/* * 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. */ #pragma once /** \file * \ingroup bke */ #include "BKE_collection.h" #include "DNA_listBase.h" #ifdef __cplusplus extern "C" { #endif #define TODO_LAYER_OVERRIDE /* CollectionOverride */ #define TODO_LAYER_OPERATORS /* collection mamanger and property panel operators */ #define TODO_LAYER /* generic todo */ struct Base; struct BlendDataReader; struct BlendLibReader; struct BlendWriter; struct Collection; struct Depsgraph; struct LayerCollection; struct Main; struct Object; struct RenderEngine; struct Scene; struct View3D; struct ViewLayer; typedef enum eViewLayerCopyMethod { VIEWLAYER_ADD_NEW = 0, VIEWLAYER_ADD_EMPTY = 1, VIEWLAYER_ADD_COPY = 2, } eViewLayerCopyMethod; /** * Returns the default view layer to view in work-spaces if there is * none linked to the workspace yet. */ struct ViewLayer *BKE_view_layer_default_view(const struct Scene *scene); /** * Returns the default view layer to render if we need to render just one. */ struct ViewLayer *BKE_view_layer_default_render(const struct Scene *scene); /** * Returns view layer with matching name, or NULL if not found. */ struct ViewLayer *BKE_view_layer_find(const struct Scene *scene, const char *layer_name); /** * Add a new view layer by default, a view layer has the master collection. */ struct ViewLayer *BKE_view_layer_add(struct Scene *scene, const char *name, struct ViewLayer *view_layer_source, int type); /* DEPRECATED */ /** * This is a placeholder to know which areas of the code need to be addressed * for the Workspace changes. Never use this, you should typically get the * active layer from the context or window. */ struct ViewLayer *BKE_view_layer_context_active_PLACEHOLDER(const struct Scene *scene); void BKE_view_layer_free(struct ViewLayer *view_layer); /** * Free (or release) any data used by this #ViewLayer. */ void BKE_view_layer_free_ex(struct ViewLayer *view_layer, bool do_id_user); /** * Tag all the selected objects of a render-layer. */ void BKE_view_layer_selected_objects_tag(struct ViewLayer *view_layer, int tag); /** * 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. */ struct Object *BKE_view_layer_camera_find(struct ViewLayer *view_layer); /** * Find the #ViewLayer a #LayerCollection belongs to. */ struct ViewLayer *BKE_view_layer_find_from_collection(const struct Scene *scene, struct LayerCollection *lc); struct Base *BKE_view_layer_base_find(struct ViewLayer *view_layer, struct Object *ob); void BKE_view_layer_base_deselect_all(struct ViewLayer *view_layer); void BKE_view_layer_base_select_and_set_active(struct ViewLayer *view_layer, struct Base *selbase); /** * Only copy internal data of #ViewLayer from source to already allocated/initialized destination. * * \param flag: Copying options (see BKE_lib_id.h's LIB_ID_COPY_... flags for more). */ void BKE_view_layer_copy_data(struct Scene *scene_dst, const struct Scene *scene_src, struct ViewLayer *view_layer_dst, const struct ViewLayer *view_layer_src, int flag); void BKE_view_layer_rename(struct Main *bmain, struct Scene *scene, struct ViewLayer *view_layer, const char *name); /** * Get the active collection */ struct LayerCollection *BKE_layer_collection_get_active(struct ViewLayer *view_layer); /** * Activate collection */ bool BKE_layer_collection_activate(struct ViewLayer *view_layer, struct LayerCollection *lc); /** * Activate first parent collection. */ struct LayerCollection *BKE_layer_collection_activate_parent(struct ViewLayer *view_layer, struct LayerCollection *lc); /** * Get the total number of collections (including all the nested collections) */ int