46 const char *name_custom);
114 uint duplicate_options);
118#define BKE_SCENE_COLLECTION_NAME "Scene Collection"
242 const int id_create_flag);
352#define FOREACH_COLLECTION_VISIBLE_OBJECT_RECURSIVE_BEGIN(_collection, _object, _mode) \
354 int _base_flag = (_mode == DAG_EVAL_VIEWPORT) ? BASE_ENABLED_VIEWPORT : BASE_ENABLED_RENDER; \
355 int _object_visibility_flag = (_mode == DAG_EVAL_VIEWPORT) ? OB_HIDE_VIEWPORT : \
358 for (Base *_base = static_cast<Base *>(BKE_collection_object_cache_get(_collection).first); \
360 _base = _base->next, _base_id++) \
362 Object *_object = _base->object; \
363 if ((_base->flag & _base_flag) && \
364 (_object->visibility_flag & _object_visibility_flag) == 0) {
366#define FOREACH_COLLECTION_VISIBLE_OBJECT_RECURSIVE_END \
372#define FOREACH_COLLECTION_OBJECT_RECURSIVE_BEGIN(_collection, _object) \
373 for (Base *_base = static_cast<Base *>(BKE_collection_object_cache_get(_collection).first); \
375 _base = _base->next) \
377 Object *_object = _base->object; \
378 BLI_assert(_object != NULL);
380#define FOREACH_COLLECTION_OBJECT_RECURSIVE_END \
422#define FOREACH_SCENE_COLLECTION_BEGIN(scene, _instance) \
423 ITER_BEGIN (BKE_scene_collections_iterator_begin, \
424 BKE_scene_collections_iterator_next, \
425 BKE_scene_collections_iterator_end, \
430#define FOREACH_SCENE_COLLECTION_END ITER_END
432#define FOREACH_COLLECTION_BEGIN(_bmain, _scene, Type, _instance) \
435 Collection *_instance_next; \
436 bool is_scene_collection = (_scene) != NULL; \
439 _instance_next = (_scene)->master_collection; \
442 _instance_next = static_cast<Collection *>((_bmain)->collections.first); \
445 while ((_instance = _instance_next)) { \
446 if (is_scene_collection) { \
447 _instance_next = static_cast<Collection *>((_bmain)->collections.first); \
448 is_scene_collection = false; \
451 _instance_next = static_cast<Collection *>(_instance->id.next); \
454#define FOREACH_COLLECTION_END \
459#define FOREACH_SCENE_OBJECT_BEGIN(scene, _instance) \
460 ITER_BEGIN (BKE_scene_objects_iterator_begin, \
461 BKE_scene_objects_iterator_next, \
462 BKE_scene_objects_iterator_end, \
467#define FOREACH_SCENE_OBJECT_END ITER_END
bool BKE_collection_object_remove(Main *bmain, Collection *collection, Object *ob, bool free_us)
bool BKE_collection_has_object_recursive_instanced(Collection *collection, Object *ob)
void BKE_scene_objects_iterator_begin_ex(BLI_Iterator *iter, void *data_in)
Collection * BKE_collection_from_index(Scene *scene, int index)
void BKE_scene_objects_iterator_next_ex(BLI_Iterator *iter)
Collection * BKE_collection_master_add(Scene *scene)
void BKE_collection_object_cache_free(const Main *bmain, Collection *collection, const int id_create_flag)
bool BKE_collection_has_object_recursive(Collection *collection, Object *ob)
CollectionChild * BKE_collection_child_find(Collection *parent, Collection *collection)
void(*)(Collection *ob, void *data) BKE_scene_collections_Cb
void BKE_collection_add_from_collection(Main *bmain, Scene *scene, Collection *collection_src, Collection *collection_dst)
const char * BKE_collection_ui_name_get(Collection *collection)
void BKE_collection_exporter_free_data(CollectionExport *data)
bool BKE_scene_collections_object_remove(Main *bmain, Scene *scene, Object *ob, bool free_us)
bool BKE_collection_has_object_recursive_instanced_orig_id(Collection *collection_eval, Object *object_eval)
void BKE_collection_blend_write_nolib(BlendWriter *writer, Collection *collection)
bool BKE_collection_child_remove(Main *bmain, Collection *parent, Collection *child)
bool BKE_collection_viewlayer_object_add(Main *bmain, const ViewLayer *view_layer, Collection *collection, Object *ob)
void BKE_scene_collections_iterator_next(BLI_Iterator *iter)
Collection * BKE_collection_add(Main *bmain, Collection *collection_parent, const char *name_custom)
