/* * ***** 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): Blender Foundation, Dalai Felinto * * ***** END GPL LICENSE BLOCK ***** */ #ifndef __BKE_LAYER_H__ #define __BKE_LAYER_H__ /** \file blender/blenkernel/BKE_layer.h * \ingroup bke */ #include "BKE_collection.h" #ifdef __cplusplus extern "C" { #endif #define TODO_LAYER_SYNC_FILTER /* syncing of filter_objects across all trees */ #define TODO_LAYER_OVERRIDE /* CollectionOverride */ #define TODO_LAYER_OPERATORS /* collection mamanger and property panel operators */ #define TODO_LAYER /* generic todo */ #define ROOT_PROP "root" struct EvaluationContext; struct LayerCollection; struct ID; struct IDProperty; struct ListBase; struct Main; struct Object; struct Base; struct RenderEngine; struct Scene; struct SceneCollection; struct SceneLayer; struct WorkSpace; void BKE_layer_exit(void); struct SceneLayer *BKE_scene_layer_from_scene_get(const struct Scene *scene); struct SceneLayer *BKE_scene_layer_from_workspace_get(const struct Scene *scene, const struct WorkSpace *workspace); struct SceneLayer *BKE_scene_layer_add(struct Scene *scene, const char *name); /* DEPRECATED */ struct SceneLayer *BKE_scene_layer_context_active_PLACEHOLDER(const struct Scene *scene); void BKE_scene_layer_free(struct SceneLayer *sl); void BKE_scene_layer_selected_objects_tag(struct SceneLayer *sl, const int tag); struct SceneLayer *BKE_scene_layer_find_from_collection(const struct Scene *scene, struct LayerCollection *lc); struct Base *BKE_scene_layer_base_find(struct SceneLayer *sl, struct Object *ob); void BKE_scene_layer_base_deselect_all(struct SceneLayer *sl); void BKE_scene_layer_base_select(struct SceneLayer *sl, struct Base *selbase); void BKE_layer_collection_free(struct SceneLayer *sl, struct LayerCollection *lc); struct LayerCollection *BKE_layer_collection_get_active(struct SceneLayer *sl); struct LayerCollection *BKE_layer_collection_get_active_ensure(struct Scene *scene, struct SceneLayer *sl); int BKE_layer_collection_count(struct SceneLayer *sl); struct LayerCollection *BKE_layer_collection_from_index(struct SceneLayer *sl, const int index); int BKE_layer_collection_findindex(struct SceneLayer *sl, const struct LayerCollection *lc); bool BKE_layer_collection_move_above(const struct Scene *scene, struct LayerCollection *lc_dst, struct LayerCollection *lc_src); bool BKE_layer_collection_move_below(const struct Scene *scene, struct LayerCollection *lc_dst, struct LayerCollection *lc_src); bool BKE_layer_collection_move_into(const struct Scene *scene, struct LayerCollection *lc_dst, struct LayerCollection *lc_src); void BKE_layer_collection_resync(const struct Scene *scene, const struct SceneCollection *sc); struct LayerCollection *BKE_collection_link(struct SceneLayer *sl, struct SceneCollection *sc); void BKE_collection_unlink(struct SceneLayer *sl, struct LayerCollection *lc); void BKE_collection_enable(struct SceneLayer *sl, struct LayerCollection *lc); void BKE_collection_disable(struct SceneLayer *sl, struct LayerCollection *lc); bool BKE_scene_layer_has_collection(struct SceneLayer *sl, const struct SceneCollection *sc); bool BKE_scene_has_object(struct Scene *scene, struct Object *ob); /* syncing */ void BKE_layer_sync_new_scene_collection(struct Scene *scene, const struct SceneCollection *sc_parent, struct SceneCollection *sc); void BKE_layer_sync_object_link(const struct Scene *scene, struct SceneCollection *sc, struct Object *ob); void BKE_layer_sync_object_unlink(const