Dalai Felinto aeb8e81f27 Render Layers and Collections (merge from render-layers)
Design Documents
----------------

* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers

* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised

User Commit Log
---------------

* New Layer and Collection system to replace render layers and viewport layers.

* A layer is a set of collections of objects (and their drawing options) required for specific tasks.

* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.

* All Scenes have a master collection that all other collections are children of.

* New collection "context" tab (in Properties Editor)

* New temporary viewport "collections" panel to control per-collection
visibility

Missing User Features
---------------------

* Collection "Filter"
  Option to add objects based on their names

* Collection Manager operators
  The existing buttons  are placeholders

* Collection Manager drawing
  The editor main region is empty

* Collection Override

* Per-Collection engine settings
  This will come as a separate commit, as part of the clay-engine branch

Dev Commit Log
--------------

* New DNA file (DNA_layer_types.h) with the new structs
  We are replacing Base by a new extended Base while keeping it backward
  compatible with some legacy settings (i.e., lay, flag_legacy).

  Renamed all Base to BaseLegacy to make it clear the areas of code that
  still need to be converted

  Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp

* Unittesting for main syncronization requirements
  - read, write, add/copy/remove objects, copy scene, collection
  link/unlinking, context)

* New Editor: Collection Manager
  Based on patch by Julian Eisel
  This is extracted from the layer-manager branch. With the following changes:

    - Renamed references of layer manager to collections manager

    - I doesn't include the editors/space_collections/ draw and util files

    - The drawing code itself will be implemented separately by Julian

* Base / Object:
  A little note about them. Original Blender code would try to keep them
  in sync through the code, juggling flags back and forth. This will now
  be handled by Depsgraph, keeping Object and Bases more separated
  throughout the non-rendering code.

  Scene.base is being cleared in doversion, and the old viewport drawing
  code was poorly converted to use the new bases while the new viewport
  code doesn't get merged and replace the old one.

Python API Changes
------------------

```
- scene.layers
+ # no longer exists

- scene.objects
+ scene.scene_layers.active.objects

- scene.objects.active
+ scene.render_layers.active.objects.active

- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()

- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)

- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')

-AddObjectHelper.layers
+ # no longer exists
```
2017-02-07 11:11:00 +01:00

