Files
test2/source/blender/blenkernel/BKE_collection.h
Bastien Montagne e7b0a23283 Fix (unreported) broken ID remapping code, and improve efficiency.
Commit ea97bb1641 introducing the GHash mapping between objects and
their CollectionObject items in a Collection broke ID remapping of
collections's objects. Release builds would 'work', but debug builds
would assert in several ways when opening complex production files.

The root of the issue was a bad/missing handling of the 'duplicate case'
(several CollectionObjects pointing to a same Object).

While fixing the code was possible, it turned out to require disabling
to much safety checks. Further more, there was an opportunity to improve
efficiency of the related code in ID remapping (the pos-processing
checking for NULL and duplicates in collections objects lists).

This commit introduces a new 'dirty' tag for CollectionObject lists and
their ghash mappings.

This tag is set by the `foreach_id` callback when the `ob` pointer of a
CollectionObject is changed, and it is detected as (potentially)
breaking the consistency of that data.

This tag is then used by a new `BKE_collections_object_remove_invalids`
call, to only check and fix collections tagged as dirty, instead of all
the collections in the given Main. It replaces the previous
`BKE_collections_object_remove_nulls` and
`BKE_collections_object_remove_duplicates` functions.
The speed-up is about an order of magnitude for the clean-up code
itself, which gives 2-3 percent speed-up on resynching a complex
production file e.g.

This commit also includes some cleanups and re-organization of related
code.
2023-03-10 18:52:01 +01:00

