/* SPDX-FileCopyrightText: 2001-2002 NaN Holding BV. All rights reserved. * * SPDX-License-Identifier: GPL-2.0-or-later */ #pragma once /** \file * \ingroup bke */ #include "BLI_function_ref.hh" #include "BLI_sys_types.h" #include "BKE_duplilist.hh" #include "DNA_userdef_enums.h" namespace blender { struct Base; struct Collection; struct Depsgraph; struct ImageFormatData; struct GHash; struct Main; struct Object; struct RenderData; struct Scene; struct SceneRenderView; struct ToolSettings; struct TransformOrientation; struct TransformOrientationSlot; struct UnitSettings; struct ViewLayer; enum eSceneCopyMethod { SCE_COPY_NEW = 0, SCE_COPY_EMPTY = 1, SCE_COPY_LINK_COLLECTION = 2, SCE_COPY_FULL = 3, }; /** Use as the contents of a 'for' loop: `for (SETLOOPER(...)) { ... }`. */ #define SETLOOPER(_bmain, _sce_basis, _sce_iter, _base) \ _sce_iter = _sce_basis, \ _base = _setlooper_base_step( \ (_bmain), &_sce_iter, BKE_view_layer_context_active_PLACEHOLDER(_sce_basis), NULL); \ _base; \ _base = _setlooper_base_step((_bmain), &_sce_iter, NULL, _base) #define SETLOOPER_VIEW_LAYER(_bmain, _sce_basis, _view_layer, _sce_iter, _base) \ _sce_iter = _sce_basis, _base = _setlooper_base_step((_bmain), &_sce_iter, _view_layer, NULL); \ _base; \ _base = _setlooper_base_step((_bmain), &_sce_iter, NULL, _base) #define SETLOOPER_SET_ONLY(_bmain, _sce_basis, _sce_iter, _base) \ _sce_iter = _sce_basis, _base = _setlooper_base_step((_bmain), &_sce_iter, NULL, NULL); \ _base; \ _base = _setlooper_base_step((_bmain), &_sce_iter, NULL, _base) /** * Helper function for the #SETLOOPER and #SETLOOPER_VIEW_LAYER macros * * It iterates over the bases of the active layer and then the bases * of the active layer of the background (set) scenes recursively. */ Base *_setlooper_base_step(const Main &bmain, Scene **sce_iter, ViewLayer *view_layer, Base *base); Scene *BKE_scene_add(Main *bmain, const char *name); void BKE_scene_remove_rigidbody_object(Main *bmain, Scene *scene, Object *ob, bool free_us); /** * Check if there is any instance of the object in the scene. */ bool BKE_scene_object_find(const Main &bmain, Scene *scene, Object *ob); Object *BKE_scene_object_find_by_name(const Main &bmain, const Scene *scene, const char *name); /* Scene base iteration function. * Define struct here, so no need to bother with alloc/free it. */ struct SceneBaseIter { DupliList duplilist; DupliObject *dupob; int dupob_index; float omat[4][4]; Object *dupli_refob; int phase; }; /** * Used by meta-balls, return *all* objects (including duplis) * existing in the scene (including scene's sets). */ int BKE_scene_base_iter_next( Depsgraph *depsgraph, SceneBaseIter *iter, Scene **scene, int val, Base **base, Object **ob); void BKE_scene_base_flag_to_objects(const Main &bmain, const Scene *scene, ViewLayer *view_layer); /** * Synchronize object base flags * * This is usually handled by the depsgraph. * However, in rare occasions we need to use the latest object flags * before depsgraph is fully updated. * * It should (ideally) only run for copy-on-written objects since this is * runtime data generated per-view-layer. */ void BKE_scene_object_base_flag_sync_from_base(Base *base); /** * Sets the active scene, mainly used when running in background mode * (`--scene` command line argument). * This is also called to set the scene directly, bypassing windowing code. * Otherwise #WM_window_set_active_scene is used when changing scenes by the user. */ void BKE_scene_set_background(Main *bmain, Scene *sce); /** * Called from `creator_args.cc`. */ Scene *BKE_scene_set_name(Main *bmain, const char *name); /** * \param flag: copying options (see BKE_lib_id.hh's `LIB_ID_COPY_...