BKE_layer_collection_count(const struct ViewLayer *view_layer); /** * Get the collection for a given index. */ struct LayerCollection *BKE_layer_collection_from_index(struct ViewLayer *view_layer, int index); /** * \return -1 if not found. */ int BKE_layer_collection_findindex(struct ViewLayer *view_layer, const struct LayerCollection *lc); void BKE_layer_collection_resync_forbid(void); void BKE_layer_collection_resync_allow(void); /** * Helper to fix older pre-2.80 blend-files. * * Ensures the given `view_layer` as a valid first-level layer collection, i.e. a single one * matching the scene's master collection. This is a requirement for `BKE_layer_collection_sync`. */ void BKE_layer_collection_doversion_2_80(const struct Scene *scene, struct ViewLayer *view_layer); void BKE_main_collection_sync(const struct Main *bmain); void BKE_scene_collection_sync(const struct Scene *scene); /** * 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 struct Scene *scene, struct ViewLayer *view_layer); void BKE_layer_collection_local_sync(struct ViewLayer *view_layer, const struct View3D *v3d); /** * Sync the local collection for all the 3D Viewports. */ void BKE_layer_collection_local_sync_all(const struct Main *bmain); void BKE_main_collection_sync_remap(const struct Main *bmain); /** * Return the first matching #LayerCollection in the #ViewLayer for the Collection. */ struct LayerCollection *BKE_layer_collection_first_from_scene_collection( const struct ViewLayer *view_layer, const struct Collection *collection); /** * See if view layer has the scene collection linked directly, or indirectly (nested). */ bool BKE_view_layer_has_collection(const struct ViewLayer *view_layer, const struct Collection *collection); /** * See if the object is in any of the scene layers of the scene. */ bool BKE_scene_has_object(struct Scene *scene, struct Object *ob); /* Selection and hiding. */ /** * 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(struct ViewLayer *view_layer, struct LayerCollection *lc, bool deselect); bool BKE_layer_collection_has_selected_objects(struct ViewLayer *view_layer, struct LayerCollection *lc); bool BKE_layer_collection_has_layer_collection(struct LayerCollection *lc_parent, struct LayerCollection *lc_child); /** * Update after toggling visibility of an object base. */ void BKE_base_set_visible(struct Scene *scene, struct ViewLayer *view_layer, struct Base *base, bool extend); bool BKE_base_is_visible(const struct View3D *v3d, const struct Base *base); bool BKE_object_is_visible_in_viewport(const struct View3D *v3d, const struct Object *ob); /** * Isolate the collection - hide all other collections but this one. * Make sure to show all the direct parents and all children of the layer collection as well. * When extending we simply show the collections and its direct family. * * If the collection or any of its parents is disabled, make it enabled. * Don't change the children disable state though. */ void BKE_layer_collection_isolate_global(struct Scene *scene, struct ViewLayer *view_layer, struct LayerCollection *lc, bool extend); /** * Isolate the collection locally * * Same as #BKE_layer_collection_isolate_local but for a viewport */ void BKE_layer_collection_isolate_local(struct ViewLayer *view_layer, const struct View3D *v3d, struct LayerCollection *lc, bool extend); /** * Hide/show all the elements of a collection. * Don't change the collection children enable/disable state, * but it may change it for the collection itself. */ void BKE_layer_collection_set_visible(struct ViewLayer *view_layer, struct LayerCollection *lc, bool visible, bool hierarchy); void