442 lines
17 KiB
C

/* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup bke
*/
#include "BLI_compiler_compat.h"
#include "BLI_ghash.h"
#include "BLI_iterator.h"
#include "BLI_sys_types.h"
#include "DNA_listBase.h"
#ifdef __cplusplus
extern "C" {
#endif
/* Structs */
struct BLI_Iterator;
struct Base;
struct BlendDataReader;
struct BlendExpander;
struct BlendLibReader;
struct BlendWriter;
struct Collection;
struct ID;
struct Library;
struct Main;
struct Object;
struct Scene;
struct SceneCollection;
struct ViewLayer;
typedef struct CollectionParent {
struct CollectionParent *next, *prev;
struct Collection *collection;
} CollectionParent;
/* Collections */
/**
* 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
*/
struct Collection *BKE_collection_add(struct Main *bmain,
struct Collection *parent,
const char *name);
/**
* Add \a collection_dst to all scene collections that reference object \a ob_src is in.
* Used to replace an instance object with a collection (library override operator).
*
* Logic is very similar to #BKE_collection_object_add_from().
*/
void BKE_collection_add_from_object(struct Main *bmain,
struct Scene *scene,
const struct Object *ob_src,
struct Collection *collection_dst);
/**
* Add \a collection_dst to all scene collections that reference collection \a collection_src is
* in.
*
* Logic is very similar to #BKE_collection_object_add_from().
*/
void BKE_collection_add_from_collection(struct Main *bmain,
struct Scene *scene,
struct Collection *collection_src,
struct Collection *collection_dst);
/**
* Free (or release) any data used by this collection (does not free the collection itself).
*/
void BKE_collection_free_data(struct Collection *collection);
/**
* Remove a collection, optionally removing its child objects or moving
* them to parent collections.
*/
bool BKE_collection_delete(struct Main *bmain, struct Collection *collection, bool hierarchy);
/**
* Make a deep copy (aka duplicate) of the given collection and all of its children, recursively.
*
* \warning This functions will clear all \a bmain #ID.idnew pointers, unless \a
* #LIB_ID_DUPLICATE_IS_SUBPROCESS duplicate option is passed on, in which case caller is
* responsible to reconstruct collection dependencies information's
* (i.e. call #BKE_main_collection_sync).
*/
struct Collection *BKE_collection_duplicate(struct Main *bmain,
struct Collection *parent,
struct Collection *collection,
uint duplicate_flags,
uint duplicate_options);
/* Master Collection for Scene */
#define BKE_SCENE_COLLECTION_NAME "Scene Collection"
struct Collection *BKE_collection_master_add(struct Scene *scene);
/* Collection Objects */
bool BKE_collection_has_object(struct Collection *collection, const struct Object *ob);
bool BKE_collection_has_object_recursive(struct Collection *collection, struct Object *ob);
bool BKE_collection_has_object_recursive_instanced(struct Collection *collection,
struct Object *ob);
struct Collection *BKE_collection_object_find(struct Main *bmain,
struct Scene *scene,
struct Collection *collection,
struct Object *ob);
bool BKE_collection_is_empty(const struct Collection *collection);
/**
* Add object to given collection, ensuring this collection is 'editable' (i.e. local and not a
* liboverride), and finding a suitable parent one otherwise.
*/
bool BKE_collection_object_add(struct Main *bmain,
struct Collection *collection,
struct Object *ob);
/**
* Add object to given collection, similar to #BKE_collection_object_add.
*
* However, it additionally ensures that the selected collection is also part of the given
* `view_layer`, if non-NULL. Otherwise, the object is not added to any collection.
*/
bool BKE_collection_viewlayer_object_add(struct Main *bmain,
const struct ViewLayer *view_layer,
struct Collection *collection,
struct Object *ob);
/**
* Same as #BKE_collection_object_add, but unconditionally adds the object to the given collection.
*
* NOTE: required in certain cases, like do-versioning or complex ID management tasks.
*/
bool BKE_collection_object_add_notest(struct Main *bmain,
struct Collection *collection,
struct Object *ob);
/**
* Add \a ob_dst to all scene collections that reference object \a ob_src is in.
* Used for copying objects.
*
* Logic is very similar to #BKE_collection_add_from_object()
*/
void BKE_collection_object_add_from(struct Main *bmain,
struct Scene *scene,
struct Object *ob_src,
struct Object *ob_dst);
/**
* Remove object from collection.
*/
bool BKE_collection_object_remove(struct Main *bmain,
struct Collection *collection,
struct Object *object,
bool free_us);
/**
* Replace one object with another in a collection (managing user counts).
*/
