+ base->flag &= ~(BASE_VISIBLED | BASE_SELECTABLED | BASE_VISIBLE_VIEWPORT | BASE_VISIBLE_RENDER);
+ }
+
+ view_layer->runtime_flag = 0;
+
+ /* Generate new layer connections and object bases when collections changed. */
+ CollectionChild child = {NULL, NULL, scene->master_collection};
+ const ListBase collections = {&child, &child};
+ ListBase new_object_bases = {NULL, NULL};
+
+ const int parent_exclude = 0, parent_restrict = 0;
+ layer_collection_sync(
+ view_layer, &collections,
+ &view_layer->layer_collections, &new_object_bases,
+ parent_exclude, parent_restrict);
+
+ /* Any remaning object bases are to be removed. */
+ for (Base *base = view_layer->object_bases.first; base; base = base->next) {
+ if (view_layer->basact == base) {
+ view_layer->basact = NULL;
+ }
+
+ BLI_ghash_remove(view_layer->object_bases_hash, base->object, NULL, NULL);
+ }
+
+ BLI_freelistN(&view_layer->object_bases);
+ view_layer->object_bases = new_object_bases;
+
+ /* Always set a valid active collection. */
+ LayerCollection *active = view_layer->active_collection;
+
+ if (active && (active->flag & LAYER_COLLECTION_EXCLUDE)) {
+ BKE_layer_collection_activate_parent(view_layer, active);
+ }
+ else if (active == NULL) {
+ view_layer->active_collection = view_layer->layer_collections.first;
+ }
+}
+
+void BKE_scene_collection_sync(const Scene *scene)
+{
+ for (ViewLayer *view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) {
+ BKE_layer_collection_sync(scene, view_layer);
+ }
+}
+
+void BKE_main_collection_sync(const Main *bmain)
+{
+ /* TODO: if a single collection changed, figure out which
+ * scenes it belongs to and only update those. */
+
+ /* TODO: optimize for file load so only linked collections get checked? */
+
+ for (const Scene *scene = bmain->scene.first; scene; scene = scene->id.next) {
+ BKE_scene_collection_sync(scene);
+ }
+}
+
+void BKE_main_collection_sync_remap(const Main *bmain)
+{
+ /* On remapping of object or collection pointers free caches. */
+ /* TODO: try to make this faster */
+
+ for (const Scene *scene = bmain->scene.first; scene; scene = scene->id.next) {
+ for (ViewLayer *view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) {
+ MEM_SAFE_FREE(view_layer->object_bases_array);
+
+ if (view_layer->object_bases_hash) {
+ BLI_ghash_free(view_layer->object_bases_hash, NULL, NULL);
+ view_layer->object_bases_hash = NULL;
+ }
+ }
+ }
+
+ for (Collection *collection = bmain->collection.first; collection; collection = collection->id.next) {
+ BKE_collection_object_cache_free(collection);
+ DEG_id_tag_update_ex((Main *)bmain, &collection->id, DEG_TAG_COPY_ON_WRITE);
+ }
+
+ BKE_main_collection_sync(bmain);
+}
+
+/* ---------------------------------------------------------------------- */
+
+/**
+ * Select all the objects of this layer collection
+ *
+ * It also select the objects that are in nested collections.
