forked from bartvdbraak/blender
226 lines
6.5 KiB
Python
226 lines
6.5 KiB
Python
#!BPY
|
|
"""
|
|
Name: 'Drop Onto Ground'
|
|
Blender: 245
|
|
Group: 'Object'
|
|
Tooltip: 'Drop the selected objects onto "ground" objects'
|
|
"""
|
|
__author__= "Campbell Barton"
|
|
__url__= ["blender.org", "blenderartists.org"]
|
|
__version__= "1.0"
|
|
|
|
__bpydoc__= """
|
|
"""
|
|
|
|
# --------------------------------------------------------------------------
|
|
# Drop Objects v1.0 by Campbell Barton (AKA Ideasman42)
|
|
# --------------------------------------------------------------------------
|
|
# ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|
#
|
|
# ***** END GPL LICENCE BLOCK *****
|
|
# --------------------------------------------------------------------------
|
|
|
|
|
|
from Blender import Draw, Geometry, Mathutils, Window
|
|
import bpy
|
|
|
|
|
|
GLOBALS = {}
|
|
GLOBALS['GROUND_SOURCE'] = [Draw.Create(1), Draw.Create(0)]
|
|
GLOBALS['GROUND_GROUP_NAME'] = Draw.Create('terrain')
|
|
GLOBALS['DROP_AXIS'] = [Draw.Create(1), Draw.Create(0)] # on what axis will we drop?
|
|
GLOBALS['DROP_OVERLAP_CHECK'] = Draw.Create(1) # is the terrain a single skin?
|
|
GLOBALS['EVENT'] = 2
|
|
GLOBALS['MOUSE'] = None
|
|
|
|
def collect_terrain_triangles(obs_terrain):
|
|
terrain_tris = []
|
|
me = bpy.data.meshes.new()
|
|
|
|
for ob in obs_terrain:
|
|
# this matrix takes the object and drop matrix into account
|
|
ob_mat = ob.matrixWorld # * drop_matrix
|
|
|
|
def blend_face_to_terrain_tris(f):
|
|
cos = [v.co*ob_mat for v in f]
|
|
if len(cos) == 4: return [(cos[0], cos[1], cos[2]), (cos[0], cos[2], cos[3])]
|
|
else: return [(cos[0], cos[1], cos[2]), ]
|
|
|
|
# Clear
|
|
me.verts = None
|
|
try: me.getFromObject(ob)
|
|
except: pass
|
|
|
|
for f in me.faces: # may be [], thats ok
|
|
terrain_tris.extend( blend_face_to_terrain_tris(f) )
|
|
|
|
me.verts = None # clear to save ram
|
|
return terrain_tris
|
|
|
|
def calc_drop_loc(ob, terrain_tris, axis):
|
|
pt = Mathutils.Vector(ob.loc)
|
|
|
|
isect = None
|
|
isect_best = None
|
|
isect_best_len = 0.0
|
|
|
|
for t1,t2,t3 in terrain_tris:
|
|
#if Geometry.PointInTriangle2D(pt, t1,t2,t3):
|
|
isect = Mathutils.Intersect(t1, t2, t3, axis, pt, 1) # 1==clip
|
|
if isect:
|
|
if not GLOBALS['DROP_OVERLAP_CHECK'].val:
|
|
# Find the first location
|
|
return isect
|
|
else:
|
|
if isect_best:
|
|
isect_len = (pt-isect).length
|
|
if isect_len < isect_best_len:
|
|
isect_best_len = isect_len
|
|
isect_best = isect
|
|
|
|
else:
|
|
isect_best_len = (pt-isect).length
|
|
isect_best = isect;
|
|
return isect_best
|
|
|
|
|
|
def error_nogroup():
|
|
Draw.PupMenu('The Group name does not exist')
|
|
def error_noact():
|
|
Draw.PupMenu('There is no active object')
|
|
def error_noground():
|
|
Draw.PupMenu('No triangles could be found to drop the objects onto')
|
|
def error_no_obs():
|
|
Draw.PupMenu('No objects selected to drop')
|
|
|
|
# event and value arnt used
|
|
def terrain_clamp(event, value):
|
|
|
|
sce = bpy.data.scenes.active
|
|
if GLOBALS['GROUND_SOURCE'][0].val:
|
|
obs_terrain = [sce.objects.active]
|
|
if not obs_terrain[0]:
|
|
error_noact()
|
|
return
|
|
else:
|
|
try: obs_terrain = bpy.data.groups[ GLOBALS['GROUND_GROUP_NAME'].val ].objects
|
|
except:
|
|
error_nogroup()
