Cleanup: de-duplicate function to instantiate objects
De-duplicates wm_append_loose_data_instantiate_object_base_instance_init and object_base_instance_init. Add BLO_object_instantiate_object_base_instance_init which also adds to a collection since all callers did this.
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2a047fadc0
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063c4e467d
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@ -32,11 +32,13 @@ extern "C" {
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struct BHead;
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struct BlendThumbnail;
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struct Collection;
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struct FileData;
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struct LinkNode;
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struct ListBase;
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struct Main;
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struct MemFile;
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struct Object;
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struct ReportList;
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struct Scene;
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struct UserDef;
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@ -333,6 +335,14 @@ void BLO_sanitize_experimental_features_userpref_blend(struct UserDef *userdef);
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struct BlendThumbnail *BLO_thumbnail_from_file(const char *filepath);
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void BLO_object_instantiate_object_base_instance_init(struct Main *bmain,
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struct Collection *collection,
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struct Object *ob,
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struct ViewLayer *view_layer,
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const struct View3D *v3d,
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const int flag,
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bool set_active);
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/* datafiles (generated theme) */
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extern const struct bTheme U_theme_default;
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extern const struct UserDef U_default;
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@ -4471,7 +4471,7 @@ static bool object_in_any_collection(Main *bmain, Object *ob)
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* Shared operations to perform on the object's base after adding it to the scene.
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*/
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static void object_base_instance_init(
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Object *ob, bool set_selected, bool set_active, ViewLayer *view_layer, const View3D *v3d)
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Object *ob, ViewLayer *view_layer, const View3D *v3d, const int flag, bool set_active)
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{
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Base *base = BKE_view_layer_base_find(view_layer, ob);
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@ -4479,7 +4479,7 @@ static void object_base_instance_init(
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base->local_view_bits |= v3d->local_view_uuid;
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}
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if (set_selected) {
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if (flag & FILE_AUTOSELECT) {
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if (base->flag & BASE_SELECTABLE) {
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base->flag |= BASE_SELECTED;
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}
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@ -4492,6 +4492,22 @@ static void object_base_instance_init(
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BKE_scene_object_base_flag_sync_from_base(base);
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}
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/**
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* Exported for link/append to create objects as well.
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*/
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void BLO_object_instantiate_object_base_instance_init(Main *bmain,
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Collection *collection,
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Object *ob,
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ViewLayer *view_layer,
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const View3D *v3d,
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const int flag,
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bool set_active)
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{
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BKE_collection_object_add(bmain, collection, ob);
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object_base_instance_init(ob, view_layer, v3d, flag, set_active);
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}
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static void add_loose_objects_to_scene(Main *mainvar,
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Main *bmain,
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Scene *scene,
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@ -4540,13 +4556,11 @@ static void add_loose_objects_to_scene(Main *mainvar,
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CLAMP_MIN(ob->id.us, 0);
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ob->mode = OB_MODE_OBJECT;
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BKE_collection_object_add(bmain, active_collection, ob);
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const bool set_selected = (flag & FILE_AUTOSELECT) != 0;
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/* Do NOT make base active here! screws up GUI stuff,
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* if you want it do it at the editor level. */
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const bool set_active = false;
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object_base_instance_init(ob, set_selected, set_active, view_layer, v3d);
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BLO_object_instantiate_object_base_instance_init(
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bmain, active_collection, ob, view_layer, v3d, flag, set_active);
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ob->id.tag &= ~LIB_TAG_INDIRECT;
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ob->id.flag &= ~LIB_INDIRECT_WEAK_LINK;
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@ -4602,13 +4616,11 @@ static void add_loose_object_data_to_scene(Main *mainvar,
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id_us_plus(id);
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BKE_object_materials_test(bmain, ob, ob->data);
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BKE_collection_object_add(bmain, active_collection, ob);
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const bool set_selected = (flag & FILE_AUTOSELECT) != 0;
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/* Do NOT make base active here! screws up GUI stuff,
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* if you want it do it at the editor level. */
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bool set_active = false;
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object_base_instance_init(ob, set_selected, set_active, view_layer, v3d);
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BLO_object_instantiate_object_base_instance_init(
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bmain, active_collection, ob, view_layer, v3d, flag, set_active);
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copy_v3_v3(ob->loc, scene->cursor.location);
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}
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@ -4641,13 +4653,12 @@ static void add_collections_to_scene(Main *mainvar,
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ob->type = OB_EMPTY;
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ob->empty_drawsize = U.collection_instance_empty_size;
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BKE_collection_object_add(bmain, active_collection, ob);
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const bool set_selected = (flag & FILE_AUTOSELECT) != 0;
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/* TODO: why is it OK to make this active here but not in other situations?