+ * \note Recursive
+ */
+bool BKE_layer_collection_objects_select(ViewLayer *view_layer, LayerCollection *lc, bool deselect)
+{
+ if (lc->collection->flag & COLLECTION_RESTRICT_SELECT) {
+ return false;
+ }
+
+ bool changed = false;
+
+ if (!(lc->flag & LAYER_COLLECTION_EXCLUDE)) {
+ for (CollectionObject *cob = lc->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 (LayerCollection *iter = lc->layer_collections.first; iter; iter = iter->next) {
+ changed |= BKE_layer_collection_objects_select(view_layer, iter, deselect);
+ }
+
+ return changed;
+}
+
+bool BKE_layer_collection_has_selected_objects(ViewLayer *view_layer, LayerCollection *lc)
+{
+ if (lc->collection->flag & COLLECTION_RESTRICT_SELECT) {
+ return false;
+ }
+
+ if (!(lc->flag & LAYER_COLLECTION_EXCLUDE)) {
+ for (CollectionObject *cob = lc->collection->gobject.first; cob; cob = cob->next) {
+ Base *base = BKE_view_layer_base_find(view_layer, cob->ob);
+
+ if (base && (base->flag & BASE_SELECTED)) {
+ return true;
+ }
+ }
+ }
+
+ for (LayerCollection *iter = lc->layer_collections.first; iter; iter = iter->next) {
+ if (BKE_layer_collection_has_selected_objects(view_layer, iter)) {
+ return true;
+ }
+ }
+
+ return false;
+}
+
+/* ---------------------------------------------------------------------- */
+
+/* Test base visibility when BASE_VISIBLED has not been set yet. */
+static bool base_is_visible(Base *base, eEvaluationMode mode)
+{
+ if (mode == DAG_EVAL_VIEWPORT) {
+ return ((base->flag & BASE_VISIBLE_VIEWPORT) != 0) &&
+ ((base->flag & BASE_HIDE) == 0);
+ }
+ else {
+ return ((base->flag & BASE_VISIBLE_RENDER) != 0);
+ }
+}
+
+/* Update after toggling visibility of an object base. */
+void BKE_base_set_visible(Scene *scene, ViewLayer *view_layer, Base *base, bool extend)
+{
+ if (!extend) {
+ /* Make only one base visible. */
+ for (Base *other = view_layer->object_bases.first; other; other = other->next) {
+ other->flag |= BASE_HIDE;
+ }
+
+ base->flag &= ~BASE_HIDE;
+ }
+ else {
+ /* Toggle visibility of one base. */
+ base->flag ^= BASE_HIDE;
+ }
+
+ BKE_layer_collection_sync(scene, view_layer);
+}
+
+void BKE_layer_collection_set_visible(Scene *scene, ViewLayer *view_layer, LayerCollection *lc, bool extend)
+{
+ if (!extend) {
+ /* Make only objects from one collection visible. */
+ for (Base *base = view_layer->object_bases.first; base; base = base->next) {
+ base->flag |= BASE_HIDE;
+ }
+
+ FOREACH_COLLECTION_OBJECT_RECURSIVE_BEGIN(lc->collection, ob)
+ {
+ Base *base = BLI_ghash_lookup(view_layer->object_bases_hash, ob);
+
+ if (base) {
+ base->flag &= ~BASE_HIDE;
+ }
+ }
+ FOREACH_COLLECTION_OBJECT_RECURSIVE_END;
+
+ BKE_layer_collection_activate(view_layer, lc);
+ }
+ else {
+ /* Toggle visibility of objects from collection. */
+ bool hide = (lc->runtime_flag & LAYER_COLLECTION_HAS_VISIBLE_OBJECTS) != 0;
+
+ FOREACH_COLLECTION_OBJECT_RECURSIVE_BEGIN(lc->collection, ob)
+ {
+ Base *base = BLI_ghash_lookup(view_layer->object_bases_hash, ob);
+
+ if (base) {
+ if (hide) {
+ base->flag |= BASE_HIDE;
+ }
+ else {
+ base->flag &= ~BASE_HIDE;
+ }
+ }
+ }
+ FOREACH_COLLECTION_OBJECT_RECURSIVE_END;
+ }
+
+ BKE_layer_collection_sync(scene, view_layer);
+}
+
+/* ---------------------------------------------------------------------- */
+
+static LayerCollection *find_layer_collection_by_scene_collection(LayerCollection *lc, const Collection *collection)
+{
+ if (lc->collection == collection) {
+ return lc;
+ }
+
+ for (LayerCollection *nlc = lc->layer_collections.first; nlc; nlc = nlc->next) {
+ LayerCollection *found = find_layer_collection_by_scene_collection(nlc, collection);
+ if (found) {
+ return found;
+ }
+ }
+ return NULL;
+}
+
+/**
+ * Return the first matching LayerCollection in the ViewLayer for the Collection.
