[Bf-blender-cvs] [aeb8e81f27] blender2.8: Render Layers and Collections (merge from render-layers)

Dalai Felinto noreply at git.blender.org
Tue Feb 7 11:36:45 CET 2017


Commit: aeb8e81f2741aabc95d14bce7a83cef45481959c
Author: Dalai Felinto
Date:   Tue Feb 7 10:18:38 2017 +0100
Branches: blender2.8
https://developer.blender.org/rBaeb8e81f2741aabc95d14bce7a83cef45481959c

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
```

===================================================================

M	build_files/cmake/macros.cmake
M	release/scripts/modules/bpy_extras/object_utils.py
M	release/scripts/presets/keyconfig/3dsmax.py
M	release/scripts/presets/keyconfig/maya.py
M	release/scripts/startup/bl_operators/clip.py
M	release/scripts/startup/bl_operators/freestyle.py
M	release/scripts/startup/bl_operators/object.py
M	release/scripts/startup/bl_operators/rigidbody.py
M	release/scripts/startup/bl_ui/__init__.py
A	release/scripts/startup/bl_ui/properties_collection.py
M	release/scripts/startup/bl_ui/properties_render_layer.py
A	release/scripts/startup/bl_ui/space_collections.py
M	release/scripts/startup/bl_ui/space_view3d.py
M	release/scripts/templates_py/batch_export.py
M	release/scripts/templates_py/operator_modal_view3d_raycast.py
M	source/blender/alembic/intern/abc_exporter.cc
A	source/blender/blenkernel/BKE_collection.h
M	source/blender/blenkernel/BKE_context.h
M	source/blender/blenkernel/BKE_group.h
A	source/blender/blenkernel/BKE_layer.h
M	source/blender/blenkernel/BKE_node.h
M	source/blender/blenkernel/BKE_object.h
M	source/blender/blenkernel/BKE_scene.h
M	source/blender/blenkernel/CMakeLists.txt
M	source/blender/blenkernel/intern/anim.c
M	source/blender/blenkernel/intern/cachefile.c
M	source/blender/blenkernel/intern/camera.c
A	source/blender/blenkernel/intern/collection.c
M	source/blender/blenkernel/intern/collision.c
M	source/blender/blenkernel/intern/context.c
M	source/blender/blenkernel/intern/dynamicpaint.c
M	source/blender/blenkernel/intern/effect.c
M	source/blender/blenkernel/intern/group.c
A	source/blender/blenkernel/intern/layer.c
M	source/blender/blenkernel/intern/library_query.c
M	source/blender/blenkernel/intern/library_remap.c
M	source/blender/blenkernel/intern/mball.c
M	source/blender/blenkernel/intern/mball_tessellate.c
M	source/blender/blenkernel/intern/node.c
M	source/blender/blenkernel/intern/object.c
M	source/blender/blenkernel/intern/object_dupli.c
M	source/blender/blenkernel/intern/particle_system.c
M	source/blender/blenkernel/intern/pointcache.c
M	source/blender/blenkernel/intern/scene.c
M	source/blender/blenkernel/intern/smoke.c
M	source/blender/blenkernel/intern/softbody.c
M	source/blender/blenkernel/intern/sound.c
M	source/blender/blenlib/BLI_ghash.h
A	source/blender/blenlib/BLI_iterator.h
M	source/blender/blenlib/CMakeLists.txt
M	source/blender/blenloader/CMakeLists.txt
M	source/blender/blenloader/intern/readfile.c
M	source/blender/blenloader/intern/readfile.h
M	source/blender/blenloader/intern/versioning_250.c
A	source/blender/blenloader/intern/versioning_280.c
M	source/blender/blenloader/intern/writefile.c
M	source/blender/collada/DocumentImporter.cpp
M	source/blender/collada/EffectExporter.cpp
M	source/blender/depsgraph/intern/builder/deg_builder_nodes.cc
M	source/blender/depsgraph/intern/builder/deg_builder_nodes.h
M	source/blender/depsgraph/intern/builder/deg_builder_nodes_scene.cc
M	source/blender/depsgraph/intern/builder/deg_builder_relations.h
M	source/blender/depsgraph/intern/builder/deg_builder_relations_scene.cc
M	source/blender/editors/CMakeLists.txt
M	source/blender/editors/animation/anim_channels_defines.c
M	source/blender/editors/animation/anim_channels_edit.c
M	source/blender/editors/animation/anim_filter.c
