Link/Append: Move main linking code (from WM) to use new instantiation code in BKE.

This removes the last main usage of BLO's instantiation code.

Also required some limited refactoring of BKE_blendfile_link_append's
instantiation to make it more modular, and usable by both linking and
appending code paths.

NOTE: This should be a non-behavioral change commit.

Part of T91414: Unify link/append between WM operators and BPY context
manager API, and cleanup usages of `BKE_library_make_local`.
This commit is contained in:
Bastien Montagne 2021-11-09 15:56:29 +01:00
parent fe274d91a1
commit d7cf7d4048
Notes: blender-bot 2023-08-24 07:49:02 +02:00
Referenced by issue #93402, Linking Collections links additional objects
Referenced by issue #91414, Unify link/append between WM operators and BPY context manager API, and cleanup usages of `BKE_library_make_local`
Referenced by issue #111447, Regression: Global Viewport Visibility no longer readable when object is appended from another file
1 changed files with 328 additions and 144 deletions

View File

@ -288,9 +288,21 @@ ID *BKE_blendfile_link_append_context_item_newid_get(
/* -------------------------------------------------------------------- */
/** \name Library link/append helper functions.
*
* FIXME: Deduplicate code with similar one in readfile.c
* \{ */
/* Struct gathering all required data to handle instantiation of loose data-blocks. */
typedef struct LooseDataInstantiateContext {
BlendfileLinkAppendContext *lapp_context;
/* The collection in which to add loose collections/objects. */
Collection *active_collection;
Main *bmain;
Scene *scene;
ViewLayer *view_layer;
const View3D *v3d;
} LooseDataInstantiateContext;
static bool object_in_any_scene(Main *bmain, Object *ob)
{
LISTBASE_FOREACH (Scene *, sce, &bmain->scenes) {
@ -320,8 +332,15 @@ static bool object_in_any_collection(Main *bmain, Object *ob)
return false;
}
static ID *append_loose_data_instantiate_process_check(BlendfileLinkAppendContextItem *item)
static ID *loose_data_instantiate_process_check(LooseDataInstantiateContext *instantiate_context,
BlendfileLinkAppendContextItem *item)
{
BlendfileLinkAppendContext *lapp_context = instantiate_context->lapp_context;
/* In linking case, we always want to handle instantiation. */
if (lapp_context->flag & FILE_LINK) {
return item->new_id;
}
/* We consider that if we either kept it linked, or re-used already local data, instantiation
* status of those should not be modified. */
if (!ELEM(item->action, LINK_APPEND_ACT_COPY_LOCAL, LINK_APPEND_ACT_MAKE_LOCAL)) {
@ -348,89 +367,128 @@ static ID *append_loose_data_instantiate_process_check(BlendfileLinkAppendContex
return id;
}
static void append_loose_data_instantiate_ensure_active_collection(
BlendfileLinkAppendContext *lapp_context,
Main *bmain,
Scene *scene,
ViewLayer *view_layer,
Collection **r_active_collection)
static void loose_data_instantiate_ensure_active_collection(
LooseDataInstantiateContext *instantiate_context)
{
BlendfileLinkAppendContext *lapp_context = instantiate_context->lapp_context;
Main *bmain = instantiate_context->bmain;
Scene *scene = instantiate_context->scene;
ViewLayer *view_layer = instantiate_context->view_layer;
/* Find or add collection as needed. */
if (*r_active_collection == NULL) {
if (instantiate_context->active_collection == NULL) {
if (lapp_context->flag & FILE_ACTIVE_COLLECTION) {
LayerCollection *lc = BKE_layer_collection_get_active(view_layer);
*r_active_collection = lc->collection;
instantiate_context->active_collection = lc->collection;
}
else {
*r_active_collection = BKE_collection_add(
bmain, scene->master_collection, DATA_("Appended Data"));
if (lapp_context->flag & FILE_LINK) {
instantiate_context->active_collection = BKE_collection_add(
bmain, scene->master_collection, DATA_("Linked Data"));
}
else {
instantiate_context->active_collection = BKE_collection_add(
bmain, scene->master_collection, DATA_("Appended Data"));
}
}
}
}
/* TODO: De-duplicate this code with the one in readfile.c, think we need some utils code for that
* in BKE. */
static void append_loose_data_instantiate(BlendfileLinkAppendContext *lapp_context,
Main *bmain,
Scene *scene,
ViewLayer *view_layer,
const View3D *v3d)
static void loose_data_instantiate_object_base_instance_init(Main *bmain,
Collection *collection,
Object *ob,
ViewLayer *view_layer,
const View3D *v3d,
const int flag,
bool set_active)
{
if (scene == NULL) {
/* In some cases, like the asset drag&drop e.g., the caller code manages instantiation itself.
