blender/release/scripts/modules/bpy_extras/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 #####
# <pep8-80 compliant>
__all__ = (
"add_object_align_init",
"object_data_add",
"AddObjectHelper",
"object_add_grid_scale",
"object_add_grid_scale_apply_operator",
"object_image_guess",
"world_to_camera_view",
)
import bpy
from bpy.props import BoolProperty, FloatVectorProperty
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def add_object_align_init(context, operator):
"""
Return a matrix using the operator settings and view context.
:arg context: The context to use.
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:type context: :class:`bpy.types.Context`
:arg operator: The operator, checked for location and rotation properties.
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:type operator: :class:`bpy.types.Operator`
:return: the matrix from the context and settings.
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:rtype: :class:`mathutils.Matrix`
"""
from mathutils import Matrix, Vector, Euler
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properties = operator.properties if operator is not None else None
space_data = context.space_data
if space_data and 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:
if properties.is_property_set("rotation"):
# ugh, 'view_align' callback resets
value = properties.rotation[:]
properties.view_align = view_align
properties.rotation = value
del value
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 = Matrix()
# set the operator properties
if operator:
properties.rotation = rotation.to_euler()
return location * rotation
def object_data_add(context, obdata, operator=None, use_active_layer=True):
"""
Add an object using the view context and preference to to initialize the
location, rotation and layer.
:arg context: The context to use.
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: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.
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:type operator: :class:`bpy.types.Operator`
:return: the newly created object in the scene.
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:rtype: :class:`bpy.types.ObjectBase`
"""
scene = context.scene
# ugh, could be made nicer
for ob in scene.objects:
Apply first pass of edits to rna values from rna_booleans.txt. These are not animated and are best not change names like this too late in the release. ActionGroup.selected -> select: boolean Action Group is selected BezierSplinePoint.hidden -> hide: boolean Visibility status BezierSplinePoint.selected_control_point -> select_control_point: boolean Control point selection status BezierSplinePoint.selected_handle1 -> select_left_handle: boolean Handle 1 selection status BezierSplinePoint.selected_handle2 -> select_right_handle: boolean Handle 2 selection status Bone.restrict_select -> hide_select: boolean Bone is able to be selected Bone.selected -> select: boolean CurveMapPoint.selected -> select: boolean Selection state of the curve point EditBone.restrict_select -> hide_select: boolean Bone is able to be selected EditBone.selected -> select: boolean EditBone.selected_head -> select_head: boolean EditBone.selected_tail -> select_tail: boolean EditBone.locked -> lock: boolean Bone is not able to be transformed when in Edit Mode EditBone.hidden -> hide: boolean Bone is not visible when in Edit Mode NEGATE * FCurve.disabled -> enabled: boolean F-Curve could not be evaluated in past, so should be skipped when evaluating FCurve.locked -> lock: boolean F-Curve's settings cannot be edited FCurve.muted -> mute: boolean F-Curve is not evaluated FCurve.selected -> select: boolean F-Curve is selected for editing NEGATE * FCurve.visible -> hide: boolean F-Curve and its keyframes are shown in the Graph Editor graphs FCurveSample.selected -> select: boolean Selection status GPencilFrame.selected -> select: boolean Frame is selected for editing in the DopeSheet GPencilLayer.locked -> lock: boolean Protect layer from further editing and/or frame changes GPencilLayer.selected -> select: boolean Layer is selected for editing in the DopeSheet Keyframe.selected -> select: boolean Control point selection status Keyframe.selected_handle1 -> select_left_handle: boolean Handle 1 selection status Keyframe.selected_handle2 -> select_right_handle: boolean Handle 2 selection status MeshEdge.selected -> select: boolean MeshEdge.hidden -> hide: boolean MeshFace.hidden -> hide: boolean MeshFace.selected -> select: boolean MeshVertex.hidden -> hide: boolean MeshVertex.selected -> select: boolean MotionPathVert.selected -> select: boolean Path point is selected for editing NlaStrip.selected -> select: boolean NLA Strip is selected NlaTrack.locked -> lock: boolean NLA Track is locked NlaTrack.muted -> mute: boolean NLA Track is not evaluated NlaTrack.selected -> select: boolean NLA Track is selected Object.restrict_render -> hide_render: boolean Restrict renderability Object.restrict_select -> hide_select: boolean Restrict selection in the viewport Object.restrict_view -> hide: boolean Restrict visibility in the viewport Object.selected -> select: boolean Object selection state ObjectBase.selected -> select: boolean Object base selection state PoseBone.selected -> select: boolean Sequence.right_handle_selected -> select_right_handle: boolean Sequence.selected -> select: boolean SplinePoint.selected -> select_control_point: boolean Selection status TimelineMarker.selected -> select: boolean Marker selection state Sequence.left_handle_selected -> select_left_handle: boolean ActionGroup.locked -> lock: boolean Action Group is locked Bone.hidden -> hide: boolean Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes) SplinePoint.hidden -> hide: boolean Visibility status FModifier.muted -> mute: boolean F-Curve Modifier will not be evaluated note: rebaned uv_select to select_uv
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ob.select = False
obj_new = bpy.data.objects.new(obdata.name, obdata)
base = scene.objects.link(obj_new)
Apply first pass of edits to rna values from rna_booleans.txt. These are not animated and are best not change names like this too late in the release. ActionGroup.selected -> select: boolean Action Group is selected BezierSplinePoint.hidden -> hide: boolean Visibility status BezierSplinePoint.selected_control_point -> select_control_point: boolean Control point selection status BezierSplinePoint.selected_handle1 -> select_left_handle: boolean Handle 1 selection status BezierSplinePoint.selected_handle2 -> select_right_handle: boolean Handle 2 selection status Bone.restrict_select -> hide_select: boolean Bone is able to be selected Bone.selected -> select: boolean CurveMapPoint.selected -> select: boolean Selection state of the curve point EditBone.restrict_select -> hide_select: boolean Bone is able to be selected EditBone.selected -> select: boolean EditBone.selected_head -> select_head: boolean EditBone.selected_tail -> select_tail: boolean EditBone.locked -> lock: boolean Bone is not able to be transformed when in Edit Mode EditBone.hidden -> hide: boolean Bone is not visible when in Edit Mode NEGATE * FCurve.disabled -> enabled: boolean F-Curve could not be evaluated in past, so should be skipped when evaluating FCurve.locked -> lock: boolean F-Curve's settings cannot be edited FCurve.muted -> mute: boolean F-Curve is not evaluated FCurve.selected -> select: boolean F-Curve is selected for editing NEGATE * FCurve.visible -> hide: boolean F-Curve and its keyframes are shown in the Graph Editor graphs FCurveSample.selected -> select: boolean Selection status GPencilFrame.selected -> select: boolean Frame is selected for editing in the DopeSheet GPencilLayer.locked -> lock: boolean Protect layer from further editing and/or frame changes GPencilLayer.selected -> select: boolean Layer is selected for editing in the DopeSheet Keyframe.selected -> select: boolean Control point selection status Keyframe.selected_handle1 -> select_left_handle: boolean Handle 1 selection status Keyframe.selected_handle2 -> select_right_handle: boolean Handle 2 selection status MeshEdge.selected -> select: boolean MeshEdge.hidden -> hide: boolean MeshFace.hidden -> hide: boolean MeshFace.selected -> select: boolean MeshVertex.hidden -> hide: boolean MeshVertex.selected -> select: boolean MotionPathVert.selected -> select: boolean Path point is selected for editing NlaStrip.selected -> select: boolean NLA Strip is selected NlaTrack.locked -> lock: boolean NLA Track is locked NlaTrack.muted -> mute: boolean NLA Track is not evaluated NlaTrack.selected -> select: boolean NLA Track is selected Object.restrict_render -> hide_render: boolean Restrict renderability Object.restrict_select -> hide_select: boolean Restrict selection in the viewport Object.restrict_view -> hide: boolean Restrict visibility in the viewport Object.selected -> select: boolean Object selection state ObjectBase.selected -> select: boolean Object base selection state PoseBone.selected -> select: boolean Sequence.right_handle_selected -> select_right_handle: boolean Sequence.selected -> select: boolean SplinePoint.selected -> select_control_point: boolean Selection status TimelineMarker.selected -> select: boolean Marker selection state Sequence.left_handle_selected -> select_left_handle: boolean ActionGroup.locked -> lock: boolean Action Group is locked Bone.hidden -> hide: boolean Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes) SplinePoint.hidden -> hide: boolean Visibility status FModifier.muted -> mute: boolean F-Curve Modifier will not be evaluated note: rebaned uv_select to select_uv