M	source/blender/editors/animation/anim_markers.c
M	source/blender/editors/animation/keyframes_draw.c
M	source/blender/editors/animation/keyframes_edit.c
M	source/blender/editors/armature/armature_intern.h
M	source/blender/editors/armature/armature_relations.c
M	source/blender/editors/armature/armature_select.c
M	source/blender/editors/armature/editarmature_sketch.c
M	source/blender/editors/armature/pose_select.c
M	source/blender/editors/curve/editcurve.c
M	source/blender/editors/curve/editfont.c
M	source/blender/editors/gpencil/gpencil_convert.c
M	source/blender/editors/gpencil/gpencil_utils.c
M	source/blender/editors/include/BIF_glutil.h
M	source/blender/editors/include/ED_armature.h
M	source/blender/editors/include/ED_object.h
M	source/blender/editors/include/ED_screen.h
M	source/blender/editors/include/ED_space_api.h
M	source/blender/editors/include/ED_transform.h
M	source/blender/editors/include/ED_view3d.h
M	source/blender/editors/include/UI_interface.h
M	source/blender/editors/include/UI_interface_icons.h
M	source/blender/editors/interface/interface_eyedropper.c
M	source/blender/editors/interface/interface_icons.c
M	source/blender/editors/interface/interface_widgets.c
M	source/blender/editors/interface/resources.c
M	source/blender/editors/mesh/editmesh_tools.c
M	source/blender/editors/mesh/mesh_data.c
M	source/blender/editors/mesh/mesh_navmesh.c
M	source/blender/editors/mesh/meshtools.c
M	source/blender/editors/object/object_add.c
M	source/blender/editors/object/object_constraint.c
M	source/blender/editors/object/object_edit.c
M	source/blender/editors/object/object_group.c
M	source/blender/editors/object/object_hook.c
M	source/blender/editors/object/object_intern.h
M	source/blender/editors/object/object_modifier.c
M	source/blender/editors/object/object_ops.c
M	source/blender/editors/object/object_relations.c
M	source/blender/editors/object/object_select.c
M	source/blender/editors/object/object_vgroup.c
M	source/blender/editors/physics/physics_fluid.c
M	source/blender/editors/physics/physics_pointcache.c
M	source/blender/editors/physics/rigidbody_constraint.c
M	source/blender/editors/physics/rigidbody_object.c
M	source/blender/editors/render/render_internal.c
M	source/blender/editors/render/render_preview.c
M	source/blender/editors/render/render_shading.c
M	source/blender/editors/screen/glutil.c
M	source/blender/editors/screen/screen_context.c
M	source/blender/editors/screen/screen_ops.c
M	source/blender/editors/space_api/spacetypes.c
M	source/blender/editors/space_buttons/buttons_context.c
M	source/blender/editors/space_buttons/space_buttons.c
M	source/blender/editors/space_clip/tracking_ops_orient.c
A	source/blender/editors/space_collections/CMakeLists.txt
A	source/blender/editors/space_collections/collections_intern.h
A	source/blender/editors/space_collections/collections_ops.c
A	source/blender/editors/space_collections/space_collections.c
M	source/blender/editors/space_info/info_stats.c
M	source/blender/editors/space_logic/logic_window.c
M	source/blender/editors/space_nla/nla_channels.c
M	source/blender/editors/space_outliner/outliner_draw.c
M	source/blender/editors/space_outliner/outliner_edit.c
M	source/blender/editors/space_outliner/outliner_intern.h
M	source/blender/editors/space_outliner/outliner_ops.c
M	source/blender/editors/space_outliner/outliner_select.c
M	source/blender/editors/space_outliner/outliner_tools.c
M	source/blender/editors/space_outliner/outliner_tree.c
M	source/blender/editors/space_time/space_time.c
M	source/blender/editors/space_view3d/drawarmature.c
M	source/blender/editors/space_view3d/drawobject.c
M	source/blender/editors/space_view3d/space_view3d.c
M	source/blender/editors/space_view3d/view3d_draw.c