BKE_layer_collection_set_flag(struct LayerCollection *lc, int flag, bool value); /* Evaluation. */ /** * Applies object's restrict flags on top of flags coming from the collection * and stores those in `base->flag`. #BASE_VISIBLE_DEPSGRAPH ignores viewport flags visibility * (i.e., restriction and local collection). */ void BKE_base_eval_flags(struct Base *base); void BKE_layer_eval_view_layer_indexed(struct Depsgraph *depsgraph, struct Scene *scene, int view_layer_index); /* .blend file I/O */ void BKE_view_layer_blend_write(struct BlendWriter *writer, struct ViewLayer *view_layer); void BKE_view_layer_blend_read_data(struct BlendDataReader *reader, struct ViewLayer *view_layer); void BKE_view_layer_blend_read_lib(struct BlendLibReader *reader, struct Library *lib, struct ViewLayer *view_layer); /* iterators */ typedef struct ObjectsVisibleIteratorData { struct ViewLayer *view_layer; const struct View3D *v3d; } ObjectsVisibleIteratorData; void BKE_view_layer_selected_objects_iterator_begin(BLI_Iterator *iter, void *data_in); void BKE_view_layer_selected_objects_iterator_next(BLI_Iterator *iter); void BKE_view_layer_selected_objects_iterator_end(BLI_Iterator *iter); void BKE_view_layer_visible_objects_iterator_begin(BLI_Iterator *iter, void *data_in); void BKE_view_layer_visible_objects_iterator_next(BLI_Iterator *iter); void BKE_view_layer_visible_objects_iterator_end(BLI_Iterator *iter); void BKE_view_layer_selected_editable_objects_iterator_begin(BLI_Iterator *iter, void *data_in); void BKE_view_layer_selected_editable_objects_iterator_next(BLI_Iterator *iter); void BKE_view_layer_selected_editable_objects_iterator_end(BLI_Iterator *iter); struct ObjectsInModeIteratorData { int object_mode; int object_type; struct ViewLayer *view_layer; const struct View3D *v3d; struct Base *base_active; }; void BKE_view_layer_bases_in_mode_iterator_begin(BLI_Iterator *iter, void *data_in); void BKE_view_layer_bases_in_mode_iterator_next(BLI_Iterator *iter); void BKE_view_layer_bases_in_mode_iterator_end(BLI_Iterator *iter); void BKE_view_layer_selected_bases_iterator_begin(BLI_Iterator *iter, void *data_in); void BKE_view_layer_selected_bases_iterator_next(BLI_Iterator *iter); void BKE_view_layer_selected_bases_iterator_end(BLI_Iterator *iter); void BKE_view_layer_visible_bases_iterator_begin(BLI_Iterator *iter, void *data_in); void BKE_view_layer_visible_bases_iterator_next(BLI_Iterator *iter); void BKE_view_layer_visible_bases_iterator_end(BLI_Iterator *iter); #define FOREACH_SELECTED_OBJECT_BEGIN(_view_layer, _v3d, _instance) \ { \ struct ObjectsVisibleIteratorData data_ = { \ .view_layer = _view_layer, \ .v3d = _v3d, \ }; \ ITER_BEGIN (BKE_view_layer_selected_objects_iterator_begin, \ BKE_view_layer_selected_objects_iterator_next, \ BKE_view_layer_selected_objects_iterator_end, \ &data_, \ Object *, \ _instance) #define FOREACH_SELECTED_OBJECT_END \ ITER_END; \ } \ ((void)0) #define FOREACH_SELECTED_EDITABLE_OBJECT_BEGIN(_view_layer, _v3d, _instance) \ { \ struct ObjectsVisibleIteratorData data_ = { \ .view_layer = _view_layer, \ .v3d = _v3d, \ }; \ ITER_BEGIN (BKE_view_layer_selected_editable_objects_iterator_begin, \ BKE_view_layer_selected_editable_objects_iterator_next, \ BKE_view_layer_selected_editable_objects_iterator_end, \ &data_, \ Object *, \ _instance) #define FOREACH_SELECTED_EDITABLE_OBJECT_END \ ITER_END; \ } \ ((void)0) #define FOREACH_VISIBLE_OBJECT_BEGIN(_view_layer, _v3d, _instance) \ { \ struct ObjectsVisibleIteratorData data_ = { \ .view_layer = _view_layer, \ .v3d = _v3d, \ }; \ ITER_BEGIN (BKE_view_layer_visible_objects_iterator_begin, \ BKE_view_layer_visible_objects_iterator_next, \ BKE_view_layer_visible_objects_iterator_end, \ &data_, \ Object *, \ _instance) #define FOREACH_VISIBLE_OBJECT_END \ ITER_END; \ } \ ((void)0) #define FOREACH_BASE_IN_MODE_BEGIN(_view_layer, _v3d, _object_type, _object_mode, _instance) \ { \ struct ObjectsInModeIteratorData data_ = { \ .object_mode = _object_mode, \ .object_type = _object_type, \ .view_layer = _view_layer, \ .v3d = _v3d, \ .base_active = _view_layer->basact, \ }; \ ITER_BEGIN (BKE_view_layer_bases_in_mode_iterator_begin, \ BKE_view_layer_bases_in_mode_iterator_next, \ BKE_view_layer_bases_in_mode_iterator_end, \ &data_, \ Base *, \ _instance) #define FOREACH_BASE_IN_MODE_END \ ITER_END; \ } \ ((void)0) #define FOREACH_BASE_IN_EDIT_MODE_BEGIN(_view_layer, _v3d, _instance) \ FOREACH_BASE_IN_MODE_BEGIN (_view_layer, _v3d, -1, OB_MODE_EDIT, _instance) #define FOREACH_BASE_IN_EDIT_MODE_END FOREACH_BASE_IN_MODE_END #define FOREACH_OBJECT_IN_MODE_BEGIN(_view_layer, _v3d, _object_type, _object_mode, _instance) \ FOREACH_BASE_IN_MODE_BEGIN (_view_layer, _v3d, _object_type, _object_mode, _base) { \ Object *_instance = _base->object; #define FOREACH_OBJECT_IN_MODE_END \ } \ FOREACH_BASE_IN_MODE_END #define FOREACH_OBJECT_IN_EDIT_MODE_BEGIN(_view_layer, _v3d, _instance) \ FOREACH_BASE_IN_EDIT_MODE_BEGIN (_view_layer, _v3d, _base) { \ Object *_instance = _base->object; #define FOREACH_OBJECT_IN_EDIT_MODE_END \ } \ FOREACH_BASE_IN_EDIT_MODE_END #define FOREACH_SELECTED_BASE_BEGIN(view_layer, _instance) \ ITER_BEGIN (BKE_view_layer_selected_bases_iterator_begin, \ BKE_view_layer_selected_bases_iterator_next, \ BKE_view_layer_selected_bases_iterator_end, \ view_layer, \ Base *, \ _instance) #define FOREACH_SELECTED_BASE_END ITER_END #define FOREACH_VISIBLE_BASE_BEGIN(_view_layer, _v3d, _instance) \ { \ struct ObjectsVisibleIteratorData data_ = { \ .view_layer = _view_layer, \ .v3d = _v3d, \ }; \ ITER_BEGIN (BKE_view_layer_visible_bases_iterator_begin, \ BKE_view_layer_visible_bases_iterator_next, \ BKE_view_layer_visible_bases_iterator_end, \ &data_, \ Base *, \ _instance) #define FOREACH_VISIBLE_BASE_END \ ITER_END; \ } \ ((void)0) #define FOREACH_OBJECT_BEGIN(view_layer, _instance) \ { \ Object *_instance; \ Base *_base; \ for (_base = (Base *)(view_layer)->object_bases.first; _base; _base = _base->next) { \ _instance = _base->object; #define FOREACH_OBJECT_END \ } \ } \ ((void)0) #define FOREACH_OBJECT_FLAG_BEGIN(scene, _view_layer, _v3d, flag, _instance) \ { \ IteratorBeginCb func_begin; \ IteratorCb func_next, func_end; \ void *data_in; \ struct ObjectsVisibleIteratorData data_ = { \ .view_layer = _view_layer, \ .v3d = _v3d, \ }; \ \ if (flag == SELECT) { \ func_begin = &BKE_view_layer_selected_objects_iterator_begin; \ func_next = &BKE_view_layer_selected_objects_iterator_next; \ func_end = &BKE_view_layer_selected_objects_iterator_end; \ data_in = &data_; \ } \ 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; \ } \ ((void)0) /* layer_utils.c */ struct ObjectsInViewLayerParams { uint no_dup_data : 1; bool (*filter_fn)(const struct Object *ob, void *user_data); void *filter_userdata; }; struct Object **BKE_view_layer_array_selected_objects_params( struct ViewLayer *view_layer, const struct View3D *v3d, uint *r_len, const struct ObjectsInViewLayerParams *params); /** * Use this in rare cases we need to detect a pair of objects (active, selected). * This returns the other non-active selected object. * * Returns NULL with it finds multiple other selected objects * as behavior in this case would be random from the user perspective. */ struct Object *BKE_view_layer_non_active_selected_object(struct