*/
return;
/* Auto-select and appending. */
if ((flag & FILE_AUTOSELECT) && ((flag & FILE_LINK) == 0)) {
/* While in general the object should not be manipulated,
* when the user requests the object to be selected, ensure it's visible and selectable. */
ob->visibility_flag &= ~(OB_HIDE_VIEWPORT | OB_HIDE_SELECT);
}
LinkNode *itemlink;
Collection *active_collection = NULL;
const bool do_obdata = (lapp_context->flag & BLO_LIBLINK_OBDATA_INSTANCE) != 0;
BKE_collection_object_add(bmain, collection, ob);
/* Do NOT make base active here! screws up GUI stuff,
* if you want it do it at the editor level. */
const bool object_set_active = false;
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) {
/* All objects that use #FILE_AUTOSELECT must be selectable (unless linking data). */
BLI_assert((base->flag & BASE_SELECTABLE) || (flag & FILE_LINK));
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);
}
/* Tag obdata that actually need to be instantiated (those referenced by an object do not, since
* the object will be instantiated instaed if needed. */
static void loose_data_instantiate_obdata_preprocess(
LooseDataInstantiateContext *instantiate_context)
{
BlendfileLinkAppendContext *lapp_context = instantiate_context->lapp_context;
LinkNode *itemlink;
/* First pass on obdata to enable their instantiation by default, then do a second pass on
* objects to clear it for any obdata already in use. */
if (do_obdata) {
for (itemlink = lapp_context->items.list; itemlink; itemlink = itemlink->next) {
BlendfileLinkAppendContextItem *item = itemlink->link;
ID *id = append_loose_data_instantiate_process_check(item);
if (id == NULL) {
continue;
}
const ID_Type idcode = GS(id->name);
if (!OB_DATA_SUPPORT_ID(idcode)) {
continue;
}
id->tag |= LIB_TAG_DOIT;
for (itemlink = lapp_context->items.list; itemlink; itemlink = itemlink->next) {
BlendfileLinkAppendContextItem *item = itemlink->link;
ID *id = loose_data_instantiate_process_check(instantiate_context, item);
if (id == NULL) {
continue;
}
const ID_Type idcode = GS(id->name);
if (!OB_DATA_SUPPORT_ID(idcode)) {
continue;
}
for (itemlink = lapp_context->items.list; itemlink; itemlink = itemlink->next) {
BlendfileLinkAppendContextItem *item = itemlink->link;
ID *id = item->new_id;
if (id == NULL || GS(id->name) != ID_OB) {
continue;
}
Object *ob = (Object *)id;
Object *new_ob = (Object *)id->newid;
if (ob->data != NULL) {
((ID *)(ob->data))->tag &= ~LIB_TAG_DOIT;
}
if (new_ob != NULL && new_ob->data != NULL) {
((ID *)(new_ob->data))->tag &= ~LIB_TAG_DOIT;
}
id->tag |= LIB_TAG_DOIT;
}
for (itemlink = lapp_context->items.list; itemlink; itemlink = itemlink->next) {
BlendfileLinkAppendContextItem *item = itemlink->link;
ID *id = item->new_id;
if (id == NULL || GS(id->name) != ID_OB) {
continue;
}
Object *ob = (Object *)id;
Object *new_ob = (Object *)id->newid;
if (ob->data != NULL) {
((ID *)(ob->data))->tag &= ~LIB_TAG_DOIT;
}
if (new_ob != NULL && new_ob->data != NULL) {
((ID *)(new_ob->data))->tag &= ~LIB_TAG_DOIT;
}
}
}
/* First do collections, then objects, then obdata. */
static void loose_data_instantiate_collection_process(
LooseDataInstantiateContext *instantiate_context)
{
BlendfileLinkAppendContext *lapp_context = instantiate_context->lapp_context;
Main *bmain = instantiate_context->bmain;
Scene *scene = instantiate_context->scene;
ViewLayer *view_layer = instantiate_context->view_layer;
const View3D *v3d = instantiate_context->v3d;
/* NOTE: For collections we only view_layer-instantiate duplicated collections that have