+ */
+LayerCollection *BKE_layer_collection_first_from_scene_collection(ViewLayer *view_layer, const Collection *collection)
+{
+ for (LayerCollection *layer_collection = view_layer->layer_collections.first;
+ layer_collection != NULL;
+ layer_collection = layer_collection->next)
+ {
+ LayerCollection *found = find_layer_collection_by_scene_collection(layer_collection, collection);
+
+ if (found != NULL) {
+ return found;
+ }
+ }
+ return NULL;
+}
+
+/**
+ * See if view layer has the scene collection linked directly, or indirectly (nested)
+ */
+bool BKE_view_layer_has_collection(ViewLayer *view_layer, const Collection *collection)
+{
+ return BKE_layer_collection_first_from_scene_collection(view_layer, collection) != NULL;
+}
+
+/**
+ * See if the object is in any of the scene layers of the scene
+ */
+bool BKE_scene_has_object(Scene *scene, Object *ob)
+{
+ for (ViewLayer *view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) {
+ Base *base = BKE_view_layer_base_find(view_layer, ob);
+ if (base) {
+ return true;
+ }
+ }
+ return false;
+}
+
+/* ---------------------------------------------------------------------- */
+/* Override */
+
+/**
+ * Add a new datablock override
+ */
+void BKE_override_view_layer_datablock_add(
+ ViewLayer *view_layer, int id_type, const char *data_path, const ID *owner_id)
+{
+ UNUSED_VARS(view_layer, id_type, data_path, owner_id);
+ TODO_LAYER_OVERRIDE;
+}
+
+/**
+ * Add a new int override
+ */
+void BKE_override_view_layer_int_add(
+ ViewLayer *view_layer, int id_type, const char *data_path, const int value)
+{
+ UNUSED_VARS(view_layer, id_type, data_path, value);
+ TODO_LAYER_OVERRIDE;
+}
+
+/**
+ * Add a new boolean override
+ */
+void BKE_override_layer_collection_boolean_add(
+ struct LayerCollection *layer_collection, int id_type, const char *data_path, const bool value)
+{
+ UNUSED_VARS(layer_collection, id_type, data_path, value);
+ TODO_LAYER_OVERRIDE;
+}
+
+/** \} */
+
+/* Iterators */
+
+/* -------------------------------------------------------------------- */
+/** \name Private Iterator Helpers
+ * \{ */
+
+static void object_bases_iterator_begin(BLI_Iterator *iter, void *data_in, const int flag)
+{
+ ViewLayer *view_layer = data_in;
+ Base *base = view_layer->object_bases.first;
+
+ /* when there are no objects */
+ if (base == NULL) {
+ iter->valid = false;
+ return;
+ }
+
+ iter->data = base;
+
+ if ((base->flag & flag) == 0) {
+ object_bases_iterator_next(iter, flag);
+ }
+ else {
+ iter->current = base;
+ }
+}
+
+static void object_bases_iterator_next(BLI_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->valid = false;
+}
+
+static void objects_iterator_begin(BLI_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(BLI_Iterator *iter, const int flag)
+{
+ object_bases_iterator_next(iter, flag);
+
+ if (iter->valid) {
+ iter->current = ((Base *)iter->current)->object;
+ }
+}
+
+/* -------------------------------------------------------------------- */
+/** \name BKE_view_layer_selected_objects_iterator
+ * See: #FOREACH_SELECTED_OBJECT_BEGIN
+ * \{ */
+
+void BKE_view_layer_selected_objects_iterator_begin(BLI_Iterator *iter, void *data_in)
+{
+ objects_iterator_begin(iter, data_in, BASE_SELECTED);
+}
+
+void BKE_view_layer_selected_objects_iterator_next(BLI_Iterator *iter)
+{
+ objects_iterator_next(iter, BASE_SELECTED);
+}
+
+void BKE_view_layer_selected_objects_iterator_end(BLI_Iterator *UNUSED(iter))
+{
+ /* do nothing */
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name BKE_view_layer_visible_objects_iterator
+ * \{ */
+
+void BKE_view_layer_visible_objects_iterator_begin(BLI_Iterator *iter, void *data_in)
+{
+ objects_iterator_begin(iter, data_in, BASE_VISIBLED);
+}
+
+void BKE_view_layer_visible_objects_iterator_next(BLI_Iterator *iter)
+{
+ objects_iterator_next(iter, BASE_VISIBLED);
+}
+
+void BKE_view_layer_visible_objects_iterator_end(BLI_Iterator *UNUSED(iter))
+{
+ /* do nothing */
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name BKE_view_layer_selected_editable_objects_iterator
+ * \{ */
+
+void BKE_view_layer_selected_editable_objects_iterator_begin(BLI_Iterator *iter, void *data_in)
+{
+ objects_iterator_begin(iter, data_in, BASE_SELECTED);
+ if (iter->valid) {
+ if (BKE_object_is_libdata((Object *)iter->current) == false) {
+ // First object is valid (selectable and not libdata) -> all good.
