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authorCampbell Barton <ideasman42@gmail.com>2021-10-21 08:44:05 +0300
committerCampbell Barton <ideasman42@gmail.com>2021-10-21 08:57:53 +0300
commit063c4e467da3d926fc6447418e3f04fded9c051f (patch)
tree700ae5aea6d2d0d33724a3478ecfd2e2683e9d5e /source/blender/windowmanager/intern/wm_files_link.c
parent2a047fadc021539d51f4cb37995f9bbc33d4b9f5 (diff)
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.
Diffstat (limited to 'source/blender/windowmanager/intern/wm_files_link.c')
-rw-r--r--source/blender/windowmanager/intern/wm_files_link.c44
1 files changed, 6 insertions, 38 deletions
diff --git a/source/blender/windowmanager/intern/wm_files_link.c b/source/blender/windowmanager/intern/wm_files_link.c
index e698702316e..d193c5663f0 100644
--- a/source/blender/windowmanager/intern/wm_files_link.c
+++ b/source/blender/windowmanager/intern/wm_files_link.c
@@ -312,31 +312,6 @@ 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 wm_append_loose_data_instantiate_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 ID *wm_append_loose_data_instantiate_process_check(WMLinkAppendDataItem *item)
{
/* We consider that if we either kept it linked, or re-used already local data, instantiation
@@ -402,7 +377,6 @@ static void wm_append_loose_data_instantiate(WMLinkAppendData *lapp_data,
Collection *active_collection = NULL;
const bool do_obdata = (lapp_data->flag & BLO_LIBLINK_OBDATA_INSTANCE) != 0;
- const bool object_set_selected = (lapp_data->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 object_set_active = false;
@@ -484,14 +458,12 @@ static void wm_append_loose_data_instantiate(WMLinkAppendData *lapp_data,
ob->type = OB_EMPTY;
ob->empty_drawsize = U.collection_instance_empty_size;
- BKE_collection_object_add(bmain, active_collection, ob);
-
const bool set_selected = (lapp_data->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;
- wm_append_loose_data_instantiate_object_base_instance_init(
- ob, set_selected, set_active, view_layer, v3d);
+ BLO_object_instantiate_object_base_instance_init(
+ bmain, active_collection, ob, view_layer, v3d, lapp_data->flag, set_active);
/* Assign the collection. */
ob->instance_collection = collection;
@@ -538,10 +510,8 @@ static void wm_append_loose_data_instantiate(WMLinkAppendData *lapp_data,
CLAMP_MIN(ob->id.us, 0);
ob->mode = OB_MODE_OBJECT;
- BKE_collection_object_add(bmain, active_collection, ob);
-
- wm_append_loose_data_instantiate_object_base_instance_init(
- ob, object_set_selected, object_set_active, view_layer, v3d);
+ BLO_object_instantiate_object_base_instance_init(
+ bmain, active_collection, ob, view_layer, v3d, lapp_data->flag, object_set_active);
}
if (!do_obdata) {
@@ -572,10 +542,8 @@ static void wm_append_loose_data_instantiate(WMLinkAppendData *lapp_data,
id_us_plus(id);
BKE_object_materials_test(bmain, ob, ob->data);
- BKE_collection_object_add(bmain, active_collection, ob);
-
- wm_append_loose_data_instantiate_object_base_instance_init(
- ob, object_set_selected, object_set_active, view_layer, v3d);
+ BLO_object_instantiate_object_base_instance_init(
+ bmain, active_collection, ob, view_layer, v3d, lapp_data->flag, object_set_active);
copy_v3_v3(ob->loc, scene->cursor.location);