* non-instantiated objects in them. */
LinkNode *itemlink;
for (itemlink = lapp_context->items.list; itemlink; itemlink = itemlink->next) {
BlendfileLinkAppendContextItem *item = itemlink->link;
ID *id = append_loose_data_instantiate_process_check(item);
ID *id = loose_data_instantiate_process_check(instantiate_context, item);
if (id == NULL || GS(id->name) != ID_GR) {
continue;
}
@ -456,55 +514,70 @@ static void append_loose_data_instantiate(BlendfileLinkAppendContext *lapp_conte
}
}
}
if (do_add_collection) {
append_loose_data_instantiate_ensure_active_collection(
lapp_context, bmain, scene, view_layer, &active_collection);
if (!do_add_collection) {
continue;
}
/* In case user requested instantiation of collections as empties, we do so for the one they
* explicitly selected (originally directly linked IDs). */
if ((lapp_context->flag & BLO_LIBLINK_COLLECTION_INSTANCE) != 0 &&
(item->tag & LINK_APPEND_TAG_INDIRECT) == 0) {
/* BKE_object_add(...) messes with the selection. */
Object *ob = BKE_object_add_only_object(bmain, OB_EMPTY, collection->id.name + 2);
ob->type = OB_EMPTY;
ob->empty_drawsize = U.collection_instance_empty_size;
loose_data_instantiate_ensure_active_collection(instantiate_context);
Collection *active_collection = instantiate_context->active_collection;
const bool set_selected = (lapp_context->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;
BLO_object_instantiate_object_base_instance_init(
bmain, active_collection, ob, view_layer, v3d, lapp_context->flag, set_active);
/* In case user requested instantiation of collections as empties, we do so for the one they
* explicitly selected (originally directly linked IDs) only. */
if ((lapp_context->flag & BLO_LIBLINK_COLLECTION_INSTANCE) != 0 &&
(item->tag & LINK_APPEND_TAG_INDIRECT) == 0) {
/* BKE_object_add(...) messes with the selection. */
Object *ob = BKE_object_add_only_object(bmain, OB_EMPTY, collection->id.name + 2);
ob->type = OB_EMPTY;
ob->empty_drawsize = U.collection_instance_empty_size;
/* Assign the collection. */
ob->instance_collection = collection;
id_us_plus(&collection->id);
ob->transflag |= OB_DUPLICOLLECTION;
copy_v3_v3(ob->loc, scene->cursor.location);
}
else {
/* Add collection as child of active collection. */
BKE_collection_child_add(bmain, active_collection, collection);
const bool set_selected = (lapp_context->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;
loose_data_instantiate_object_base_instance_init(
bmain, active_collection, ob, view_layer, v3d, lapp_context->flag, set_active);
if ((lapp_context->flag & FILE_AUTOSELECT) != 0) {
LISTBASE_FOREACH (CollectionObject *, coll_ob, &collection->gobject) {
Object *ob = coll_ob->ob;
Base *base = BKE_view_layer_base_find(view_layer, ob);
if (base) {
base->flag |= BASE_SELECTED;
BKE_scene_object_base_flag_sync_from_base(base);
}
/* Assign the collection. */
ob->instance_collection = collection;
id_us_plus(&collection->id);
ob->transflag |= OB_DUPLICOLLECTION;
copy_v3_v3(ob->loc, scene->cursor.location);
}
else {
/* Add collection as child of active collection. */
BKE_collection_child_add(bmain, active_collection, collection);
if ((lapp_context->flag & FILE_AUTOSELECT) != 0) {
LISTBASE_FOREACH (CollectionObject *, coll_ob, &collection->gobject) {
Object *ob = coll_ob->ob;
Base *base = BKE_view_layer_base_find(view_layer, ob);
if (base) {
base->flag |= BASE_SELECTED;
BKE_scene_object_base_flag_sync_from_base(base);
}
}
}
}
}
}
static void loose_data_instantiate_object_process(LooseDataInstantiateContext *instantiate_context)