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base.select = True
v3d = None
if context.space_data and context.space_data.type == 'VIEW_3D':
v3d = context.space_data
if use_active_layer:
if v3d and v3d.local_view:
base.layers_from_view(context.space_data)
base.layers[scene.active_layer] = True
else:
base.layers = [True if i == scene.active_layer
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else False for i in range(len(scene.layers))]
else:
if v3d:
base.layers_from_view(context.space_data)
obj_new.matrix_world = add_object_align_init(context, operator)
obj_act = scene.objects.active
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# XXX
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# caused because entering edit-mode does 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')
Apply first pass of edits to rna values from rna_booleans.txt. These are not animated and are best not change names like this too late in the release. ActionGroup.selected -> select: boolean Action Group is selected BezierSplinePoint.hidden -> hide: boolean Visibility status BezierSplinePoint.selected_control_point -> select_control_point: boolean Control point selection status BezierSplinePoint.selected_handle1 -> select_left_handle: boolean Handle 1 selection status BezierSplinePoint.selected_handle2 -> select_right_handle: boolean Handle 2 selection status Bone.restrict_select -> hide_select: boolean Bone is able to be selected Bone.selected -> select: boolean CurveMapPoint.selected -> select: boolean Selection state of the curve point EditBone.restrict_select -> hide_select: boolean Bone is able to be selected EditBone.selected -> select: boolean EditBone.selected_head -> select_head: boolean EditBone.selected_tail -> select_tail: boolean EditBone.locked -> lock: boolean Bone is not able to be transformed when in Edit Mode EditBone.hidden -> hide: boolean Bone is not visible when in Edit Mode NEGATE * FCurve.disabled -> enabled: boolean F-Curve could not be evaluated in past, so should be skipped when evaluating FCurve.locked -> lock: boolean F-Curve's settings cannot be edited FCurve.muted -> mute: boolean F-Curve is not evaluated FCurve.selected -> select: boolean F-Curve is selected for editing NEGATE * FCurve.visible -> hide: boolean F-Curve and its keyframes are shown in the Graph Editor graphs FCurveSample.selected -> select: boolean Selection status GPencilFrame.selected -> select: boolean Frame is selected for editing in the DopeSheet GPencilLayer.locked -> lock: boolean Protect layer from further editing and/or frame changes GPencilLayer.selected -> select: boolean Layer is selected for editing in the DopeSheet Keyframe.selected -> select: boolean Control point selection status Keyframe.selected_handle1 -> select_left_handle: boolean Handle 1 selection status Keyframe.selected_handle2 -> select_right_handle: boolean Handle 2 selection status MeshEdge.selected -> select: boolean MeshEdge.hidden -> hide: boolean MeshFace.hidden -> hide: boolean MeshFace.selected -> select: boolean MeshVertex.hidden -> hide: boolean MeshVertex.selected -> select: boolean MotionPathVert.selected -> select: boolean Path point is selected for editing NlaStrip.selected -> select: boolean NLA Strip is selected NlaTrack.locked -> lock: boolean NLA Track is locked NlaTrack.muted -> mute: boolean NLA Track is not evaluated NlaTrack.selected -> select: boolean NLA Track is selected Object.restrict_render -> hide_render: boolean Restrict renderability Object.restrict_select -> hide_select: boolean Restrict selection in the viewport Object.restrict_view -> hide: boolean Restrict visibility in the viewport Object.selected -> select: boolean Object selection state ObjectBase.selected -> select: boolean Object base selection state PoseBone.selected -> select: boolean Sequence.right_handle_selected -> select_right_handle: boolean Sequence.selected -> select: boolean SplinePoint.selected -> select_control_point: boolean Selection status TimelineMarker.selected -> select: boolean Marker selection state Sequence.left_handle_selected -> select_left_handle: boolean ActionGroup.locked -> lock: boolean Action Group is locked Bone.hidden -> hide: boolean Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes) SplinePoint.hidden -> hide: boolean Visibility status FModifier.muted -> mute: boolean F-Curve Modifier will not be evaluated note: rebaned uv_select to select_uv
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obj_act.select = True
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scene.update() # apply location
#scene.objects.active = obj_new
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bpy.ops.object.join() # join into the active.