|
|
return
|
|
|
|
obs_clamp = [ob for ob in sce.objects.context if ob not in obs_terrain and not ob.lib]
|
|
if not obs_clamp:
|
|
error_no_obs()
|
|
return
|
|
|
|
terrain_tris = collect_terrain_triangles(obs_terrain)
|
|
if not terrain_tris:
|
|
error_noground()
|
|
return
|
|
|
|
|
|
|
|
if GLOBALS['DROP_AXIS'][0].val:
|
|
axis = Mathutils.Vector(0,0,-1)
|
|
else:
|
|
axis = Mathutils.Vector(Window.GetViewVector())
|
|
|
|
for ob in obs_clamp:
|
|
loc = calc_drop_loc(ob, terrain_tris, axis)
|
|
if loc:
|
|
ob.loc = loc
|
|
|
|
# to make the while loop exist
|
|
GLOBALS['EVENT'] = EVENT_EXIT
|
|
|
|
|
|
# UI STUFF ------------------------
|
|
def do_axis_z(e,v):
|
|
GLOBALS['DROP_AXIS'][0].val = 1
|
|
GLOBALS['DROP_AXIS'][1].val = 0
|
|
GLOBALS['EVENT'] = e
|
|
|
|
def do_axis_view(e,v):
|
|
GLOBALS['DROP_AXIS'][0].val = 0
|
|
GLOBALS['DROP_AXIS'][1].val = 1
|
|
GLOBALS['EVENT'] = e
|
|
|
|
def do_ground_source_act(e,v):
|
|
GLOBALS['GROUND_SOURCE'][0].val = 1
|
|
GLOBALS['GROUND_SOURCE'][1].val = 0
|
|
GLOBALS['EVENT'] = e
|
|
|
|
def do_ground_source_group(e,v):
|
|
GLOBALS['GROUND_SOURCE'][0].val = 0
|
|
GLOBALS['GROUND_SOURCE'][1].val = 1
|
|
GLOBALS['EVENT'] = e
|
|
|
|
def do_ground_group_name(e,v):
|
|
try: g = bpy.data.groups[v]
|
|
except: g = None
|
|
if not g: error_nogroup()
|
|
GLOBALS['EVENT'] = e
|
|
|
|
|
|
|
|
EVENT_NONE = 0
|
|
EVENT_EXIT = 1
|
|
EVENT_REDRAW = 2
|
|
def terain_clamp_ui():
|
|
|
|
# Only to center the UI
|
|
x,y = GLOBALS['MOUSE']
|
|
x-=40
|
|
y-=60
|
|
|
|
Draw.Label('Drop Axis', x-70,y+120, 60, 20)
|
|
Draw.BeginAlign()
|
|
GLOBALS['DROP_AXIS'][0] = Draw.Toggle('Z', EVENT_REDRAW, x+20, y+120, 30, 20, GLOBALS['DROP_AXIS'][0].val, 'Drop down on the global Z axis', do_axis_z)
|
|
GLOBALS['DROP_AXIS'][1] = Draw.Toggle('View Z', EVENT_REDRAW, x+50, y+120, 70, 20, GLOBALS['DROP_AXIS'][1].val, 'Drop allong the view vector', do_axis_view)
|
|
Draw.EndAlign()
|
|
|
|
# Source
|
|
Draw.Label('Drop on to...', x-70,y+90, 120, 20)
|
|
Draw.BeginAlign()
|
|
GLOBALS['GROUND_SOURCE'][0] = Draw.Toggle('Active Object', EVENT_REDRAW, x-70, y+70, 110, 20, GLOBALS['GROUND_SOURCE'][0].val, '', do_ground_source_act)
|
|
GLOBALS['GROUND_SOURCE'][1] = Draw.Toggle('Group', EVENT_REDRAW, x+40, y+70, 80, 20, GLOBALS['GROUND_SOURCE'][1].val, '', do_ground_source_group)
|
|
if GLOBALS['GROUND_SOURCE'][1].val:
|
|
GLOBALS['GROUND_GROUP_NAME'] = Draw.String('GR:', EVENT_REDRAW+1001, x-70, y+50, 190, 20, GLOBALS['GROUND_GROUP_NAME'].val, 21, '', do_ground_group_name)
|
|
Draw.EndAlign()
|
|
|
|
GLOBALS['DROP_OVERLAP_CHECK'] = Draw.Toggle('Overlapping Terrain', EVENT_NONE, x-70, y+20, 190, 20, GLOBALS['DROP_OVERLAP_CHECK'].val, "Check all terrain triangles and use the top most (slow)")
|
|
|
|
Draw.PushButton('Drop Objects', EVENT_EXIT, x+20, y-10, 100, 20, 'Drop the selected objects', terrain_clamp)
|
|
|
|
# So moving the mouse outside the popup exits the while loop
|
|
GLOBALS['EVENT'] = EVENT_EXIT
|
|
|
|
def main():
|
|
|
|
# This is to set the position if the popup
|
|
GLOBALS['MOUSE'] = Window.GetMouseCoords()
|
|
|
|
# hack so the toggle buttons redraw. this is not nice at all
|
|
while GLOBALS['EVENT'] == EVENT_REDRAW:
|
|
Draw.UIBlock(terain_clamp_ui)
|
|
|
|
if __name__ == '__main__':
|
|
main()
|
|
|
|
GLOBALS.clear()
|
|
|