forked from bartvdbraak/blender
156 lines
5.1 KiB
Python
156 lines
5.1 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8-80 compliant>
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__all__ = (
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"add_object_align_init",
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"object_data_add",
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)
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import bpy
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import mathutils
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def add_object_align_init(context, operator):
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"""
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Return a matrix using the operator settings and view context.
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:arg context: The context to use.
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:type context: :class:`bpy.types.Context`
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:arg operator: The operator, checked for location and rotation properties.
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:type operator: :class:`bpy.types.Operator`
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:return: the matrix from the context and settings.
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:rtype: :class:`mathutils.Matrix`
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"""
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from mathutils import Matrix, Vector, Euler
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properties = operator.properties if operator is not None else None
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space_data = context.space_data
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if space_data.type != 'VIEW_3D':
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space_data = None
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# location
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if operator and properties.is_property_set("location"):
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location = Matrix.Translation(Vector(properties.location))
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else:
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if space_data: # local view cursor is detected below
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location = Matrix.Translation(space_data.cursor_location)
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else:
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location = Matrix.Translation(context.scene.cursor_location)
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if operator:
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properties.location = location.to_translation()
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# rotation
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view_align = (context.user_preferences.edit.object_align == 'VIEW')
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view_align_force = False
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if operator:
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if properties.is_property_set("view_align"):
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view_align = view_align_force = operator.view_align
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else:
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properties.view_align = view_align
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if operator and (properties.is_property_set("rotation") and
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not view_align_force):
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rotation = Euler(properties.rotation).to_matrix().to_4x4()
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else:
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if view_align and space_data:
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rotation = space_data.region_3d.view_matrix.to_3x3().inverted()
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rotation.resize_4x4()
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else:
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rotation = mathutils.Matrix()
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# set the operator properties
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if operator:
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properties.rotation = rotation.to_euler()
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return location * rotation
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def object_data_add(context, obdata, operator=None):
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"""
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Add an object using the view context and preference to to initialize the
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location, rotation and layer.
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:arg context: The context to use.
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:type context: :class:`bpy.types.Context`
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:arg obdata: the data used for the new object.
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:type obdata: valid object data type or None.
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:arg operator: The operator, checked for location and rotation properties.
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:type operator: :class:`bpy.types.Operator`
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:return: the newly created object in the scene.
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:rtype: :class:`bpy.types.ObjectBase`
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"""
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scene = context.scene
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# ugh, could be made nicer
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for ob in scene.objects:
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ob.select = False
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obj_new = bpy.data.objects.new(obdata.name, obdata)
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base = scene.objects.link(obj_new)
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base.select = True
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if context.space_data and context.space_data.type == 'VIEW_3D':
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base.layers_from_view(context.space_data)
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obj_new.matrix_world = add_object_align_init(context, operator)
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obj_act = scene.objects.active
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# XXX
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# caused because entering editmodedoes not add a empty undo slot!
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if context.user_preferences.edit.use_enter_edit_mode:
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if not (obj_act and
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obj_act.mode == 'EDIT' and
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obj_act.type == obj_new.type):
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_obdata = bpy.data.meshes.new(obdata.name)
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obj_act = bpy.data.objects.new(_obdata.name, _obdata)
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obj_act.matrix_world = obj_new.matrix_world
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scene.objects.link(obj_act)
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scene.objects.active = obj_act
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bpy.ops.object.mode_set(mode='EDIT')
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# need empty undo step
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bpy.ops.ed.undo_push(message="Enter Editmode")
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# XXX
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if obj_act and obj_act.mode == 'EDIT' and obj_act.type == obj_new.type:
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bpy.ops.mesh.select_all(action='DESELECT')
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bpy.ops.object.mode_set(mode='OBJECT')
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obj_act.select = True
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scene.update() # apply location
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#scene.objects.active = obj_new
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bpy.ops.object.join() # join into the active.
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bpy.data.meshes.remove(obdata)
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bpy.ops.object.mode_set(mode='EDIT')
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else:
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scene.objects.active = obj_new
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if context.user_preferences.edit.use_enter_edit_mode:
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bpy.ops.object.mode_set(mode='EDIT')
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return base
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