struct Scene *scene, struct SceneCollection *sc, struct Object *ob); /* override */ void BKE_collection_override_datablock_add(struct LayerCollection *lc, const char *data_path, struct ID *id); /* engine settings */ typedef void (*EngineSettingsCB)(struct RenderEngine *engine, struct IDProperty *props); struct IDProperty *BKE_layer_collection_engine_evaluated_get(struct Object *ob, const int type, const char *engine_name); struct IDProperty *BKE_layer_collection_engine_collection_get(struct LayerCollection *lc, const int type, const char *engine_name); struct IDProperty *BKE_layer_collection_engine_scene_get(struct Scene *scene, const int type, const char *engine_name); void BKE_layer_collection_engine_settings_callback_register(struct Main *bmain, const char *engine_name, EngineSettingsCB func); void BKE_layer_collection_engine_settings_callback_free(void); void BKE_layer_collection_engine_settings_create(struct IDProperty *root); void BKE_layer_collection_engine_settings_validate_scene(struct Scene *scene); void BKE_layer_collection_engine_settings_validate_collection(struct LayerCollection *lc); struct IDProperty *BKE_scene_layer_engine_evaluated_get(struct SceneLayer *sl, const int type, const char *engine_name); struct IDProperty *BKE_scene_layer_engine_layer_get(struct SceneLayer *sl, const int type, const char *engine_name); struct IDProperty *BKE_scene_layer_engine_scene_get(struct Scene *scene, const int type, const char *engine_name); void BKE_scene_layer_engine_settings_callback_register(struct Main *bmain, const char *engine_name, EngineSettingsCB func); void BKE_scene_layer_engine_settings_callback_free(void); void BKE_scene_layer_engine_settings_validate_scene(struct Scene *scene); void BKE_scene_layer_engine_settings_validate_layer(struct SceneLayer *sl); void BKE_scene_layer_engine_settings_create(struct IDProperty *root); void BKE_collection_engine_property_add_float(struct IDProperty *props, const char *name, float value); void BKE_collection_engine_property_add_float_array( struct IDProperty *props, const char *name, const float *values, const int array_length); void BKE_collection_engine_property_add_int(struct IDProperty *props, const char *name, int value); void BKE_collection_engine_property_add_bool(struct IDProperty *props, const char *name, bool value); int BKE_collection_engine_property_value_get_int(struct IDProperty *props, const char *name); float BKE_collection_engine_property_value_get_float(struct IDProperty *props, const char *name); const float *BKE_collection_engine_property_value_get_float_array(struct IDProperty *props, const char *name); bool BKE_collection_engine_property_value_get_bool(struct IDProperty *props, const char *name); void BKE_collection_engine_property_value_set_int(struct IDProperty *props, const char *name, int value); void BKE_collection_engine_property_value_set_float(struct IDProperty *props, const char *name, float value); void BKE_collection_engine_property_value_set_float_array(struct IDProperty *props, const char *name, const float *values); void BKE_collection_engine_property_value_set_bool(struct IDProperty *props, const char *name, bool value); /* evaluation */ void BKE_layer_eval_layer_collection_pre(const struct EvaluationContext *eval_ctx, struct Scene *scene, struct SceneLayer *scene_layer); void BKE_layer_eval_layer_collection(const struct EvaluationContext *eval_ctx, struct LayerCollection *layer_collection, struct LayerCollection *parent_layer_collection); void