54 const bool is_collection_hidden = collection->
flag & hide_flag;
57 if (is_collection_hidden || is_layer_collection_excluded) {
69 Collection *child_collection = child_layer_collection->collection;
70 const ComponentKey child_collection_hierarchy_key{&child_collection->
id,
73 collection_hierarchy_key, child_collection_hierarchy_key,
"Collection hierarchy");
86 Collection *collection = layer_collection->collection;
88 add_relation(scene_hierarchy_key, collection_hierarchy_key,
"Scene -> Collection hierarchy");
95 if (fls->
group !=
nullptr) {
124 if (scene->rigidbody_world !=
nullptr) {
128 if (scene->adt !=
nullptr) {
132 if (scene->world !=
nullptr) {
162 add_relation(scene_view_layer_key, scene_eval_key,
"View Layer -> Scene Eval");
169 if (scene->set !=
nullptr) {
void BKE_view_layer_synced_ensure(const Scene *scene, ViewLayer *view_layer)
ViewLayer * BKE_view_layer_default_render(const Scene *scene)
ListBase * BKE_view_layer_object_bases_get(ViewLayer *view_layer)
#define LISTBASE_FOREACH(type, var, list)
Object groups, one object can be in many groups at once.
@ COLLECTION_HIDE_VIEWPORT
@ LAYER_COLLECTION_EXCLUDE
Object is a sort of wrapper for general info.
Read Guarded memory(de)allocation.
virtual bool need_pull_base_into_graph(const Base *base)
virtual void build_freestyle_linestyle(FreestyleLineStyle *linestyle)
virtual void build_collection(LayerCollection *from_layer_collection, Collection *collection)
virtual void build_scene_audio(Scene *scene)
virtual void build_scene_camera(Scene *scene)
virtual void build_object_from_view_layer_base(Object *object)
virtual void build_scene_compositor(Scene *scene)
virtual void build_material(Material *ma, ID *owner=nullptr)
virtual void build_view_layer(Scene *scene, ViewLayer *view_layer, eDepsNode_LinkedState_Type linked_state)
virtual void build_mask(Mask *mask)
virtual void build_view_layer_collections(ViewLayer *view_layer)
virtual void build_world(World *world)
virtual void build_scene_sequencer(Scene *scene)
virtual void build_animdata(ID *id)
virtual void build_movieclip(MovieClip *clip)
Relation * add_relation(const KeyFrom &key_from, const KeyTo &key_to, const char *description, int flags=0)
virtual void build_rigidbody(Scene *scene)
virtual bool build_layer_collection(LayerCollection *layer_collection)
virtual void build_scene_parameters(Scene *scene)
virtual void build_freestyle_lineset(FreestyleLineSet *fls)
eDepsNode_LinkedState_Type
struct Collection * group
struct FreestyleLineStyle * linestyle
ListBase layer_collections
struct Collection * collection
struct FreestyleConfig freestyle_config
ListBase layer_collections
struct World * world_override
struct Material * mat_override