` flags for more). */ ToolSettings *BKE_toolsettings_copy(ToolSettings *toolsettings, int flag); void BKE_toolsettings_free(ToolSettings *toolsettings); Scene *BKE_scene_duplicate(Main *bmain, Scene *sce, eSceneCopyMethod type, eDupli_ID_Flags duplicate_flags, /*eLibIDDuplicateFlags*/ uint duplicate_options); void BKE_scene_groups_relink(Scene *sce); /** * Check if the given scene can be deleted, i.e. if there is at least one other local Scene in the * given Main. */ bool BKE_scene_can_be_removed(const Main *bmain, const Scene *scene); /** * Find a replacement scene for the given one (typically when the given scene is going to be * deleted). * * By default, it will simply return one of its nearest neighbors in Main (the previous one if * possible). * * If a validation callback is provided, only a scene which returns `true` when passed to this * callback will be returned. Scenes before the given one are checked first, in reversed order (so * starting from the given one). * * \returns A valid replacement scene, or nullptr if no suitable replacement scene was found. */ Scene *BKE_scene_find_replacement( const Main &bmain, const Scene &scene, FunctionRef scene_validate_cb = nullptr); bool BKE_scene_has_view_layer(const Scene *scene, const ViewLayer *layer); Scene *BKE_scene_find_from_collection(const Main *bmain, const Collection *collection); Object *BKE_scene_camera_switch_find(const Scene *scene, const int time); bool BKE_scene_camera_switch_update(Scene *scene); const char *BKE_scene_find_marker_name(const Scene *scene, int frame); /** * Return the current marker for this frame, * we can have more than 1 marker per frame, this just returns the first (unfortunately). */ const char *BKE_scene_find_last_marker_name(const Scene *scene, int frame); float BKE_scene_frame_snap_by_seconds(const Scene *scene, double interval_in_seconds, float frame); /** * Checks for cycle, returns true if it's all OK. */ bool BKE_scene_validate_setscene(Main *bmain, Scene *sce); /** * Return fractional frame number taking into account sub-frames and time * remapping. This the time value used by animation, modifiers and physics * evaluation. */ float BKE_scene_ctime_get(const Scene *scene); /** * Convert integer frame number to fractional frame number taking into account * sub-frames and time remapping. */ float BKE_scene_frame_to_ctime(const Scene *scene, int frame); /** * Get current fractional frame based on frame and sub-frame. */ float BKE_scene_frame_get(const Scene *scene); /** * Set current frame and sub-frame based on a fractional frame. */ void BKE_scene_frame_set(Scene *scene, float frame); struct ScenePlaybackRange { /** The start frame is always less or equal the end frame. */ int start_frame; int end_frame; }; /** * Returns the current playback range, which is either the scene range or the playback range. */ ScenePlaybackRange BKE_scene_get_playback_range(const Scene *scene); /** * Clamps the current frame to be between the playback bounds which can be the preview range. */ void BKE_scene_frame_clamp_for_playback(Scene *scene, bool is_playing_forward); TransformOrientationSlot *BKE_scene_orientation_slot_get_from_flag(Scene *scene, int flag); TransformOrientationSlot *BKE_scene_orientation_slot_get(Scene *scene, int slot_index); /** * Activate a transform orientation in a 3D view based on an enum value. * * \param orientation: If this is #V3D_ORIENT_CUSTOM or greater, the custom transform orientation * with index \a orientation - #V3D_ORIENT_CUSTOM gets activated. */ void BKE_scene_orientation_slot_set_index(TransformOrientationSlot *orient_slot, int orientation); int BKE_scene_orientation_slot_get_index(const TransformOrientationSlot *orient_slot); int BKE_scene_orientation_get_index(Scene *scene, int slot_index); int BKE_scene_orientation_get_index_from_flag(Scene *scene, int flag); /* ** Scene evaluation ** */ void BKE_scene_update_sound(Depsgraph *depsgraph, Main *bmain); void BKE_scene_update_tag_audio_volume(Depsgraph *, Scene *scene); void BKE_scene_graph_update_tagged(Depsgraph *depsgraph, Main *bmain); void BKE_scene_graph_evaluated_ensure(Depsgraph *depsgraph, Main *bmain); void BKE_scene_graph_update_for_newframe(Depsgraph *depsgraph); /** * Applies changes right away, does all sets too. */ void BKE_scene_graph_update_for_newframe_ex(Depsgraph *depsgraph, bool clear_recalc); /** * Ensures given scene/view_layer pair has a valid, up-to-date depsgraph. * * \warning Sets matching depsgraph as active, * so should only be called from the active editing context (usually, from operators). */ void BKE_scene_view_layer_graph_evaluated_ensure(Main *bmain, Scene *scene, ViewLayer *view_layer); /** * Return default view. */ SceneRenderView *BKE_scene_add_render_view(Scene *sce, const char *name); bool