コード例 #1
0
ファイル: layer.c プロジェクト: dfelinto/blender
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->scenes.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->collections.first; collection;
       collection = collection->id.next) {
    BKE_collection_object_cache_free(collection);
    DEG_id_tag_update_ex((Main *)bmain, &collection->id, ID_RECALC_COPY_ON_WRITE);
  }

  BKE_main_collection_sync(bmain);
}
コード例 #2
0
ファイル: collection.c プロジェクト: wangyxuan/blender
/**
 * Make either a shallow copy, or deeper duplicate of given collection.
 *
 * If \a do_hierarchy and \a do_deep_copy are false, this is a regular (shallow) ID copy.
 *
 * \warning If any 'deep copy' behavior is enabled,
 * this functions will clear all \a bmain id.idnew pointers.
 *
 * \param do_hierarchy If true, it will recursively make shallow copies of children collections.
 * \param do_objects If true, it will also make duplicates of objects.
 *                   This one does nothing if \a do_hierarchy is not set.
 * \param do_obdata If true, it will also make deep duplicates of objects,
 * using behavior defined in user settings (U.dupflag).
 * This one does nothing if \a do_hierarchy and \a do_objects are not set.
 */
Collection *BKE_collection_duplicate(Main *bmain,
                                     Collection *parent,
                                     Collection *collection,
                                     const bool do_hierarchy,
                                     const bool do_objects,
                                     const bool do_obdata)
{
  /* It's not allowed to copy the master collection. */
  if (collection->flag & COLLECTION_IS_MASTER) {
    BLI_assert("!Master collection can't be duplicated");
    return NULL;
  }

  if (do_hierarchy) {
    BKE_main_id_tag_all(bmain, LIB_TAG_NEW, false);
    BKE_main_id_clear_newpoins(bmain);
  }

  Collection *collection_new = collection_duplicate_recursive(
      bmain, parent, collection, do_hierarchy, do_objects, do_obdata);

  /* This code will follows into all ID links using an ID tagged with LIB_TAG_NEW.*/
  BKE_libblock_relink_to_newid(&collection_new->id);

  if (do_hierarchy) {
    /* Cleanup. */
    BKE_main_id_tag_all(bmain, LIB_TAG_NEW, false);
    BKE_main_id_clear_newpoins(bmain);
  }

  BKE_main_collection_sync(bmain);

  return collection_new;
}
コード例 #3
0
ファイル: collection.c プロジェクト: wangyxuan/blender
/**
 * Remove a collection, optionally removing its child objects or moving
 * them to parent collections.
 */
bool BKE_collection_delete(Main *bmain, Collection *collection, bool hierarchy)
{
  /* Master collection is not real datablock, can't be removed. */
  if (collection->flag & COLLECTION_IS_MASTER) {
    BLI_assert(!"Scene master collection can't be deleted");
    return false;
  }

  if (hierarchy) {
    /* Remove child objects. */
    CollectionObject *cob = collection->gobject.first;
    while (cob != NULL) {
      collection_object_remove(bmain, collection, cob->ob, true);
      cob = collection->gobject.first;
    }

    /* Delete all child collections recursively. */
    CollectionChild *child = collection->children.first;
    while (child != NULL) {
      BKE_collection_delete(bmain, child->collection, hierarchy);
      child = collection->children.first;
    }
  }
  else {
    /* Link child collections into parent collection. */
    for (CollectionChild *child = collection->children.first; child; child = child->next) {
      for (CollectionParent *cparent = collection->parents.first; cparent;
           cparent = cparent->next) {
        Collection *parent = cparent->collection;
        collection_child_add(parent, child->collection, 0, true);
      }
    }

    CollectionObject *cob = collection->gobject.first;
    while (cob != NULL) {
      /* Link child object into parent collections. */
      for (CollectionParent *cparent = collection->parents.first; cparent;
           cparent = cparent->next) {
        Collection *parent = cparent->collection;
        collection_object_add(bmain, parent, cob->ob, 0, true);
      }

      /* Remove child object. */
      collection_object_remove(bmain, collection, cob->ob, true);
      cob = collection->gobject.first;
    }
  }

  BKE_id_delete(bmain, collection);

  BKE_main_collection_sync(bmain);

  return true;
}
コード例 #4
0
ファイル: collection.c プロジェクト: wangyxuan/blender
/**
 * Add a collection to a collection ListBase and synchronize all render layers
 * The ListBase is NULL when the collection is to be added to the master collection
 */
Collection *BKE_collection_add(Main *bmain, Collection *collection_parent, const char *name_custom)
{
  Collection *collection = collection_add(bmain, collection_parent, name_custom);
  BKE_main_collection_sync(bmain);
  return collection;
}