bool BKE_collection_object_replace(struct Main *bmain,
struct Collection *collection,
struct Object *ob_old,
struct Object *ob_new);
/**
* Move object from a collection into another
*
* If source collection is NULL move it from all the existing collections.
*/
void BKE_collection_object_move(struct Main *bmain,
struct Scene *scene,
struct Collection *collection_dst,
struct Collection *collection_src,
struct Object *ob);
/**
* Remove object from all collections of scene
*/
bool BKE_scene_collections_object_remove(struct Main *bmain,
struct Scene *scene,
struct Object *object,
bool free_us);
/**
* Check all collections in \a bmain (including embedded ones in scenes) for invalid
* CollectionObject (either with NULL object pointer, or duplicates), and remove them.
*
* \note In case of duplicates, the first CollectionObject in the list is kept, all others are
* removed.
*/
void BKE_collections_object_remove_invalids(struct Main *bmain);
/**
* Remove all NULL children from parent collections of changed \a collection.
* This is used for library remapping, where these pointers have been set to NULL.
* Otherwise this should never happen.
*
* \note caller must ensure #BKE_main_collection_sync_remap() is called afterwards!
*
* \param parent_collection: The collection owning the pointers that were remapped. May be \a NULL,
* in which case whole \a bmain database of collections is checked.
* \param child_collection: The collection that was remapped to another pointer. May be \a NULL,
* in which case whole \a bmain database of collections is checked.
*/
void BKE_collections_child_remove_nulls(struct Main *bmain,
struct Collection *parent_collection,
struct Collection *child_collection);
/* Dependencies. */
bool BKE_collection_is_in_scene(struct Collection *collection);
void BKE_collections_after_lib_link(struct Main *bmain);
bool BKE_collection_object_cyclic_check(struct Main *bmain,
struct Object *object,
struct Collection *collection);
/* Object list cache. */
struct ListBase BKE_collection_object_cache_get(struct Collection *collection);
ListBase BKE_collection_object_cache_instanced_get(struct Collection *collection);
void BKE_collection_object_cache_free(struct Collection *collection);
struct Base *BKE_collection_or_layer_objects(const struct Scene *scene,
struct ViewLayer *view_layer,
struct Collection *collection);
/* Editing. */
/**
* Return Scene Collection for a given index.
*
* The index is calculated from top to bottom counting the children before the siblings.
*/
struct Collection *BKE_collection_from_index(struct Scene *scene, int index);
/**
* The automatic/fallback name of a new collection.
*/
void BKE_collection_new_name_get(struct Collection *collection_parent, char *rname);
/**
* The name to show in the interface.
*/
const char *BKE_collection_ui_name_get(struct Collection *collection);
/**
* Select all the objects in this Collection (and its nested collections) for this ViewLayer.
* Return true if any object was selected.
*/
bool BKE_collection_objects_select(const struct Scene *scene,
struct ViewLayer *view_layer,
struct Collection *collection,
bool deselect);
/* Collection children */
bool BKE_collection_child_add(struct Main *bmain,
struct Collection *parent,
struct Collection *child);
bool BKE_collection_child_add_no_sync(struct Collection *parent, struct Collection *child);
bool BKE_collection_child_remove(struct Main *bmain,
struct Collection *parent,
struct Collection *child);
bool BKE_collection_move(struct Main *bmain,
struct Collection *to_parent,
struct Collection *from_parent,
struct Collection *relative,
bool relative_after,
struct Collection *collection);
/**
* Find potential cycles in collections.
*
* \param new_ancestor: the potential new owner of given \a collection,
* or the collection to check if the later is NULL.
* \param collection: the collection we want to add to \a new_ancestor,
* may be NULL if we just want to ensure \a new_ancestor does not already have cycles.
* \return true if a cycle is found.
*/
bool BKE_collection_cycle_find(struct Collection *new_ancestor, struct Collection *collection);
/**
* Find and fix potential cycles in collections.
*
* \param collection: The collection to check for existing cycles.
* \return true if cycles are found and fixed.
*/
bool BKE_collection_cycles_fix(struct Main *bmain, struct Collection *collection);
bool BKE_collection_has_collection(const struct Collection *parent,
const struct Collection *collection);
/**
* Rebuild parent relationships from child ones, for all children of given \a collection.
*
* \note Given collection is assumed to already have valid parents.
*/