{
BlendfileLinkAppendContext *lapp_context = instantiate_context->lapp_context;
Main *bmain = instantiate_context->bmain;
ViewLayer *view_layer = instantiate_context->view_layer;
const View3D *v3d = instantiate_context->v3d;
/* Do NOT make base active here! screws up GUI stuff,
* if you want it do it at the editor level. */
const bool object_set_active = false;
/* NOTE: For objects we only view_layer-instantiate duplicated objects that are not yet used
* anywhere. */
LinkNode *itemlink;
for (itemlink = lapp_context->items.list; itemlink; itemlink = itemlink->next) {
BlendfileLinkAppendContextItem *item = itemlink->link;
ID *id = append_loose_data_instantiate_process_check(item);
ID *id = loose_data_instantiate_process_check(instantiate_context, item);
if (id == NULL || GS(id->name) != ID_OB) {
continue;
}
@ -515,23 +588,33 @@ static void append_loose_data_instantiate(BlendfileLinkAppendContext *lapp_conte
continue;
}
append_loose_data_instantiate_ensure_active_collection(
lapp_context, bmain, scene, view_layer, &active_collection);
loose_data_instantiate_ensure_active_collection(instantiate_context);
Collection *active_collection = instantiate_context->active_collection;
CLAMP_MIN(ob->id.us, 0);
ob->mode = OB_MODE_OBJECT;
BLO_object_instantiate_object_base_instance_init(
loose_data_instantiate_object_base_instance_init(
bmain, active_collection, ob, view_layer, v3d, lapp_context->flag, object_set_active);
}
}
if (!do_obdata) {
return;
}
static void loose_data_instantiate_obdata_process(LooseDataInstantiateContext *instantiate_context)
{
BlendfileLinkAppendContext *lapp_context = instantiate_context->lapp_context;
Main *bmain = instantiate_context->bmain;
Scene *scene = instantiate_context->scene;
ViewLayer *view_layer = instantiate_context->view_layer;
const View3D *v3d = instantiate_context->v3d;
/* Do NOT make base active here! screws up GUI stuff,
* if you want it do it at the editor level. */
const bool object_set_active = false;
LinkNode *itemlink;
for (itemlink = lapp_context->items.list; itemlink; itemlink = itemlink->next) {
BlendfileLinkAppendContextItem *item = itemlink->link;
ID *id = append_loose_data_instantiate_process_check(item);
ID *id = loose_data_instantiate_process_check(instantiate_context, item);
if (id == NULL) {
continue;
}
@ -543,8 +626,8 @@ static void append_loose_data_instantiate(BlendfileLinkAppendContext *lapp_conte
continue;
}
append_loose_data_instantiate_ensure_active_collection(
lapp_context, bmain, scene, view_layer, &active_collection);
loose_data_instantiate_ensure_active_collection(instantiate_context);
Collection *active_collection = instantiate_context->active_collection;
const int type = BKE_object_obdata_to_type(id);
BLI_assert(type != -1);
@ -553,18 +636,26 @@ static void append_loose_data_instantiate(BlendfileLinkAppendContext *lapp_conte
id_us_plus(id);
BKE_object_materials_test(bmain, ob, ob->data);
BLO_object_instantiate_object_base_instance_init(
loose_data_instantiate_object_base_instance_init(
bmain, active_collection, ob, view_layer, v3d, lapp_context->flag, object_set_active);
copy_v3_v3(ob->loc, scene->cursor.location);
id->tag &= ~LIB_TAG_DOIT;
}
}
/* Finally, add rigid body objects and constraints to current RB world(s). */
static void loose_data_instantiate_object_rigidbody_postprocess(
LooseDataInstantiateContext *instantiate_context)
{
BlendfileLinkAppendContext *lapp_context = instantiate_context->lapp_context;
Main *bmain = instantiate_context->bmain;