M	source/blender/editors/space_view3d/view3d_draw_legacy.c
M	source/blender/editors/space_view3d/view3d_edit.c
M	source/blender/editors/space_view3d/view3d_header.c
M	source/blender/editors/space_view3d/view3d_intern.h
M	source/blender/editors/space_view3d/view3d_project.c
M	source/blender/editors/space_view3d/view3d_select.c
M	source/blender/editors/space_view3d/view3d_view.c
M	source/blender/editors/transform/transform_conversions.c
M	source/blender/editors/transform/transform_generics.c
M	source/blender/editors/transform/transform_manipulator.c
M	source/blender/editors/transform/transform_orientations.c
M	source/blender/editors/transform/transform_snap.c
M	source/blender/editors/transform/transform_snap_object.c
M	source/blender/editors/uvedit/uvedit_draw.c
M	source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp
M	source/blender/gpu/intern/gpu_draw.c
M	source/blender/gpu/intern/gpu_material.c
A	source/blender/makesdna/DNA_layer_types.h
M	source/blender/makesdna/DNA_object_types.h
M	source/blender/makesdna/DNA_scene_types.h
M	source/blender/makesdna/DNA_space_types.h
M	source/blender/makesdna/DNA_userdef_types.h
M	source/blender/makesdna/intern/makesdna.c
M	source/blender/makesrna/RNA_access.h
M	source/blender/makesrna/intern/rna_context.c
M	source/blender/makesrna/intern/rna_group.c
M	source/blender/makesrna/intern/rna_internal.h
M	source/blender/makesrna/intern/rna_object.c
M	source/blender/makesrna/intern/rna_object_api.c
M	source/blender/makesrna/intern/rna_object_force.c
M	source/blender/makesrna/intern/rna_scene.c
M	source/blender/makesrna/intern/rna_space.c
M	source/blender/makesrna/intern/rna_userdef.c
M	source/blender/modifiers/intern/MOD_fluidsim.c
M	source/blender/python/intern/bpy_rna_callback.c
M	source/blender/render/intern/source/convertblender.c
M	source/blender/render/intern/source/envmap.c
M	source/blender/render/intern/source/pipeline.c
M	source/blender/windowmanager/WM_types.h
M	source/blender/windowmanager/intern/wm_keymap.c
M	source/blenderplayer/bad_level_call_stubs/stubs.c
M	source/gameengine/Converter/BL_BlenderDataConversion.cpp
M	source/gameengine/Ketsji/KX_Light.cpp
M	source/gameengine/Ketsji/KX_Light.h
M	tests/python/CMakeLists.txt
A	tests/python/bl_render_layer.py

===================================================================

diff --git a/build_files/cmake/macros.cmake b/build_files/cmake/macros.cmake
index 09428953a4..83ae56636b 100644
--- a/build_files/cmake/macros.cmake
+++ b/build_files/cmake/macros.cmake
@@ -566,6 +566,7 @@ function(SETUP_BLENDER_SORTED_LIBS)
 		bf_editor_space_userpref
 		bf_editor_space_view3d
 		bf_editor_space_clip
+		bf_editor_space_collections
 
 		bf_editor_transform
 		bf_editor_util
diff --git a/release/scripts/modules/bpy_extras/object_utils.py b/release/scripts/modules/bpy_extras/object_utils.py
index c48f03c133..d740137b0c 100644
--- a/release/scripts/modules/bpy_extras/object_utils.py
+++ b/release/scripts/modules/bpy_extras/object_utils.py
@@ -103,9 +103,9 @@ def add_object_align_init(context, operator):
     return location * rotation
 
 
-def object_data_add(context, obdata, operator=None, use_active_layer=True, name=None):
+def object_data_add(context, obdata, operator=None, name=None):
     """
-    Add an object using the view context and preference to to initialize the
+    Add an object using the view context and preference to initialize the
     location, rotation and layer.
 
     :arg context: The context to use.
@@ -117,52 +117,24 @@ def object_data_add(context, obdata, operator=None, use_active_layer=True, name=
     :arg name: Optional name
     :type name: string
     :return: the newly created object in the scene.