BKE_scene_remove_render_view(Scene *scene, SceneRenderView *srv); /* Render profile. */ int get_render_subsurf_level(const RenderData *r, int lvl, bool for_render); int get_render_child_particle_number(const RenderData *r, int child_num, bool for_render); bool BKE_scene_use_shading_nodes_custom(Scene *scene); bool BKE_scene_use_spherical_stereo(Scene *scene); bool BKE_scene_uses_blender_eevee(const Scene *scene); bool BKE_scene_uses_blender_workbench(const Scene *scene); bool BKE_scene_uses_cycles(const Scene *scene); bool BKE_scene_uses_shader_previews(const Scene *scene); void BKE_scene_copy_data_eevee(Scene *sce_dst, const Scene *sce_src); void BKE_scene_disable_color_management(Scene *scene); bool BKE_scene_check_rigidbody_active(const Scene *scene); int BKE_scene_num_threads(const Scene *scene); int BKE_render_num_threads(const RenderData *r); void BKE_render_resolution(const RenderData *r, const bool use_crop, int *r_width, int *r_height); int BKE_render_preview_pixel_size(const RenderData *r); /**********************************/ /* Multi-view. */ bool BKE_scene_multiview_is_stereo3d(const RenderData *rd); /** * Return whether to render this #SceneRenderView. */ bool BKE_scene_multiview_is_render_view_active(const RenderData *rd, const SceneRenderView *srv); /** * \return true if `viewname` is the first or if the name is NULL or not found. */ bool BKE_scene_multiview_is_render_view_first(const RenderData *rd, const char *viewname); /** * \return true if `viewname` is the last or if the name is NULL or not found. */ bool BKE_scene_multiview_is_render_view_last(const RenderData *rd, const char *viewname); int BKE_scene_multiview_num_views_get(const RenderData *rd); SceneRenderView *BKE_scene_multiview_render_view_findindex(const RenderData *rd, int view_id); const char *BKE_scene_multiview_render_view_name_get(const RenderData *rd, int view_id); int BKE_scene_multiview_view_id_get(const RenderData *rd, const char *viewname); void BKE_scene_multiview_filepath_get(const SceneRenderView *srv, const char *filepath, char *r_filepath); /** * When multi-view is not used the `filepath` is as usual (e.g., `Image.jpg`). * When multi-view is on, even if only one view is enabled the view is incorporated * into the file name (e.g., `Image_L.jpg`). That allows for the user to re-render * individual views. */ void BKE_scene_multiview_view_filepath_get(const RenderData *rd, const char *filepath, const char *view, char *r_filepath); const char *BKE_scene_multiview_view_suffix_get(const RenderData *rd, const char *viewname); const char *BKE_scene_multiview_view_id_suffix_get(const RenderData *rd, int view_id); void BKE_scene_multiview_view_prefix_get(const Scene *scene, const char *filepath, char *r_prefix, const char **r_ext); void BKE_scene_multiview_videos_dimensions_get(const RenderData *rd, const ImageFormatData *imf, size_t width, size_t height, size_t *r_width, size_t *r_height); int BKE_scene_multiview_num_videos_get(const RenderData *rd, const ImageFormatData *imf); /** * Calculate the final pixels-per-meter, from the scenes PPM & aspect data. */ void BKE_scene_ppm_get(const RenderData *rd, double r_ppm[2]); /* depsgraph */ void BKE_scene_allocate_depsgraph_hash(Scene *scene); void BKE_scene_ensure_depsgraph_hash(Scene *scene); void BKE_scene_free_depsgraph_hash(Scene *scene); void BKE_scene_free_view_layer_depsgraph(Scene *scene, ViewLayer *view_layer); /** * \note Do not allocate new depsgraph. */ Depsgraph *BKE_scene_get_depsgraph(const Scene *scene, const ViewLayer *view_layer); /** * \note Allocate new depsgraph if necessary. */ Depsgraph *BKE_scene_ensure_depsgraph(Main *bmain, Scene *scene, ViewLayer *view_layer); GHash *BKE_scene_undo_depsgraphs_extract(Main *bmain); void BKE_scene_undo_depsgraphs_restore(Main *bmain, GHash *depsgraph_extract); void BKE_scene_transform_orientation_remove(Scene *scene, TransformOrientation *orientation); TransformOrientation *BKE_scene_transform_orientation_find(const Scene *scene, int index); /** * \return the index that \a orientation has within \a scene's transform-orientation list * or -1 if not found. */ int BKE_scene_transform_orientation_get_index(const Scene *scene, const TransformOrientation *orientation); } // namespace blender