LinkNode *itemlink;
/* Add rigid body objects and constraints to current RB world(s). */
for (itemlink = lapp_context->items.list; itemlink; itemlink = itemlink->next) {
BlendfileLinkAppendContextItem *item = itemlink->link;
ID *id = append_loose_data_instantiate_process_check(item);
ID *id = loose_data_instantiate_process_check(instantiate_context, item);
if (id == NULL || GS(id->name) != ID_OB) {
continue;
}
@ -572,9 +663,65 @@ static void append_loose_data_instantiate(BlendfileLinkAppendContext *lapp_conte
}
}
/** \} */
static void loose_data_instantiate(LooseDataInstantiateContext *instantiate_context)
{
if (instantiate_context->scene == NULL) {
/* In some cases, like the asset drag&drop e.g., the caller code manages instantiation itself.
*/
return;
}
static int foreach_libblock_append_callback(LibraryIDLinkCallbackData *cb_data)
BlendfileLinkAppendContext *lapp_context = instantiate_context->lapp_context;
const bool do_obdata = (lapp_context->flag & BLO_LIBLINK_OBDATA_INSTANCE) != 0;
/* First pass on obdata to enable their instantiation by default, then do a second pass on
* objects to clear it for any obdata already in use. */
if (do_obdata) {
loose_data_instantiate_obdata_preprocess(instantiate_context);
}
/* First do collections, then objects, then obdata. */
loose_data_instantiate_collection_process(instantiate_context);
loose_data_instantiate_object_process(instantiate_context);
if (do_obdata) {
loose_data_instantiate_obdata_process(instantiate_context);
}
loose_data_instantiate_object_rigidbody_postprocess(instantiate_context);
}
static void new_id_to_item_mapping_add(BlendfileLinkAppendContext *lapp_context,
ID *id,
BlendfileLinkAppendContextItem *item)
{
BLI_ghash_insert(lapp_context->new_id_to_item, id, item);
/* This ensures that if a liboverride reference is also linked/used by some other appended
* data, it gets a local copy instead of being made directly local, so that the liboverride
* references remain valid (i.e. linked data). */
if (ID_IS_OVERRIDE_LIBRARY_REAL(id)) {
id->override_library->reference->tag |= LIB_TAG_PRE_EXISTING;
}
}
/* Generate a mapping between newly linked IDs and their items, and tag linked IDs used as
* liboverride references as already existing. */
static void new_id_to_item_mapping_create(BlendfileLinkAppendContext *lapp_context)
{
lapp_context->new_id_to_item = BLI_ghash_new(
BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp, __func__);
for (LinkNode *itemlink = lapp_context->items.list; itemlink; itemlink = itemlink->next) {
BlendfileLinkAppendContextItem *item = itemlink->link;
ID *id = item->new_id;
if (id == NULL) {
continue;
}
new_id_to_item_mapping_add(lapp_context, id, item);
}
}
static int foreach_libblock_link_append_callback(LibraryIDLinkCallbackData *cb_data)
{
/* NOTE: It is important to also skip liboverride references here, as those should never be made
* local. */
@ -599,18 +746,24 @@ static int foreach_libblock_append_callback(LibraryIDLinkCallbackData *cb_data)
* shapekey referencing the shapekey itself). */
if (id != cb_data->id_self) {
BKE_library_foreach_ID_link(
cb_data->bmain, id, foreach_libblock_append_callback, data, IDWALK_NOP);
cb_data->bmain, id, foreach_libblock_link_append_callback, data, IDWALK_NOP);
}
return IDWALK_RET_NOP;
}
const bool do_recursive = (data->lapp_context->flag & BLO_LIBLINK_APPEND_RECURSIVE) != 0;
/* In linking case, we always consider all linked IDs, even indirectly ones, for instantiation,
* so we need to add them all to the items list.