BKE_layer_eval_layer_collection_post(const struct EvaluationContext *eval_ctx, struct SceneLayer *scene_layer); /* iterators */ void BKE_selected_objects_iterator_begin(BLI_Iterator *iter, void *data_in); void BKE_selected_objects_iterator_next(BLI_Iterator *iter); void BKE_selected_objects_iterator_end(BLI_Iterator *iter); void BKE_visible_objects_iterator_begin(BLI_Iterator *iter, void *data_in); void BKE_visible_objects_iterator_next(BLI_Iterator *iter); void BKE_visible_objects_iterator_end(BLI_Iterator *iter); void BKE_renderable_objects_iterator_begin(BLI_Iterator *iter, void *data_in); void BKE_renderable_objects_iterator_next(BLI_Iterator *iter); void BKE_renderable_objects_iterator_end(BLI_Iterator *iter); void BKE_selected_bases_iterator_begin(BLI_Iterator *iter, void *data_in); void BKE_selected_bases_iterator_next(BLI_Iterator *iter); void BKE_selected_bases_iterator_end(BLI_Iterator *iter); void BKE_visible_bases_iterator_begin(BLI_Iterator *iter, void *data_in); void BKE_visible_bases_iterator_next(BLI_Iterator *iter); void BKE_visible_bases_iterator_end(BLI_Iterator *iter); #define FOREACH_SELECTED_OBJECT(sl, _instance) \ ITER_BEGIN(BKE_selected_objects_iterator_begin, \ BKE_selected_objects_iterator_next, \ BKE_selected_objects_iterator_end, \ sl, Object *, _instance) #define FOREACH_SELECTED_OBJECT_END \ ITER_END #define FOREACH_VISIBLE_OBJECT(sl, _instance) \ ITER_BEGIN(BKE_visible_objects_iterator_begin, \ BKE_visible_objects_iterator_next, \ BKE_visible_objects_iterator_end, \ sl, Object *, _instance) #define FOREACH_VISIBLE_OBJECT_END \ ITER_END #define FOREACH_SELECTED_BASE(sl, _instance) \ ITER_BEGIN(BKE_selected_bases_iterator_begin, \ BKE_selected_bases_iterator_next, \ BKE_selected_bases_iterator_end, \ sl, Base *, _instance) #define FOREACH_SELECTED_BASE_END \ ITER_END #define FOREACH_VISIBLE_BASE(sl, _instance) \ ITER_BEGIN(BKE_visible_bases_iterator_begin, \ BKE_visible_bases_iterator_next, \ BKE_visible_bases_iterator_end, \ sl, Base *, _instance) #define FOREACH_VISIBLE_BASE_END \ ITER_END #define FOREACH_OBJECT(sl, _instance) \ { \ Object *_instance; \ Base *base; \ for (base = (sl)->object_bases.first; base; base = base->next) { \ _instance = base->object; #define FOREACH_OBJECT_END \ } \ } #define FOREACH_OBJECT_FLAG(scene, sl, flag, _instance) \ { \ IteratorBeginCb func_begin; \ IteratorCb func_next, func_end; \ void *data_in; \ \ if (flag == SELECT) { \ func_begin = &BKE_selected_objects_iterator_begin; \ func_next = &BKE_selected_objects_iterator_next; \ func_end = &BKE_selected_objects_iterator_end; \ data_in = (sl); \ } \ else { \ func_begin = BKE_scene_objects_iterator_begin; \ func_next = BKE_scene_objects_iterator_next; \ func_end = BKE_scene_objects_iterator_end; \ data_in = (scene); \ } \ ITER_BEGIN(func_begin, func_next, func_end, data_in, Object *, _instance) #define FOREACH_OBJECT_FLAG_END \ ITER_END \ } typedef struct ObjectsRenderableIteratorData { struct Scene *scene; struct { struct SceneLayer *scene_layer; struct Base *base; struct Scene *set; } iter; } ObjectsRenderableIteratorData; #define FOREACH_OBJECT_RENDERABLE(scene_, _instance) \ ObjectsRenderableIteratorData data_ = { \ .scene = (scene_), \ }; \ ITER_BEGIN(BKE_renderable_objects_iterator_begin, \ BKE_renderable_objects_iterator_next, \ BKE_renderable_objects_iterator_end, \ &data_, Object *, _instance) #define FOREACH_OBJECT_RENDERABLE_END \ ITER_END #ifdef __cplusplus } #endif #endif /* __BKE_LAYER_H__ */