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* See other callers of #object_base_instance_init */
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const bool set_active = set_selected;
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object_base_instance_init(ob, set_selected, set_active, view_layer, v3d);
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BLO_object_instantiate_object_base_instance_init(
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bmain, active_collection, ob, view_layer, v3d, flag, set_active);
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DEG_id_tag_update(&ob->id, ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY | ID_RECALC_ANIMATION);
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@ -312,31 +312,6 @@ static bool object_in_any_collection(Main *bmain, Object *ob)
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return false;
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}
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/**
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* Shared operations to perform on the object's base after adding it to the scene.
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*/
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static void wm_append_loose_data_instantiate_object_base_instance_init(
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Object *ob, bool set_selected, bool set_active, ViewLayer *view_layer, const View3D *v3d)
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{
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Base *base = BKE_view_layer_base_find(view_layer, ob);
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if (v3d != NULL) {
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base->local_view_bits |= v3d->local_view_uuid;
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}
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if (set_selected) {
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if (base->flag & BASE_SELECTABLE) {
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base->flag |= BASE_SELECTED;
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}
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}
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if (set_active) {
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view_layer->basact = base;
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}
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BKE_scene_object_base_flag_sync_from_base(base);
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}
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static ID *wm_append_loose_data_instantiate_process_check(WMLinkAppendDataItem *item)
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{
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/* We consider that if we either kept it linked, or re-used already local data, instantiation
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@ -402,7 +377,6 @@ static void wm_append_loose_data_instantiate(WMLinkAppendData *lapp_data,
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Collection *active_collection = NULL;
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const bool do_obdata = (lapp_data->flag & BLO_LIBLINK_OBDATA_INSTANCE) != 0;
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const bool object_set_selected = (lapp_data->flag & FILE_AUTOSELECT) != 0;
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/* Do NOT make base active here! screws up GUI stuff,
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* if you want it do it at the editor level. */
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const bool object_set_active = false;
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@ -484,14 +458,12 @@ static void wm_append_loose_data_instantiate(WMLinkAppendData *lapp_data,
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ob->type = OB_EMPTY;
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ob->empty_drawsize = U.collection_instance_empty_size;
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BKE_collection_object_add(bmain, active_collection, ob);
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const bool set_selected = (lapp_data->flag & FILE_AUTOSELECT) != 0;
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/* TODO: why is it OK to make this active here but not in other situations?
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* See other callers of #object_base_instance_init */
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const bool set_active = set_selected;
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wm_append_loose_data_instantiate_object_base_instance_init(
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ob, set_selected, set_active, view_layer, v3d);
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BLO_object_instantiate_object_base_instance_init(
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bmain, active_collection, ob, view_layer, v3d, lapp_data->flag, set_active);
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/* Assign the collection. */
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ob->instance_collection = collection;
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@ -538,10 +510,8 @@ static void wm_append_loose_data_instantiate(WMLinkAppendData *lapp_data,
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CLAMP_MIN(ob->id.us, 0);
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ob->mode = OB_MODE_OBJECT;
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BKE_collection_object_add(bmain, active_collection, ob);
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wm_append_loose_data_instantiate_object_base_instance_init(
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ob, object_set_selected, object_set_active, view_layer, v3d);
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BLO_object_instantiate_object_base_instance_init(
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bmain, active_collection, ob, view_layer, v3d, lapp_data->flag, object_set_active);
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}
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if (!do_obdata) {
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@ -572,10 +542,8 @@ static void wm_append_loose_data_instantiate(WMLinkAppendData *lapp_data,
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id_us_plus(id);
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BKE_object_materials_test(bmain, ob, ob->data);
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BKE_collection_object_add(bmain, active_collection, ob);
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wm_append_loose_data_instantiate_object_base_instance_init(
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ob, object_set_selected, object_set_active, view_layer, v3d);
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BLO_object_instantiate_object_base_instance_init(
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bmain, active_collection, ob, view_layer, v3d, lapp_data->flag, object_set_active);
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copy_v3_v3(ob->loc, scene->cursor.location);
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