*
* In appending case, when `do_recursive` is false, we only make local IDs from same
* library(-ies) as the initially directly linked ones.
*
* NOTE: Since in append case, linked IDs are also fully skipped during instantiation step (see
* #append_loose_data_instantiate_process_check), we can avoid adding them to the items list
* completely. */
const bool do_link = (data->lapp_context->flag & FILE_LINK) != 0;
const bool do_recursive = (data->lapp_context->flag & BLO_LIBLINK_APPEND_RECURSIVE) != 0 ||
do_link;
if (!do_recursive && cb_data->id_owner->lib != id->lib) {
/* When `do_recursive` is false, we only make local IDs from same library(-ies) as the
* initially directly linked ones.
* NOTE: Since linked IDs are also fully skipped during instantiation step (see
* #append_loose_data_instantiate_process_check), we can avoid adding them to the items list
* completely. */
return IDWALK_RET_NOP;
}
@ -623,7 +776,11 @@ static int foreach_libblock_append_callback(LibraryIDLinkCallbackData *cb_data)
/* Since we did not have an item for that ID yet, we know user did not selected it explicitly,
* it was rather linked indirectly. This info is important for instantiation of collections. */
item->tag |= LINK_APPEND_TAG_INDIRECT;
BLI_ghash_insert(data->lapp_context->new_id_to_item, id, item);
/* In linking case we already know what we want to do with those items. */
if (do_link) {
item->action = LINK_APPEND_ACT_KEEP_LINKED;
}
new_id_to_item_mapping_add(data->lapp_context, id, item);
}
/* NOTE: currently there is no need to do anything else here, but in the future this would be
@ -632,6 +789,8 @@ static int foreach_libblock_append_callback(LibraryIDLinkCallbackData *cb_data)
return IDWALK_RET_NOP;
}
/** \} */
/** \name Library link/append code.
* \{ */
@ -661,26 +820,7 @@ void BKE_blendfile_append(BlendfileLinkAppendContext *lapp_context,
LinkNode *itemlink;
/* Generate a mapping between newly linked IDs and their items, and tag linked IDs used as
* liboverride references as already existing. */
lapp_context->new_id_to_item = BLI_ghash_new(
BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp, __func__);
for (itemlink = lapp_context->items.list; itemlink; itemlink = itemlink->next) {
BlendfileLinkAppendContextItem *item = itemlink->link;
ID *id = item->new_id;
if (id == NULL) {
continue;
}
BLI_ghash_insert(lapp_context->new_id_to_item, id, item);
/* This ensures that if a liboverride reference is also linked/used by some other appended
* data, it gets a local copy instead of being made directly local, so that the liboverride
* references remain valid (i.e. linked data). */
if (ID_IS_OVERRIDE_LIBRARY_REAL(id)) {
id->override_library->reference->tag |= LIB_TAG_PRE_EXISTING;
}
}
new_id_to_item_mapping_create(lapp_context);
lapp_context->library_weak_reference_mapping = BKE_main_library_weak_reference_create(bmain);
/* NOTE: Since we append items for IDs not already listed (i.e. implicitly linked indirect
@ -694,8 +834,10 @@ void BKE_blendfile_append(BlendfileLinkAppendContext *lapp_context,
}
BLI_assert(item->userdata == NULL);
/* In Append case linked IDs should never be marked as needing post-processing (instantiation
* of loose objects etc.). */
/* Linked IDs should never be marked as needing post-processing (instantiation of loose
* objects etc.).
* NOTE: This is dev test check, can be removed once we get rid of instantiation code in BLO
* completely.*/
BLI_assert((id->tag & LIB_TAG_DOIT) == 0);
ID *existing_local_id = BKE_idtype_idcode_append_is_reusable(GS(id->name)) ?
