# ##### 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 ##### # __all__ = ( "add_object_align_init", "object_data_add", ) import bpy import mathutils def add_object_align_init(context, operator): """ Return a matrix using the operator settings and view context. :arg context: The context to use. :type context: :class:`bpy.types.Context` :arg operator: The operator, checked for location and rotation properties. :type operator: :class:`bpy.types.Operator` :return: the matrix from the context and settings. :rtype: :class:`mathutils.Matrix` """ from mathutils import Matrix, Vector, Euler properties = operator.properties if operator is not None else None space_data = context.space_data if space_data.type != 'VIEW_3D': space_data = None # location if operator and properties.is_property_set("location"): location = Matrix.Translation(Vector(properties.location)) else: if space_data: # local view cursor is detected below location = Matrix.Translation(space_data.cursor_location) else: location = Matrix.Translation(context.scene.cursor_location) if operator: properties.location = location.to_translation() # rotation view_align = (context.user_preferences.edit.object_align == 'VIEW') view_align_force = False if operator: if properties.is_property_set("view_align"): view_align = view_align_force = operator.view_align else: properties.view_align = view_align if operator and (properties.is_property_set("rotation") and not view_align_force): rotation = Euler(properties.rotation).to_matrix().to_4x4() else: if view_align and space_data: rotation = space_data.region_3d.view_matrix.to_3x3().inverted() rotation.resize_4x4() else: rotation = mathutils.Matrix() # set the operator properties if operator: properties.rotation = rotation.to_euler() return location * rotation def object_data_add(context, obdata, operator=None): """ Add an object using the view context and preference to to initialize the location, rotation and layer. :arg context: The context to use. :type context: :class:`bpy.types.Context` :arg obdata: the data used for the new object. :type obdata: valid object data type or None. :arg operator: The operator, checked for location and rotation properties. :type operator: :class:`bpy.types.Operator` :return: the newly created object in the scene. :rtype: :class:`bpy.types.ObjectBase` """ scene = context.scene # ugh, could be made nicer for ob in scene.objects: ob.select = False obj_new = bpy.data.objects.new(obdata.name, obdata) base = scene.objects.link(obj_new) base.select = True if context.space_data and context.space_data.type == 'VIEW_3D': base.layers_from_view(context.space_data) obj_new.matrix_world = add_object_align_init(context, operator) obj_act = scene.objects.active # XXX # caused because entering editmodedoes not add a empty undo slot! if context.user_preferences.edit.use_enter_edit_mode: if not (obj_act and obj_act.mode == 'EDIT' and obj_act.type == obj_new.type): _obdata = bpy.data.meshes.new(obdata.name) obj_act = bpy.data.objects.new(_obdata.name, _obdata) obj_act.matrix_world = obj_new.matrix_world scene.objects.link(obj_act) scene.objects.active = obj_act bpy.ops.object.mode_set(mode='EDIT') # need empty undo step bpy.ops.ed.undo_push(message="Enter Editmode") # XXX if obj_act and obj_act.mode == 'EDIT' and obj_act.type == obj_new.type: bpy.ops.mesh.select_all(action='DESELECT') bpy.ops.object.mode_set(mode='OBJECT') obj_act.select = True scene.update() # apply location #scene.objects.active = obj_new bpy.ops.object.join() # join into the active. bpy.data.meshes.remove(obdata) bpy.ops.object.mode_set(mode='EDIT') else: scene.objects.active = obj_new if context.user_preferences.edit.use_enter_edit_mode: bpy.ops.object.mode_set(mode='EDIT') return base