Cleanup: de-duplicate code for instancing objects when linking

Ref D8843
This commit is contained in:
Campbell Barton 2020-11-06 15:00:07 +11:00
parent 605425c006
commit a51455918c
1 changed files with 40 additions and 37 deletions

View File

@ -7069,6 +7069,31 @@ static bool object_in_any_collection(Main *bmain, Object *ob)
return false;
}
/**
* Shared operations to perform on the object's base after adding it to the scene.
*/
static void object_base_instance_init(
Object *ob, bool set_selected, bool set_active, ViewLayer *view_layer, const View3D *v3d)
{
Base *base = BKE_view_layer_base_find(view_layer, ob);
if (v3d != NULL) {
base->local_view_bits |= v3d->local_view_uuid;
}
if (set_selected) {
if (base->flag & BASE_SELECTABLE) {
base->flag |= BASE_SELECTED;
}
}
if (set_active) {
view_layer->basact = base;
}
BKE_scene_object_base_flag_sync_from_base(base);
}
static void add_loose_objects_to_scene(Main *mainvar,
Main *bmain,
Scene *scene,
@ -7114,19 +7139,12 @@ static void add_loose_objects_to_scene(Main *mainvar,
ob->mode = OB_MODE_OBJECT;
BKE_collection_object_add(bmain, active_collection, ob);
Base *base = BKE_view_layer_base_find(view_layer, ob);
if (v3d != NULL) {
base->local_view_bits |= v3d->local_view_uuid;
}
if ((flag & FILE_AUTOSELECT) && (base->flag & BASE_SELECTABLE)) {
/* Do NOT make base active here! screws up GUI stuff,
* if you want it do it at the editor level. */
base->flag |= BASE_SELECTED;
}
BKE_scene_object_base_flag_sync_from_base(base);
const bool set_selected = (flag & FILE_AUTOSELECT) != 0;
/* Do NOT make base active here! screws up GUI stuff,
* if you want it do it at the editor level. */
const bool set_active = false;
object_base_instance_init(ob, set_selected, set_active, view_layer, v3d);
ob->id.tag &= ~LIB_TAG_INDIRECT;
ob->id.flag &= ~LIB_INDIRECT_WEAK_LINK;
@ -7172,19 +7190,12 @@ static void add_loose_object_data_to_scene(Main *mainvar,
BKE_object_materials_test(bmain, ob, ob->data);
BKE_collection_object_add(bmain, active_collection, ob);
Base *base = BKE_view_layer_base_find(view_layer, ob);
if (v3d != NULL) {
base->local_view_bits |= v3d->local_view_uuid;
}
if ((flag & FILE_AUTOSELECT) && (base->flag & BASE_SELECTABLE)) {
/* Do NOT make base active here! screws up GUI stuff,
* if you want it do it at the editor level. */
base->flag |= BASE_SELECTED;
}
BKE_scene_object_base_flag_sync_from_base(base);
const bool set_selected = (flag & FILE_AUTOSELECT) != 0;
/* Do NOT make base active here! screws up GUI stuff,
* if you want it do it at the editor level. */
bool set_active = false;
object_base_instance_init(ob, set_selected, set_active, view_layer, v3d);
copy_v3_v3(ob->loc, scene->cursor.location);
}
@ -7218,23 +7229,15 @@ static void add_collections_to_scene(Main *mainvar,
ob->empty_drawsize = U.collection_instance_empty_size;
BKE_collection_object_add(bmain, active_collection, ob);
Base *base = BKE_view_layer_base_find(view_layer, ob);
if (v3d != NULL) {
base->local_view_bits |= v3d->local_view_uuid;
}
const bool set_selected = (flag & FILE_AUTOSELECT) != 0;
/* TODO: why is it OK to make this active here but not in other situations?
* See other callers of #object_base_instance_init */
const bool set_active = set_selected;
object_base_instance_init(ob, set_selected, set_active, view_layer, v3d);
if ((flag & FILE_AUTOSELECT) && (base->flag & BASE_SELECTABLE)) {
base->flag |= BASE_SELECTED;
}
BKE_scene_object_base_flag_sync_from_base(base);
DEG_id_tag_update(&ob->id, ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY | ID_RECALC_ANIMATION);
if (flag & FILE_AUTOSELECT) {
view_layer->basact = base;
}
/* Assign the collection. */
ob->instance_collection = collection;
id_us_plus(&collection->id);