@ -732,7 +874,7 @@ void BKE_blendfile_append(BlendfileLinkAppendContext *lapp_context,
BlendfileLinkAppendContextCallBack cb_data = {
.lapp_context = lapp_context, .item = item, .reports = reports};
BKE_library_foreach_ID_link(
bmain, id, foreach_libblock_append_callback, &cb_data, IDWALK_NOP);
bmain, id, foreach_libblock_link_append_callback, &cb_data, IDWALK_NOP);
}
/* If we found a matching existing local id but are not re-using it, we need to properly clear
@ -856,7 +998,13 @@ void BKE_blendfile_append(BlendfileLinkAppendContext *lapp_context,
BKE_id_multi_tagged_delete(bmain);
/* Instantiate newly created (duplicated) IDs as needed. */
append_loose_data_instantiate(lapp_context, bmain, scene, view_layer, v3d);
LooseDataInstantiateContext instantiate_context = {.lapp_context = lapp_context,
.active_collection = NULL,
.bmain = bmain,
.scene = scene,
.view_layer = view_layer,
.v3d = v3d};
loose_data_instantiate(&instantiate_context);
/* Attempt to deal with object proxies.
*
@ -969,11 +1117,12 @@ void BKE_blendfile_link(BlendfileLinkAppendContext *lapp_context,
struct LibraryLink_Params liblink_params;
BLO_library_link_params_init_with_context(
&liblink_params, bmain, flag, id_tag_extra, scene, view_layer, v3d);
/* In case of append, do not handle instantiation in linking process, but during append phase
* (see #append_loose_data_instantiate ). */
if ((flag & FILE_LINK) == 0) {
liblink_params.flag &= ~BLO_LIBLINK_NEEDS_ID_TAG_DOIT;
}
/* NOTE: This is temporary hotfix until whole code using link/append features has been moved to
* use new BKE code. */
/* Do not handle instantiation in linking process anymore, we do it here in
* #loose_data_instantiate instead. */
liblink_params.flag &= ~BLO_LIBLINK_NEEDS_ID_TAG_DOIT;
mainl = BLO_library_link_begin(&bh, libname, &liblink_params);
lib = mainl->curlib;
@ -1015,6 +1164,41 @@ void BKE_blendfile_link(BlendfileLinkAppendContext *lapp_context,
BLO_library_link_end(mainl, &bh, &liblink_params);
BLO_blendhandle_close(bh);
}
/* Instantiate newly linked IDs as needed, if no append is scheduled. */
if ((lapp_context->flag & FILE_LINK) != 0 && scene != NULL) {
new_id_to_item_mapping_create(lapp_context);
/* NOTE: Since we append items for IDs not already listed (i.e. implicitly linked indirect
* dependencies), this list will grow and we will process those IDs later, leading to a flatten
* recursive processing of all the linked dependencies. */
for (itemlink = lapp_context->items.list; itemlink; itemlink = itemlink->next) {
BlendfileLinkAppendContextItem *item = itemlink->link;
ID *id = item->new_id;
if (id == NULL) {
continue;
}
BLI_assert(item->userdata == NULL);
/* Linked IDs should never be marked as needing post-processing (instantiation of loose
* objects etc.).
* NOTE: This is dev test check, can be removed once we get rid of instantiation code in BLO
* completely.*/
BLI_assert((id->tag & LIB_TAG_DOIT) == 0);
BlendfileLinkAppendContextCallBack cb_data = {
.lapp_context = lapp_context, .item = item, .reports = reports};
BKE_library_foreach_ID_link(
bmain, id, foreach_libblock_link_append_callback, &cb_data, IDWALK_NOP);
}
LooseDataInstantiateContext instantiate_context = {.lapp_context = lapp_context,
.active_collection = NULL,
.bmain = bmain,
.scene = scene,
.view_layer = view_layer,
.v3d = v3d};
loose_data_instantiate(&instantiate_context);
}
}
/** \} */