blender/release/scripts/modules/add_object_utils.py

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# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
def add_object_data(obdata, context):
scene = context.scene
# ugh, could be made nicer
for ob in scene.objects:
ob.selected = False
obj_new = bpy.data.objects.new(obdata.name, obdata)
base = scene.objects.link(obj_new)
base.selected = True
if context.space_data and context.space_data.type == 'VIEW_3D':
base.layers_from_view(context.space_data)
# TODO, local view cursor!
obj_new.location = scene.cursor_location
obj_act = scene.objects.active
if obj_act and obj_act.mode == 'EDIT' and obj_act.type == obj_new.type:
bpy.ops.object.mode_set(mode='OBJECT')
obj_act.selected = True
scene.update() # apply location
#scene.objects.active = obj_new
bpy.ops.object.join() # join into the active.
bpy.ops.object.mode_set(mode='EDIT')
else:
scene.objects.active = obj_new
if context.user_preferences.edit.enter_edit_mode:
bpy.ops.object.mode_set(mode='EDIT')