void BKE_collection_parent_relations_rebuild(struct Collection *collection);
/**
* Rebuild parent relationships from child ones, for all collections in given \a bmain.
*/
void BKE_main_collections_parent_relations_rebuild(struct Main *bmain);
/* .blend file I/O */
void BKE_collection_blend_write_nolib(struct BlendWriter *writer, struct Collection *collection);
void BKE_collection_blend_read_data(struct BlendDataReader *reader,
struct Collection *collection,
struct ID *owner_id);
void BKE_collection_blend_read_lib(struct BlendLibReader *reader, struct Collection *collection);
void BKE_collection_blend_read_expand(struct BlendExpander *expander,
struct Collection *collection);
void BKE_collection_compat_blend_read_data(struct BlendDataReader *reader,
struct SceneCollection *sc);
void BKE_collection_compat_blend_read_lib(struct BlendLibReader *reader,
struct Library *lib,
struct SceneCollection *sc);
void BKE_collection_compat_blend_read_expand(struct BlendExpander *expander,
struct SceneCollection *sc);
/* Iteration callbacks. */
typedef void (*BKE_scene_objects_Cb)(struct Object *ob, void *data);
typedef void (*BKE_scene_collections_Cb)(struct Collection *ob, void *data);
/* Iteration over objects in collection. */
#define FOREACH_COLLECTION_VISIBLE_OBJECT_RECURSIVE_BEGIN(_collection, _object, _mode) \
{ \
int _base_flag = (_mode == DAG_EVAL_VIEWPORT) ? BASE_ENABLED_VIEWPORT : BASE_ENABLED_RENDER; \
int _object_visibility_flag = (_mode == DAG_EVAL_VIEWPORT) ? OB_HIDE_VIEWPORT : \
OB_HIDE_RENDER; \
int _base_id = 0; \
for (Base *_base = (Base *)BKE_collection_object_cache_get(_collection).first; _base; \
_base = _base->next, _base_id++) { \
Object *_object = _base->object; \
if ((_base->flag & _base_flag) && \
(_object->visibility_flag & _object_visibility_flag) == 0) {
#define FOREACH_COLLECTION_VISIBLE_OBJECT_RECURSIVE_END \
} \
} \
} \
((void)0)
#define FOREACH_COLLECTION_OBJECT_RECURSIVE_BEGIN(_collection, _object) \
for (Base *_base = (Base *)BKE_collection_object_cache_get(_collection).first; _base; \
_base = _base->next) { \
Object *_object = _base->object; \
BLI_assert(_object != NULL);
#define FOREACH_COLLECTION_OBJECT_RECURSIVE_END \
} \
((void)0)
/* Iteration over collections in scene. */
/**
* Only use this in non-performance critical situations
* (it iterates over all scene collections twice)
*/
void BKE_scene_collections_iterator_begin(struct BLI_Iterator *iter, void *data_in);
void BKE_scene_collections_iterator_next(struct BLI_Iterator *iter);
void BKE_scene_collections_iterator_end(struct BLI_Iterator *iter);
void BKE_scene_objects_iterator_begin(struct BLI_Iterator *iter, void *data_in);
void BKE_scene_objects_iterator_next(struct BLI_Iterator *iter);
void BKE_scene_objects_iterator_end(struct BLI_Iterator *iter);
/** Iterate over objects in the scene based on a flag.
*
* \note The object->flag is tested against flag.
* */
typedef struct SceneObjectsIteratorExData {
struct Scene *scene;
int flag;
void *iter_data;
} SceneObjectsIteratorExData;
void BKE_scene_objects_iterator_begin_ex(struct BLI_Iterator *iter, void *data_in);
void BKE_scene_objects_iterator_next_ex(struct BLI_Iterator *iter);
void BKE_scene_objects_iterator_end_ex(struct BLI_Iterator *iter);
/**
* Generate a new #GSet (or extend given `objects_gset` if not NULL) with all objects referenced by
* all collections of given `scene`.
*
* \note This will include objects without a base currently
* (because they would belong to excluded collections only e.g.).
*/
struct GSet *BKE_scene_objects_as_gset(struct Scene *scene, struct GSet *objects_gset);
#define FOREACH_SCENE_COLLECTION_BEGIN(scene, _instance) \
ITER_BEGIN (BKE_scene_collections_iterator_begin, \
BKE_scene_collections_iterator_next, \
BKE_scene_collections_iterator_end, \
scene, \
Collection *, \
_instance)
#define FOREACH_SCENE_COLLECTION_END ITER_END
#define FOREACH_COLLECTION_BEGIN(_bmain, _scene, Type, _instance) \
{ \
Type _instance; \
Collection *_instance_next; \
bool is_scene_collection = (_scene) != NULL; \
\
if (_scene) { \
_instance_next = _scene->master_collection; \
} \
else { \
_instance_next = (_bmain)->collections.first; \
} \
\
while ((_instance = _instance_next)) { \
if (is_scene_collection) { \
_instance_next = (_bmain)->collections.first; \
is_scene_collection = false; \
} \
else { \
_instance_next = _instance->id.next; \
}
#define FOREACH_COLLECTION_END \
} \
} \
((void)0)
#define FOREACH_SCENE_OBJECT_BEGIN(scene, _instance) \
ITER_BEGIN (BKE_scene_objects_iterator_begin, \
BKE_scene_objects_iterator_next, \
BKE_scene_objects_iterator_end, \
scene, \
Object *, \
_instance)
#define FOREACH_SCENE_OBJECT_END ITER_END
#ifdef __cplusplus
}
#endif