-    :rtype: :class:`bpy.types.ObjectBase`
+    :rtype: :class:`bpy.types.Object`
     """
     scene = context.scene
+    layer = context.render_layer
+    scene_collection = context.scene_collection
 
-    # ugh, could be made nicer
-    for ob in scene.objects:
-        ob.select = False
+    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)
-
-    base = scene.objects.link(obj_new)
-    base.select = True
-
-    v3d = None
-    if context.space_data and context.space_data.type == 'VIEW_3D':
-        v3d = context.space_data
-
-    if v3d and v3d.local_view:
-        base.layers_from_view(context.space_data)
-
-    if operator is not None and any(operator.layers):
-        base.layers = operator.layers
-    else:
-        if use_active_layer:
-            if v3d and v3d.local_view:
-                base.layers[scene.active_layer] = True
-            else:
-                if v3d and not v3d.lock_camera_and_layers:
-                    base.layers = [True if i == v3d.active_layer
-                                   else False for i in range(len(v3d.layers))]
-                else:
-                    base.layers = [True if i == scene.active_layer
-                                   else False for i in range(len(scene.layers))]
-        else:
-            if v3d:
-                base.layers_from_view(context.space_data)
-
-        if operator is not None:
-            operator.layers = base.layers
+    scene_collection.objects.link(obj_new)
+    obj_new.select_set(action='SELECT')
 
     obj_new.matrix_world = add_object_align_init(context, operator)
 
-    obj_act = scene.objects.active
+    obj_act = layer.objects.active
 
     # XXX
     # caused because entering edit-mode does not add a empty undo slot!
@@ -174,8 +146,8 @@ def object_data_add(context, obdata, operator=None, use_active_layer=True, name=
             _obdata = bpy.data.meshes.new(name)
             obj_act = bpy.data.objects.new(_obdata.name, _obdata)
             obj_act.matrix_world = obj_new.matrix_world
-            scene.objects.link(obj_act)
-            scene.objects.active = obj_act
+            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")
@@ -185,7 +157,7 @@ def object_data_add(context, obdata, operator=None, use_active_layer=True, name=
         bpy.ops.mesh.select_all(action='DESELECT')
         bpy.ops.object.mode_set(mode='OBJECT')
 
-        obj_act.select = True
+        obj_act.select_set(action='SELECT')
         scene.update()  # apply location
         # scene.objects.active = obj_new
 
@@ -200,16 +172,14 @@ def object_data_add(context, obdata, operator=None, use_active_layer=True, name=
         bpy.ops.object.join()  # join into the active.
         if obdata:
             bpy.data.meshes.remove(obdata)
-        # base is freed, set to active object
-        base = scene.object_bases.active
 
         bpy.ops.object.mode_set(mode='EDIT')
     else:
-        scene.objects.active = obj_new
+        layer.objects.active = obj_new
         if context.user_preferences.edit.use_enter_edit_mode:
             bpy.ops.object.mode_set(mode='EDIT')
 
-    return base
+    return obj_new
 
 
 class AddObjectHelper:
@@ -230,12 +200,6 @@ class AddObjectHelper:
             name="Rotation",
             subtype='EULER',
             )
-    layers = BoolVectorProperty(
-            name="Layers",
-            size=20,
-            subtype='LAYER',
-            options={'HIDDEN', 'SKIP_SAVE'},
-            )
 
     @classmethod
     def poll(self, context):
diff --git a/release/scripts/presets/keyconfig/3dsmax.py b/release/scripts/presets/keyconfig/3dsmax.py
index 7694e338d6..b6b0a0c926 100644
--- a/release/scripts/presets/keyconfig/3dsmax.py
+++ b/release/scripts/presets/keyconfig/3dsmax.py
@@ -330,7 +330,6 @@ kmi = km.keymap_items.new('object.hide_view_set', 'H', 'PRESS', shift=True)
 kmi.properties.unselected = True
 kmi = km.keymap_items.new('object.hide_render_clear', 'H', 'PRESS', ctrl=True, alt=True)
 kmi = km.keymap_items.new('object.hide_render_set', 'H', 'PRESS', ctrl=True)
-kmi = km.keymap_items.new('object.move_to_layer', 'M', 'PRESS')
 kmi = km.keymap_items.new('object.delete', 'X', 'PRESS')
 kmi.properties.use_global = False
 kmi = km.keymap_items.new('object.delete', 'X', 'PRESS', shift=True)
diff --git a/release/scripts/presets/keyconfig/maya.py b/release/scripts/presets/keyconfig/maya.py