ViewLayer *view_layer, const struct View3D *v3d); #define BKE_view_layer_array_selected_objects(view_layer, v3d, r_len, ...) \ BKE_view_layer_array_selected_objects_params( \ view_layer, v3d, r_len, &(const struct ObjectsInViewLayerParams)__VA_ARGS__) struct ObjectsInModeParams { int object_mode; uint no_dup_data : 1; bool (*filter_fn)(const struct Object *ob, void *user_data); void *filter_userdata; }; struct Base **BKE_view_layer_array_from_bases_in_mode_params( struct ViewLayer *view_layer, const struct View3D *v3d, uint *r_len, const struct ObjectsInModeParams *params); struct Object **BKE_view_layer_array_from_objects_in_mode_params( struct ViewLayer *view_layer, const struct View3D *v3d, uint *len, const struct ObjectsInModeParams *params); #define BKE_view_layer_array_from_objects_in_mode(view_layer, v3d, r_len, ...) \ BKE_view_layer_array_from_objects_in_mode_params( \ view_layer, v3d, r_len, &(const struct ObjectsInModeParams)__VA_ARGS__) #define BKE_view_layer_array_from_bases_in_mode(view_layer, v3d, r_len, ...) \ BKE_view_layer_array_from_bases_in_mode_params( \ view_layer, v3d, r_len, &(const struct ObjectsInModeParams)__VA_ARGS__) bool BKE_view_layer_filter_edit_mesh_has_uvs(const struct Object *ob, void *user_data); bool BKE_view_layer_filter_edit_mesh_has_edges(const struct Object *ob, void *user_data); /* Utility macros that wrap common args (add more as needed). */ #define BKE_view_layer_array_from_objects_in_edit_mode(view_layer, v3d, r_len) \ BKE_view_layer_array_from_objects_in_mode(view_layer, v3d, r_len, {.object_mode = OB_MODE_EDIT}) #define BKE_view_layer_array_from_bases_in_edit_mode(view_layer, v3d, r_len) \ BKE_view_layer_array_from_bases_in_mode(view_layer, v3d, r_len, {.object_mode = OB_MODE_EDIT}) #define BKE_view_layer_array_from_objects_in_edit_mode_unique_data(view_layer, v3d, r_len) \ BKE_view_layer_array_from_objects_in_mode( \ view_layer, v3d, r_len, {.object_mode = OB_MODE_EDIT, .no_dup_data = true}) #define BKE_view_layer_array_from_bases_in_edit_mode_unique_data(view_layer, v3d, r_len) \ BKE_view_layer_array_from_bases_in_mode( \ view_layer, v3d, r_len, {.object_mode = OB_MODE_EDIT, .no_dup_data = true}) #define BKE_view_layer_array_from_objects_in_edit_mode_unique_data_with_uvs( \ view_layer, v3d, r_len) \ BKE_view_layer_array_from_objects_in_mode( \ view_layer, \ v3d, \ r_len, \ {.object_mode = OB_MODE_EDIT, \ .no_dup_data = true, \ .filter_fn = BKE_view_layer_filter_edit_mesh_has_uvs}) #define BKE_view_layer_array_from_objects_in_mode_unique_data(view_layer, v3d, r_len, mode) \ BKE_view_layer_array_from_objects_in_mode( \ view_layer, v3d, r_len, {.object_mode = mode, .no_dup_data = true}) struct ViewLayerAOV *BKE_view_layer_add_aov(struct ViewLayer *view_layer); void BKE_view_layer_remove_aov(struct ViewLayer *view_layer, struct ViewLayerAOV *aov); void BKE_view_layer_set_active_aov(struct ViewLayer *view_layer, struct ViewLayerAOV *aov); /** * Update the naming and conflicts of the AOVs. * * Name must be unique between all AOVs. * Conflicts with render passes will show a conflict icon. Reason is that switching a render * engine or activating a render pass could lead to other conflicts that wouldn't be that clear * for the user. */ void BKE_view_layer_verify_aov(struct RenderEngine *engine, struct Scene *scene, struct ViewLayer *view_layer); /** * Check if the given view layer has at least one valid AOV. */ bool BKE_view_layer_has_valid_aov(struct ViewLayer *view_layer); struct ViewLayer *BKE_view_layer_find_with_aov(struct Scene *scene, struct ViewLayerAOV *view_layer_aov); #ifdef __cplusplus } #endif