+ return;
+ }
+ else {
+ // Object is selectable but not editable -> search for another one.
+ BKE_view_layer_selected_editable_objects_iterator_next(iter);
+ }
+ }
+}
+
+void BKE_view_layer_selected_editable_objects_iterator_next(BLI_Iterator *iter)
+{
+ // Search while there are objects and the one we have is not editable (editable = not libdata).
+ do {
+ objects_iterator_next(iter, BASE_SELECTED);
+ } while (iter->valid && BKE_object_is_libdata((Object *)iter->current) != false);
+}
+
+void BKE_view_layer_selected_editable_objects_iterator_end(BLI_Iterator *UNUSED(iter))
+{
+ /* do nothing */
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name BKE_view_layer_selected_bases_iterator
+ * \{ */
+
+void BKE_view_layer_selected_bases_iterator_begin(BLI_Iterator *iter, void *data_in)
+{
+ object_bases_iterator_begin(iter, data_in, BASE_SELECTED);
+}
+
+void BKE_view_layer_selected_bases_iterator_next(BLI_Iterator *iter)
+{
+ object_bases_iterator_next(iter, BASE_SELECTED);
+}
+
+void BKE_view_layer_selected_bases_iterator_end(BLI_Iterator *UNUSED(iter))
+{
+ /* do nothing */
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name BKE_view_layer_visible_bases_iterator
+ * \{ */
+
+void BKE_view_layer_visible_bases_iterator_begin(BLI_Iterator *iter, void *data_in)
+{
+ object_bases_iterator_begin(iter, data_in, BASE_VISIBLED);
+}
+
+void BKE_view_layer_visible_bases_iterator_next(BLI_Iterator *iter)
+{
+ object_bases_iterator_next(iter, BASE_VISIBLED);
+}
+
+void BKE_view_layer_visible_bases_iterator_end(BLI_Iterator *UNUSED(iter))
+{
+ /* do nothing */
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name BKE_view_layer_renderable_objects_iterator
+ * \{ */
+
+void BKE_view_layer_renderable_objects_iterator_begin(BLI_Iterator *iter, void *data_in)
+{
+ struct ObjectsRenderableIteratorData *data = data_in;
+
+ /* Tag objects to prevent going over the same object twice. */
+ for (Scene *scene = data->scene; scene; scene = scene->set) {
+ for (ViewLayer *view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) {
+ for (Base *base = view_layer->object_bases.first; base; base = base->next) {
+ base->object->id.flag |= LIB_TAG_DOIT;
+ }
+ }
+ }
+
+ ViewLayer *view_layer = data->scene->view_layers.first;
+ data->iter.view_layer = view_layer;
+
+ data->base_temp.next = view_layer->object_bases.first;
+ data->iter.base = &data->base_temp;
+
+ data->iter.set = NULL;
+
+ iter->data = data_in;
+ BKE_view_layer_renderable_objects_iterator_next(iter);
+}
+
+void BKE_view_layer_renderable_objects_iterator_next(BLI_Iterator *iter)
+{
+ /* Set it early in case we need to exit and we are running from within a loop. */
+ iter->skip = true;
+
+ struct ObjectsRenderableIteratorData *data = iter->data;
+ Base *base = data->iter.base->next;
+
+ /* There is still a base in the current scene layer. */
+ if (base != NULL) {
+ Object *ob = base->object;
+
+ /* We need to set the iter.base even if the rest fail otherwise
+ * we keep checking the exactly same base over and over again. */
+ data->iter.base = base;
+
+ if (ob->id.flag & LIB_TAG_DOIT) {
+ ob->id.flag &= ~LIB_TAG_DOIT;
+
+ if ((base->flag & BASE_VISIBLED) != 0) {
+ iter->skip = false;
+ iter->current = ob;
+ }
+ }
+ return;
+ }
+
+ /* Time to go to the next scene layer. */
+ if (data->iter.set == NULL) {
+ while ((data->iter.view_layer = data->iter.view_layer->next)) {
+ ViewLayer *view_layer = data->iter.view_layer;
+ if (view_layer->flag & VIEW_LAYER_RENDER) {
+ data->base_temp.next = view_layer->object_bases.first;
+ data->iter.base = &data->base_temp;
+ return;
+ }
+ }
+
+ /* Setup the "set" for the next iteration. */