index 67fd1fddca..f542ecf810 100644
--- a/release/scripts/presets/keyconfig/maya.py
+++ b/release/scripts/presets/keyconfig/maya.py
@@ -384,7 +384,6 @@ kmi = km.keymap_items.new('object.hide_view_clear', 'H', 'PRESS', shift=True, ct
 kmi = km.keymap_items.new('object.hide_view_set', 'H', 'PRESS', ctrl=True)
 kmi = km.keymap_items.new('object.hide_view_set', 'H', 'PRESS', alt=True)
 kmi.properties.unselected = True
-kmi = km.keymap_items.new('object.move_to_layer', 'M', 'PRESS')
 kmi = km.keymap_items.new('object.delete', 'BACK_SPACE', 'PRESS')
 kmi = km.keymap_items.new('object.delete', 'DEL', 'PRESS')
 kmi = km.keymap_items.new('wm.call_menu', 'A', 'PRESS', shift=True)
diff --git a/release/scripts/startup/bl_operators/clip.py b/release/scripts/startup/bl_operators/clip.py
index 0c77ea2ab7..d60703236d 100644
--- a/release/scripts/startup/bl_operators/clip.py
+++ b/release/scripts/startup/bl_operators/clip.py
@@ -232,7 +232,7 @@ class CLIP_OT_track_to_empty(Operator):
         ob = None
 
         ob = bpy.data.objects.new(name=track.name, object_data=None)
-        ob.select = True
+        ob.select_set(action='SELECT')
         context.scene.objects.link(ob)
         context.scene.objects.active = ob
 
@@ -506,7 +506,7 @@ object's movement caused by this constraint"""
         # XXX, should probably use context.selected_editable_objects
         # since selected objects can be from a lib or in hidden layer!
         for ob in scene.objects:
-            if ob.select:
+            if ob.select_set(action='SELECT'):
                 self._bake_object(scene, ob)
 
         return {'FINISHED'}
diff --git a/release/scripts/startup/bl_operators/freestyle.py b/release/scripts/startup/bl_operators/freestyle.py
index fe3b00d54c..43cd3110be 100644
--- a/release/scripts/startup/bl_operators/freestyle.py
+++ b/release/scripts/startup/bl_operators/freestyle.py
@@ -102,7 +102,7 @@ class SCENE_OT_freestyle_fill_range_by_selection(bpy.types.Operator):
             m.range_max = max_dist
             return {'FINISHED'}
         # Find selected mesh objects
-        selection = [ob for ob in scene.objects if ob.select and ob.type == 'MESH' and ob.name != ref.name]
+        selection = [ob for ob in scene.objects if ob.select_get() and ob.type == 'MESH' and ob.name != source.name]
         if selection:
             # Compute the min/max distance from the reference to mesh vertices
             min_dist = sys.float_info.max
diff --git a/release/scripts/startup/bl_operators/object.py b/release/scripts/startup/bl_operators/object.py
index 6356da216b..be680a6df0 100644
--- a/release/scripts/startup/bl_operators/object.py
+++ b/release/scripts/startup/bl_operators/object.py
@@ -81,16 +81,18 @@ class SelectPattern(Operator):
         # Can be pose bones or objects
         for item in items:
             if pattern_match(item.name, self.pattern):
-                item.select = True
 
                 # hrmf, perhaps there should be a utility function for this.
                 if is_ebone:
+                    item.select = True
                     item.select_head = True
                     item.select_tail = True
                     if item.use_connect:
                         item_parent = item.parent
                         if item_parent is not None:
                             item_parent.select_tail = True
+                else:
+                    item.select_set(action='SELECT')
 
         return {'FINISHED'}
 
@@ -136,7 +138,7 @@ class SelectCamera(Operator):
                 bpy.ops.object.select_all(action='DESELECT')
             scene.objects.active = camera
             camera.hide = False
-            camera.select = True
+            camera.select_set(action='SELECT')
             return {'FINISHED'}
 
         return {'CANCELLED'}
@@ -202,7 +204,7 @@ class SelectHierarchy(Operator):
                 bpy.ops.object.select_all(action='DESELECT')
 
             for obj in select_new:
-                obj.select = True
+                obj.select_set(action='SELECT')
 
             scene.objects.active = act_new
             return {'FINISHED'}
@@ -644,8 +646,8 @@ class MakeDupliFace(Operator):
             ob_new.use_dup

@@ Diff output truncated at 10240 characters. @@




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