This is similar to some other datablocks. Mainly applies to collections, so freeing scene does not involve changing any non-directly owned data. There are two main usecases foreseen for the future: - Less CPU ticks on bmain free, where everything is freed anyway and there is no need to preserve id counters. - Easier freeing of temporary data, including data which is used by depsgraph's copy-on-write mechanism. Neither of those are currently implemented, but will be shortly.
101 lines
4.5 KiB
C
101 lines
4.5 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor(s): Dalai Felinto
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef __BKE_COLLECTION_H__
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#define __BKE_COLLECTION_H__
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/** \file blender/blenkernel/BKE_collection.h
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* \ingroup bke
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*/
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#include "BLI_ghash.h"
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#include "BLI_iterator.h"
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#include "DNA_listBase.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct BLI_Iterator;
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struct SceneCollection;
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struct Object;
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struct Base;
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struct Main;
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struct Scene;
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struct SceneCollection *BKE_collection_add(struct Scene *scene, struct SceneCollection *sc_parent, const char *name);
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bool BKE_collection_remove(struct Scene *scene, struct SceneCollection *sc);
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struct SceneCollection *BKE_collection_master(const struct Scene *scene);
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void BKE_collection_rename(const struct Scene *scene, struct SceneCollection *sc, const char *name);
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void BKE_collection_master_free(struct Scene *scene, const bool do_id_user);
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void BKE_collection_object_add(const struct Scene *scene, struct SceneCollection *sc, struct Object *object);
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void BKE_collection_object_add_from(struct Scene *scene, struct Object *ob_src, struct Object *ob_dst);
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void BKE_collection_object_remove(struct Main *bmain, const struct Scene *scene, struct SceneCollection *sc, struct Object *object, const bool free_us);
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void BKE_collections_object_remove(struct Main *bmain, struct Scene *scene, struct Object *object, const bool free_us);
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void BKE_collection_object_move(const struct Scene *scene, struct SceneCollection *sc_dst, struct SceneCollection *sc_src, struct Object *ob);
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void BKE_collection_reinsert_after(const struct Scene *scene, struct SceneCollection *sc_reinsert, struct SceneCollection *sc_after);
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void BKE_collection_reinsert_into(struct SceneCollection *sc_reinsert, struct SceneCollection *sc_into);
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bool BKE_collection_move_above(const struct Scene *scene, struct SceneCollection *sc_dst, struct SceneCollection *sc_src);
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bool BKE_collection_move_below(const struct Scene *scene, struct SceneCollection *sc_dst, struct SceneCollection *sc_src);
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bool BKE_collection_move_into(const struct Scene *scene, struct SceneCollection *sc_dst, struct SceneCollection *sc_src);
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typedef void (*BKE_scene_objects_Cb)(struct Object *ob, void *data);
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typedef void (*BKE_scene_collections_Cb)(struct SceneCollection *ob, void *data);
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void BKE_scene_collections_callback(struct Scene *scene, BKE_scene_collections_Cb callback, void *data);
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void BKE_scene_objects_callback(struct Scene *scene, BKE_scene_objects_Cb callback, void *data);
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/* iterators */
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void BKE_scene_collections_iterator_begin(struct BLI_Iterator *iter, void *data_in);
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void BKE_scene_collections_iterator_next(struct BLI_Iterator *iter);
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void BKE_scene_collections_iterator_end(struct BLI_Iterator *iter);
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void BKE_scene_objects_iterator_begin(struct BLI_Iterator *iter, void *data_in);
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void BKE_scene_objects_iterator_next(struct BLI_Iterator *iter);
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void BKE_scene_objects_iterator_end(struct BLI_Iterator *iter);
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#define FOREACH_SCENE_COLLECTION(scene, _instance) \
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ITER_BEGIN(BKE_scene_collections_iterator_begin, \
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BKE_scene_collections_iterator_next, \
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BKE_scene_collections_iterator_end, \
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scene, SceneCollection *, _instance)
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#define FOREACH_SCENE_COLLECTION_END \
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ITER_END
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#define FOREACH_SCENE_OBJECT(scene, _instance) \
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ITER_BEGIN(BKE_scene_objects_iterator_begin, \
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BKE_scene_objects_iterator_next, \
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BKE_scene_objects_iterator_end, \
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scene, Object *, _instance)
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#define FOREACH_SCENE_OBJECT_END \
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ITER_END
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#ifdef __cplusplus
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}
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#endif
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#endif /* __BKE_COLLECTION_H__ */
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