bpy.data.meshes.remove(obdata)
# base is freed, set to active object
base = scene.object_bases.active
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
class AddObjectHelper:
def view_align_update_callback(self, context):
if not self.view_align:
self.rotation.zero()
view_align = BoolProperty(
name="Align to View",
default=False,
update=view_align_update_callback,
)
location = FloatVectorProperty(
name="Location",
subtype='TRANSLATION',
)
rotation = FloatVectorProperty(
name="Rotation",
subtype='EULER',
)
@classmethod
def poll(self, context):
return context.scene.library is None
def object_add_grid_scale(context):
"""
Return scale which should be applied on object
data to align it to grid scale
"""
space_data = context.space_data
if space_data and space_data.type == 'VIEW_3D':
return space_data.grid_scale_unit
return 1.0
def object_add_grid_scale_apply_operator(operator, context):
"""
Scale an operators distance values by the grid size.
"""
grid_scale = object_add_grid_scale(context)
properties = operator.properties
properties_def = properties.bl_rna.properties
for prop_id in properties_def.keys():
if not properties.is_property_set(prop_id):
prop_def = properties_def[prop_id]
if prop_def.unit == 'LENGTH' and prop_def.subtype == 'DISTANCE':
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setattr(operator, prop_id,
getattr(operator, prop_id) * grid_scale)
def object_image_guess(obj, bm=None):
"""
Return a single image used by the object,
first checking the texture-faces, then the material.
"""
# TODO, cycles/nodes materials
me = obj.data
if bm is None:
if obj.mode == 'EDIT':
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import bmesh
bm = bmesh.from_edit_mesh(me)
if bm is not None:
tex_layer = bm.faces.layers.tex.active
if tex_layer is not None:
for f in bm.faces:
image = f[tex_layer].image
if image is not None:
return image
else:
tex_layer = me.uv_textures.active
if tex_layer is not None:
for tf in tex_layer.data:
image = tf.image
if image is not None:
return image
for m in obj.data.materials:
if m is not None:
# backwards so topmost are highest priority
for mtex in reversed(m.texture_slots):
if mtex and mtex.use_map_color_diffuse:
texture = mtex.texture
if texture and texture.type == 'IMAGE':
image = texture.image
if image is not None:
return image
return None
def world_to_camera_view(scene, obj, coord):
"""
Returns the camera space coords for a 3d point.
(also known as: normalized device coordinates - NDC).
Where (0, 0) is the bottom left and (1, 1) is the top right of the camera frame.
values outside 0-1 are also supported.
A negative 'z' value means the point is behind the camera.
Takes shift-x/y, lens angle and sensor size into account
as well as perspective/ortho projections.
:arg scene: Scene to use for frame size.
:type scene: :class:`bpy.types.Scene`
:arg obj: Camera object.
:type obj: :class:`bpy.types.Object`
:arg coord: World space location.
:type coord: :class:`mathutils.Vector`
:return: a vector where X and Y map to the view plane and Z is the depth on the view axis.
:rtype: :class:`mathutils.Vector`
"""
from mathutils import Vector
co_local = obj.matrix_world.normalized().inverted() * coord
z = -co_local.z
camera = obj.data
frame = [-v for v in camera.view_frame(scene=scene)[:3]]
if camera.type != 'ORTHO':
if z == 0.0:
return Vector((0.5, 0.5, 0.0))
else:
frame = [(v / (v.z / z)) for v in frame]
min_x, max_x = frame[1].x, frame[2].x
min_y, max_y = frame[0].y, frame[1].y
x = (co_local.x - min_x) / (max_x - min_x)
y = (co_local.y - min_y) / (max_y - min_y)
return Vector((x, y, z))