+ data->scene_temp.set = data->scene;
+ data->iter.set = &data->scene_temp;
+ return;
+ }
+
+ /* Look for an object in the next set. */
+ while ((data->iter.set = data->iter.set->set)) {
+ ViewLayer *view_layer = BKE_view_layer_default_render(data->iter.set);
+ data->base_temp.next = view_layer->object_bases.first;
+ data->iter.base = &data->base_temp;
+ return;
+ }
+
+ iter->valid = false;
+}
+
+void BKE_view_layer_renderable_objects_iterator_end(BLI_Iterator *UNUSED(iter))
+{
+ /* Do nothing - iter->data was static allocated, we can't free it. */
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name BKE_view_layer_bases_in_mode_iterator
+ * \{ */
+
+void BKE_view_layer_bases_in_mode_iterator_begin(BLI_Iterator *iter, void *data_in)
+{
+ struct ObjectsInModeIteratorData *data = data_in;
+ Base *base = data->base_active;
+
+ /* when there are no objects */
+ if (base == NULL) {
+ iter->valid = false;
+ return;
+ }
+ iter->data = data_in;
+ iter->current = base;
+}
+
+void BKE_view_layer_bases_in_mode_iterator_next(BLI_Iterator *iter)
+{
+ struct ObjectsInModeIteratorData *data = iter->data;
+ Base *base = iter->current;
+
+ if (base == data->base_active) {
+ /* first step */
+ base = data->view_layer->object_bases.first;
+ if (base == data->base_active) {
+ base = base->next;
+ }
+ }
+ else {
+ base = base->next;
+ }
+
+ while (base) {
+ if ((base->object->type == data->base_active->object->type) &&
+ (base != data->base_active) &&
+ (base->object->mode & data->object_mode))
+ {
+ iter->current = base;
+ return;
+ }
+ base = base->next;
+ }
+ iter->valid = false;
+}
+
+void BKE_view_layer_bases_in_mode_iterator_end(BLI_Iterator *UNUSED(iter))
+{
+ /* do nothing */
+}
+
+/** \} */
+
+/* Evaluation */
+
+void BKE_layer_eval_view_layer(
+ struct Depsgraph *depsgraph,
+ struct Scene *UNUSED(scene),
+ ViewLayer *view_layer)
+{
+ DEG_debug_print_eval(depsgraph, __func__, view_layer->name, view_layer);
+
+ /* Visibility based on depsgraph mode. */
+ const eEvaluationMode mode = DEG_get_mode(depsgraph);
+
+ /* Create array of bases, for fast index-based lookup. */
+ const int num_object_bases = BLI_listbase_count(&view_layer->object_bases);
+ MEM_SAFE_FREE(view_layer->object_bases_array);
+ view_layer->object_bases_array = MEM_malloc_arrayN(
+ num_object_bases, sizeof(Base *), "view_layer->object_bases_array");
+ int base_index = 0;
+ for (Base *base = view_layer->object_bases.first; base; base = base->next) {
+ /* Set visibility. */
+ if (base_is_visible(base, mode)) {
+ base->flag |= BASE_VISIBLED;
+ }
+ else {
+ base->flag &= ~(BASE_VISIBLED | BASE_SELECTABLED);
+ }
+
+ /* If base is not selectabled, clear select. */
+ if ((base->flag & BASE_SELECTABLED) == 0) {
+ base->flag &= ~BASE_SELECTED;
+ }
+
+ view_layer->object_bases_array[base_index++] = base;
+ }
+
+ /* Flush back base flag to the original view layer for editing. */
+ if (view_layer == DEG_get_evaluated_view_layer(depsgraph)) {
+ ViewLayer *view_layer_orig = DEG_get_input_view_layer(depsgraph);
+ Base *base_orig = view_layer_orig->object_bases.first;
+ const Base *base_eval = view_layer->object_bases.first;
+ while (base_orig != NULL) {
+ base_orig->flag = base_eval->flag;
+ base_orig = base_orig->next;
+ base_eval = base_eval->next;
+ }
+ }
+}
+
+void BKE_layer_eval_view_layer_indexed(
+ struct Depsgraph *depsgraph,
+ struct Scene *scene,
+ int view_layer_index)
+{
+ BLI_assert(view_layer_index >= 0);
+ ViewLayer *view_layer = BLI_findlink(&scene->view_layers, view_layer_index);
+ BLI_assert(view_layer != NULL);
+ BKE_layer_eval_view_layer(depsgraph, scene, view_layer);
+}