bool BKE_collection_has_object(Collection *collection, const Object *ob)
ListBase BKE_collection_object_cache_instanced_get(Collection *collection)
void BKE_collections_object_remove_invalids(Main *bmain)
Base * BKE_collection_or_layer_objects(const Scene *scene, ViewLayer *view_layer, Collection *collection)
void BKE_scene_objects_iterator_end(BLI_Iterator *iter)
bool BKE_collection_object_replace(Main *bmain, Collection *collection, Object *ob_old, Object *ob_new)
bool BKE_collection_is_empty(const Collection *collection)
Collection * BKE_collection_duplicate(Main *bmain, Collection *parent, CollectionChild *child_old, Collection *collection, eDupli_ID_Flags duplicate_flags, uint duplicate_options)
bool BKE_collection_move(Main *bmain, Collection *to_parent, Collection *from_parent, Collection *relative, bool relative_after, Collection *collection)
bool BKE_collection_is_in_scene(Collection *collection)
bool BKE_collection_child_add(Main *bmain, Collection *parent, Collection *child)
void BKE_collection_object_move(Main *bmain, Scene *scene, Collection *collection_dst, Collection *collection_src, Object *ob)
void BKE_collection_blend_write_prepare_nolib(BlendWriter *writer, Collection *collection)
void BKE_collection_add_from_object(Main *bmain, Scene *scene, const Object *ob_src, Collection *collection_dst)
void BKE_collections_child_remove_nulls(Main *bmain, Collection *parent_collection, Collection *child_collection)
void BKE_collection_exporter_name_set(const ListBase *exporters, CollectionExport *data, const char *newname)
GSet * BKE_scene_objects_as_gset(Scene *scene, GSet *objects_gset)
bool BKE_collection_validate(Collection *collection)
bool BKE_collection_child_add_no_sync(Main *bmain, Collection *parent, Collection *child)
void BKE_scene_collections_iterator_begin(BLI_Iterator *iter, void *data_in)
void BKE_collection_new_name_get(Collection *collection_parent, char *rname)
void BKE_collection_free_data(Collection *collection)
void(*)(Object *ob, void *data) BKE_scene_objects_Cb
void BKE_main_collections_object_cache_free(const Main *bmain)
Collection * BKE_collection_object_find(Main *bmain, Scene *scene, Collection *collection, Object *ob)
void BKE_scene_collections_iterator_end(BLI_Iterator *iter)
bool BKE_collection_cycles_fix(Main *bmain, Collection *collection)
bool BKE_collection_object_add_notest(Main *bmain, Collection *collection, Object *ob)
void BKE_scene_objects_iterator_end_ex(BLI_Iterator *iter)
void BKE_collection_object_add_from(Main *bmain, Scene *scene, Object *ob_src, Object *ob_dst)
Collection * BKE_collection_parent_editable_find_recursive(const ViewLayer *view_layer, Collection *collection)
bool BKE_collection_delete(Main *bmain, Collection *collection, bool hierarchy)
bool BKE_collection_cycle_find(Collection *new_ancestor, Collection *collection)
bool BKE_collection_object_cyclic_check(Main *bmain, Object *object, Collection *collection)
void BKE_collections_after_lib_link(Main *bmain)
bool BKE_collection_has_collection(const Collection *parent, const Collection *collection)
ListBase BKE_collection_object_cache_get(Collection *collection)
void BKE_collection_blend_read_data(BlendDataReader *reader, Collection *collection, ID *owner_id)
void BKE_scene_objects_iterator_begin(BLI_Iterator *iter, void *data_in)
void BKE_collection_parent_relations_rebuild(Collection *collection)
bool BKE_collection_objects_select(const Scene *scene, ViewLayer *view_layer, Collection *collection, bool deselect)
void BKE_scene_objects_iterator_next(BLI_Iterator *iter)
void BKE_main_collections_parent_relations_rebuild(Main *bmain)
bool BKE_collection_object_add(Main *bmain, Collection *collection, Object *ob)
These structs are the foundation for all linked lists in the library system.
BMesh const char void * data
struct CollectionParent * prev
struct Collection * collection
struct CollectionParent * next