322 lines
10 KiB
Python

# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8-80 compliant>
__all__ = (
"add_object_align_init",
"object_data_add",
"AddObjectHelper",
"object_add_grid_scale",
"object_add_grid_scale_apply_operator",
"object_image_guess",
"world_to_camera_view",
)
import bpy
from bpy.props import (
BoolProperty,
BoolVectorProperty,
FloatVectorProperty,
)
def add_object_align_init(context, operator):
"""
Return a matrix using the operator settings and view context.
:arg context: The context to use.
:type context: :class:`bpy.types.Context`
:arg operator: The operator, checked for location and rotation properties.
:type operator: :class:`bpy.types.Operator`
:return: the matrix from the context and settings.
:rtype: :class:`mathutils.Matrix`
"""
from mathutils import Matrix, Vector, Euler
properties = operator.properties if operator is not None else None
space_data = context.space_data
if space_data and space_data.type != 'VIEW_3D':
space_data = None
# location
if operator and properties.is_property_set("location"):
location = Matrix.Translation(Vector(properties.location))
else:
if space_data: # local view cursor is detected below
location = Matrix.Translation(space_data.cursor_location)
else:
location = Matrix.Translation(context.scene.cursor_location)
if operator:
properties.location = location.to_translation()
# rotation
view_align = (context.user_preferences.edit.object_align == 'VIEW')
view_align_force = False
if operator:
if properties.is_property_set("view_align"):
view_align = view_align_force = operator.view_align
else:
if properties.is_property_set("rotation"):
# ugh, 'view_align' callback resets
value = properties.rotation[:]
properties.view_align = view_align
properties.rotation = value
del value
else:
properties.view_align = view_align
if operator and (properties.is_property_set("rotation") and
not view_align_force):
rotation = Euler(properties.rotation).to_matrix().to_4x4()
else:
if view_align and space_data:
rotation = space_data.region_3d.view_matrix.to_3x3().inverted()
rotation.resize_4x4()
else:
rotation = Matrix()
# set the operator properties
if operator:
properties.rotation = rotation.to_euler()
return location * rotation
def object_data_add(context, obdata, operator=None, name=None):
"""
Add an object using the view context and preference to initialize the
location, rotation and layer.
:arg context: The context to use.
:type context: :class:`bpy.types.Context`
:arg obdata: the data used for the new object.
:type obdata: valid object data type or None.
:arg operator: The operator, checked for location and rotation properties.
:type operator: :class:`bpy.types.Operator`
:arg name: Optional name
:type name: string
:return: the newly created object in the scene.
:rtype: :class:`bpy.types.Object`
"""
scene = context.scene
layer = context.render_layer
scene_collection = context.scene_collection
bpy.ops.object.select_all(action='DESELECT')
if name is None:
name = "Object" if obdata is None else obdata.name
obj_new = bpy.data.objects.new(name, obdata)
scene_collection.objects.link(obj_new)
obj_new.select_set(action='SELECT')
obj_new.matrix_world = add_object_align_init(context, operator)
obj_act = layer.objects.active
# XXX
# caused because entering edit-mode does not add a empty undo slot!
if context.user_preferences.edit.use_enter_edit_mode:
if not (obj_act and
obj_act.mode == 'EDIT' and
obj_act.type == obj_new.type):
_obdata = bpy.data.meshes.new(name)
obj_act = bpy.data.objects.new(_obdata.name, _obdata)
obj_act.matrix_world = obj_new.matrix_world
scene_collection.objects.link(obj_act)
layer.objects.active = obj_act
bpy.ops.object.mode_set(mode='EDIT')
# need empty undo step
bpy.ops.ed.undo_push(message="Enter Editmode")
# XXX
if obj_act and obj_act.mode == 'EDIT' and obj_act.type == obj_new.type:
bpy.ops.mesh.select_all(action='DESELECT')
bpy.ops.object.mode_set(mode='OBJECT')
obj_act.select_set(action='SELECT')
scene.update() # apply location
# scene.objects.active = obj_new
# Match up UV layers, this is needed so adding an object with UV's
# doesn't create new layers when there happens to be a naming mis-match.
uv_new = obdata.uv_layers.active
if uv_new is not None:
uv_act = obj_act.data.uv_layers.active
if uv_act is not None:
uv_new.name = uv_act.name
bpy.ops.object.join() # join into the active.
if obdata:
bpy.data.meshes.remove(obdata)
bpy.ops.object.mode_set(mode='EDIT')
else:
layer.objects.active = obj_new
if context.user_preferences.edit.use_enter_edit_mode:
bpy.ops.object.mode_set(mode='EDIT')
return obj_new
class AddObjectHelper:
def view_align_update_callback(self, context):
if not self.view_align:
self.rotation.zero()
view_align = BoolProperty(
name="Align to View",
default=False,
update=view_align_update_callback,
)
location = FloatVectorProperty(
name="Location",
subtype='TRANSLATION',
)
rotation = FloatVectorProperty(
name="Rotation",
subtype='EULER',
)
@classmethod
def poll(self, context):
return context.scene.library is None
def object_add_grid_scale(context):
"""
Return scale which should be applied on object
data to align it to grid scale
"""
space_data = context.space_data
if space_data and space_data.type == 'VIEW_3D':
return space_data.grid_scale_unit
return 1.0
def object_add_grid_scale_apply_operator(operator, context):
"""
Scale an operators distance values by the grid size.
"""
grid_scale = object_add_grid_scale(context)
properties = operator.properties
properties_def = properties.bl_rna.properties
for prop_id in properties_def.keys():
if not properties.is_property_set(prop_id):
prop_def = properties_def[prop_id]
if prop_def.unit == 'LENGTH' and prop_def.subtype == 'DISTANCE':
setattr(operator, prop_id,
getattr(operator, prop_id) * grid_scale)
def object_image_guess(obj, bm=None):
"""
Return a single image used by the object,
first checking the texture-faces, then the material.
"""
# TODO, cycles/nodes materials
me = obj.data
if bm is None:
if obj.mode == 'EDIT':
import bmesh
bm = bmesh.from_edit_mesh(me)
if bm is not None:
tex_layer = bm.faces.layers.tex.active
if tex_layer is not None:
for f in bm.faces:
image = f[tex_layer].image
if image is not None:
return image
else:
tex_layer = me.uv_textures.active
if tex_layer is not None:
for tf in tex_layer.data:
image = tf.image
if image is not None:
return image
for m in obj.data.materials:
if m is not None:
# backwards so topmost are highest priority
for mtex in reversed(m.texture_slots):
if mtex and mtex.use_map_color_diffuse:
texture = mtex.texture
if texture and texture.type == 'IMAGE':
image = texture.image
if image is not None:
return image
return None
def world_to_camera_view(scene, obj, coord):
"""
Returns the camera space coords for a 3d point.
(also known as: normalized device coordinates - NDC).
Where (0, 0) is the bottom left and (1, 1)
is the top right of the camera frame.
values outside 0-1 are also supported.
A negative 'z' value means the point is behind the camera.
Takes shift-x/y, lens angle and sensor size into account
as well as perspective/ortho projections.
:arg scene: Scene to use for frame size.
:type scene: :class:`bpy.types.Scene`
:arg obj: Camera object.
:type obj: :class:`bpy.types.Object`
:arg coord: World space location.
:type coord: :class:`mathutils.Vector`
:return: a vector where X and Y map to the view plane and
Z is the depth on the view axis.
:rtype: :class:`mathutils.Vector`
"""
from mathutils import Vector
co_local = obj.matrix_world.normalized().inverted() * coord
z = -co_local.z
camera = obj.data
frame = [-v for v in camera.view_frame(scene=scene)[:3]]
if camera.type != 'ORTHO':
if z == 0.0:
return Vector((0.5, 0.5, 0.0))
else:
frame = [(v / (v.z / z)) for v in frame]
min_x, max_x = frame[1].x, frame[2].x
min_y, max_y = frame[0].y, frame[1].y
x = (co_local.x - min_x) / (max_x - min_x)
y = (co_local.y - min_y) / (max_y - min_y)
return Vector((x, y, z))