/* * ***** 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 "BLI_listbase.h" #include "BLI_string.h" #include "BLI_string_utf8.h" #include "BLI_string_utils.h" #include "BLT_translation.h" #include "BKE_layer.h" #include "BKE_collection.h" #include "BKE_layer.h" #include "BKE_main.h" #include "BKE_node.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 "MEM_guardedalloc.h" /* prototype */ static void layer_collection_free(SceneLayer *sl, LayerCollection *lc); static LayerCollection *layer_collection_add(SceneLayer *sl, ListBase *lb, SceneCollection *sc); static LayerCollection *find_layer_collection_by_scene_collection(LayerCollection *lc, const SceneCollection *sc); static void object_bases_Iterator_next(Iterator *iter, const int flag); /* RenderLayer */ /** * Add a new renderlayer * by default, a renderlayer has the master collection */ SceneLayer *BKE_scene_layer_add(Scene *scene, const char *name) { if (!name) { name = DATA_("Render Layer"); } SceneLayer *sl = MEM_callocN(sizeof(SceneLayer), "Scene Layer"); sl->flag |= SCENE_LAYER_RENDER; BLI_addtail(&scene->render_layers, sl); /* unique name */ BLI_strncpy_utf8(sl->name, name, sizeof(sl->name)); BLI_uniquename(&scene->render_layers, sl, DATA_("SceneLayer"), '.', offsetof(SceneLayer, name), sizeof(sl->name)); SceneCollection *sc = BKE_collection_master(scene); layer_collection_add(sl, &sl->layer_collections, sc); return sl; } bool BKE_scene_layer_remove(Main *bmain, Scene *scene, SceneLayer *sl) { const int act = BLI_findindex(&scene->render_layers, sl); if (act == -1) { return false; } else if ( (scene->render_layers.first == scene->render_layers.last) && (scene->render_layers.first == sl)) { /* ensure 1 layer is kept */ return false; } BLI_remlink(&scene->render_layers, sl); BKE_scene_layer_free(sl); MEM_freeN(sl); scene->active_layer = 0; /* TODO WORKSPACE: set active_layer to 0 */ for (Scene *sce = bmain->scene.first; sce; sce = sce->id.next) { if (sce->nodetree) { BKE_nodetree_remove_layer_n(sce->nodetree, scene, act); } } return true; } /** * Free (or release) any data used by this SceneLayer (does not free the SceneLayer itself). */ void BKE_scene_layer_free(SceneLayer *sl) { sl->basact = NULL; BLI_freelistN(&sl->object_bases); for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) { layer_collection_free(NULL, lc); } BLI_freelistN(&sl->layer_collections); } /** * Set the render engine of a renderlayer */ void BKE_scene_layer_engine_set(SceneLayer *sl, const char *engine) { BLI_strncpy_utf8(sl->engine, engine, sizeof(sl->engine)); } /** * Tag all the selected objects of a renderlayer */ void BKE_scene_layer_selected_objects_tag(SceneLayer *sl, const int tag) { for (Base *base = sl->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; } /** * Find the SceneLayer a LayerCollection belongs to */ SceneLayer *BKE_scene_layer_find_from_collection(Scene *scene, LayerCollection *lc) { for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) { if (find_scene_collection_in_scene_collections(&sl->layer_collections, lc)) { return sl; } } return NULL; } /* Base */ Base *BKE_scene_layer_base_find(SceneLayer *sl, Object *ob) { return BLI_findptr(&sl->object_bases, ob, offsetof(Base, object)); } void BKE_scene_layer_base_deselect_all(SceneLayer *sl) { Base *base; for (base = sl->object_bases.first; base; base = base->next) { base->flag &= ~BASE_SELECTED; } } void BKE_scene_layer_base_select(struct SceneLayer *sl, Base *selbase) { sl->basact = selbase; if ((selbase->flag & BASE_SELECTABLED) != 0) { selbase->flag |= BASE_SELECTED; } } static void scene_layer_object_base_unref(SceneLayer* sl, Base *base) { base->refcount--; /* It only exists in the RenderLayer */ if (base->refcount == 0) { if (sl->basact == base) { sl->basact = NULL; } BLI_remlink(&sl->object_bases, base); MEM_freeN(base); } } static void layer_collection_base_flag_recalculate(LayerCollection *lc, const bool tree_is_visible, const bool tree_is_selectable) { bool is_visible = tree_is_visible && ((lc->flag & COLLECTION_VISIBLE) != 0); /* an object can only be selected if it's visible */ bool is_selectable = tree_is_selectable && is_visible && ((lc->flag & COLLECTION_SELECTABLE) != 0); for (LinkData *link = lc->object_bases.first; link; link = link->next) { Base *base = link->data; if (is_visible) { base->flag |= BASE_VISIBLED; } else { base->flag &= ~BASE_VISIBLED; } if (is_selectable) { base->flag |= BASE_SELECTABLED; } else { base->flag &= ~BASE_SELECTABLED; } } for (LayerCollection *lcn = lc->layer_collections.first; lcn; lcn = lcn->next) { layer_collection_base_flag_recalculate(lcn, is_visible, is_selectable); } } /** * Re-evaluate the ObjectBase flags for SceneLayer */ void BKE_scene_layer_base_flag_recalculate(SceneLayer *sl) { for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) { layer_collection_base_flag_recalculate(lc, true, true); } /* if base is not selectabled, clear select */ for (Base *base = sl->object_bases.first; base; base = base->next) { if ((base->flag & BASE_SELECTABLED) == 0) { base->flag &= ~BASE_SELECTED; } } } /** * Return the base if existent, or create it if necessary * Always bump the refcount */ static Base *object_base_add(SceneLayer *sl, Object *ob) { Base *base; base = BKE_scene_layer_base_find(sl, ob); if (base == NULL) { base = MEM_callocN(sizeof(Base), "Object Base"); /* do not bump user count, leave it for SceneCollections */ base->object = ob; BLI_addtail(&sl->object_bases, base); } base->refcount++; return base; } /* LayerCollection */ /** * When freeing the entire SceneLayer at once we don't bother with unref * otherwise SceneLayer is passed to keep the syncing of the LayerCollection tree */ static void layer_collection_free(SceneLayer *sl, LayerCollection *lc) { if (sl) { for (LinkData *link = lc->object_bases.first; link; link = link->next) { scene_layer_object_base_unref(sl, link->data); } } BLI_freelistN(&lc->object_bases); BLI_freelistN(&lc->overrides); for (LayerCollection *nlc = lc->layer_collections.first; nlc; nlc = nlc->next) { layer_collection_free(sl, nlc); } BLI_freelistN(&lc->layer_collections); } /** * Free (or release) LayerCollection from SceneLayer * (does not free the LayerCollection itself). */ void BKE_layer_collection_free(SceneLayer *sl, LayerCollection *lc) { layer_collection_free(sl, lc); } /* 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)++; LayerCollection *lc_nested = collection_from_index(&lc->layer_collections, number, i); if (lc_nested) { return lc_nested; } } return NULL; } /** * Get the active collection */ LayerCollection *BKE_layer_collection_active(SceneLayer *sl) { int i = 0; return collection_from_index(&sl->layer_collections, sl->active_collection, &i); } /** * 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(SceneLayer *sl) { return collection_count(&sl->layer_collections); } /** * Recursively get the index for a given collection */ static int index_from_collection(ListBase *lb, LayerCollection *lc, int *i) { for (LayerCollection *lcol = lb->first; lcol; lcol = lcol->next) { if (lcol == lc) { return *i; } (*i)++; 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(SceneLayer *sl, LayerCollection *lc) { int i = 0; return index_from_collection(&sl->layer_collections, lc, &i); } /** * Link a collection to a renderlayer * The collection needs to be created separately */ LayerCollection *BKE_collection_link(SceneLayer *sl, SceneCollection *sc) { LayerCollection *lc = layer_collection_add(sl, &sl->layer_collections, sc); sl->active_collection = BKE_layer_collection_findindex(sl, lc); return lc; } /** * Unlink a collection base from a renderlayer * The corresponding collection is not removed from the master collection */ void BKE_collection_unlink(SceneLayer *sl, LayerCollection *lc) { BKE_layer_collection_free(sl, lc); BKE_scene_layer_base_flag_recalculate(sl); BLI_remlink(&sl->layer_collections, lc); MEM_freeN(lc); sl->active_collection = 0; } static void layer_collection_object_add(SceneLayer *sl, LayerCollection *lc, Object *ob) { Base *base = object_base_add(sl, ob); /* only add an object once - prevent SceneCollection->objects and * SceneCollection->filter_objects to add the same object */ if (BLI_findptr(&lc->object_bases, base, offsetof(LinkData, data))) { return; } BLI_addtail(&lc->object_bases, BLI_genericNodeN(base)); BKE_scene_layer_base_flag_recalculate(sl); } static void layer_collection_object_remove(SceneLayer *sl, LayerCollection *lc, Object *ob) { Base *base; base = BKE_scene_layer_base_find(sl, ob); LinkData *link = BLI_findptr(&lc->object_bases, base, offsetof(LinkData, data)); BLI_remlink(&lc->object_bases, link); MEM_freeN(link); scene_layer_object_base_unref(sl, base); } static void layer_collection_objects_populate(SceneLayer *sl, LayerCollection *lc, ListBase *objects) { for (LinkData *link = objects->first; link; link = link->next) { layer_collection_object_add(sl, lc, link->data); } } static void layer_collection_populate(SceneLayer *sl, LayerCollection *lc, SceneCollection *sc) { layer_collection_objects_populate(sl, lc, &sc->objects); layer_collection_objects_populate(sl, lc, &sc->filter_objects); for (SceneCollection *nsc = sc->scene_collections.first; nsc; nsc = nsc->next) { layer_collection_add(sl, &lc->layer_collections, nsc); } } static LayerCollection *layer_collection_add(SceneLayer *sl, ListBase *lb, SceneCollection *sc) { LayerCollection *lc = MEM_callocN(sizeof(LayerCollection), "Collection Base"); BLI_addtail(lb, lc); lc->scene_collection = sc; lc->flag = COLLECTION_VISIBLE + COLLECTION_SELECTABLE + COLLECTION_FOLDED; layer_collection_populate(sl, lc, sc); return lc; } /* ---------------------------------------------------------------------- */ /** * See if render layer has the scene collection linked directly, or indirectly (nested) */ bool BKE_scene_layer_has_collection(struct SceneLayer *sl, struct SceneCollection *sc) { for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) { if (find_layer_collection_by_scene_collection(lc, sc) != NULL) { return true; } } return false; } /** * See if the object is in any of the scene layers of the scene */ bool BKE_scene_has_object(Scene *scene, Object *ob) { for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) { Base *base = BKE_scene_layer_base_find(sl, ob); if (base) { return true; } } return false; } /* ---------------------------------------------------------------------- */ /* Syncing */ static LayerCollection *find_layer_collection_by_scene_collection(LayerCollection *lc, const SceneCollection *sc) { if (lc->scene_collection == sc) { return lc; } for (LayerCollection *nlc = lc->layer_collections.first; nlc; nlc = nlc->next) { LayerCollection *found = find_layer_collection_by_scene_collection(nlc, sc); if (found) { return found; } } return NULL; } /** * Add a new LayerCollection for all the SceneLayers that have sc_parent */ void BKE_layer_sync_new_scene_collection(Scene *scene, const SceneCollection *sc_parent, SceneCollection *sc) { for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) { for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) { LayerCollection *lc_parent = find_layer_collection_by_scene_collection(lc, sc_parent); if (lc_parent) { layer_collection_add(sl, &lc_parent->layer_collections, sc); } } } } /** * Add a corresponding ObjectBase to all the equivalent LayerCollection */ void BKE_layer_sync_object_link(Scene *scene, SceneCollection *sc, Object *ob) { for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) { for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) { LayerCollection *found = find_layer_collection_by_scene_collection(lc, sc); if (found) { layer_collection_object_add(sl, found, ob); } } } } /** * Remove the equivalent object base to all layers that have this collection * also remove all reference to ob in the filter_objects */ void BKE_layer_sync_object_unlink(Scene *scene, SceneCollection *sc, Object *ob) { for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) { for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) { LayerCollection *found = find_layer_collection_by_scene_collection(lc, sc); if (found) { layer_collection_object_remove(sl, found, ob); } } BKE_scene_layer_base_flag_recalculate(sl); } } /* ---------------------------------------------------------------------- */ /* Override */ /** * Add a new datablock override */ void BKE_collection_override_datablock_add(LayerCollection *UNUSED(lc), const char *UNUSED(data_path), ID *UNUSED(id)) { TODO_LAYER_OVERRIDE; } /* ---------------------------------------------------------------------- */ /* Iterators */ static void object_bases_Iterator_begin(Iterator *iter, void *data_in, const int flag) { SceneLayer *sl = data_in; Base *base = sl->object_bases.first; /* when there are no objects */ if (base == NULL) { iter->valid = false; return; } iter->valid = true; iter->data = base; if ((base->flag & flag) == 0) { object_bases_Iterator_next(iter, flag); } else { iter->current = base; } } static void object_bases_Iterator_next(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->current = NULL; iter->valid = false; } static void objects_Iterator_begin(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(Iterator *iter, const int flag) { object_bases_Iterator_next(iter, flag); if (iter->valid) { iter->current = ((Base *)iter->current)->object; } } void BKE_selected_objects_Iterator_begin(Iterator *iter, void *data_in) { objects_Iterator_begin(iter, data_in, BASE_SELECTED); } void BKE_selected_objects_Iterator_next(Iterator *iter) { objects_Iterator_next(iter, BASE_SELECTED); } void BKE_selected_objects_Iterator_end(Iterator *UNUSED(iter)) { /* do nothing */ } void BKE_visible_objects_Iterator_begin(Iterator *iter, void *data_in) { objects_Iterator_begin(iter, data_in, BASE_VISIBLED); } void BKE_visible_objects_Iterator_next(Iterator *iter) { objects_Iterator_next(iter, BASE_VISIBLED); } void BKE_visible_objects_Iterator_end(Iterator *UNUSED(iter)) { /* do nothing */ } void BKE_visible_bases_Iterator_begin(Iterator *iter, void *data_in) { object_bases_Iterator_begin(iter, data_in, BASE_VISIBLED); } void BKE_visible_bases_Iterator_next(Iterator *iter) { object_bases_Iterator_next(iter, BASE_VISIBLED); } void BKE_visible_bases_Iterator_end(Iterator *UNUSED(iter)) { /* do nothing */ }