blender/release/scripts/modules/add_object_utils.py
Campbell Barton 02da5ecfed 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
2010-07-15 16:56:04 +00:00

84 lines
2.8 KiB
Python

# ##### 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
import mathutils
def add_object_align_init(context, operator):
if operator and operator.properties.is_property_set("location") and operator.properties.is_property_set("rotation"):
location = mathutils.TranslationMatrix(mathutils.Vector(operator.properties.location))
rotation = mathutils.Euler(operator.properties.rotation).to_matrix().resize4x4()
else:
# TODO, local view cursor!
location = mathutils.TranslationMatrix(context.scene.cursor_location)
if context.user_preferences.edit.object_align == 'VIEW' and context.space_data.type == 'VIEW_3D':
rotation = context.space_data.region_3d.view_matrix.rotation_part().invert().resize4x4()
else:
rotation = mathutils.Matrix()
# set the operator properties
if operator:
operator.properties.location = location.translation_part()
operator.properties.rotation = rotation.to_euler()
return location * rotation
def add_object_data(context, obdata, operator=None):
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
if obj_act and obj_act.mode == 'EDIT' and obj_act.type == obj_new.type:
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.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')
return base