blender/release/scripts/modules/bpy_extras/object_utils.py
Campbell Barton d772b51b56 revert r44887, changes were OK but caused too many problems, better do this as a smaller patch.
sphinx_doc_gen.sh broke building docs - 
- examples/ svn directory was being removed since it assumed an out-of-source build.
- include references somehow stopped working (didnt find why).

also fixed an unrelated error with building docs in object_utils.py
2012-03-15 03:50:52 +00:00

190 lines
6.1 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 #####
# <pep8-80 compliant>
__all__ = (
"add_object_align_init",
"object_data_add",
"AddObjectHelper",
)
import bpy
import mathutils
from bpy.props import BoolProperty, FloatVectorProperty
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 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:
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, 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.
: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
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
else False for i in range(len(scene.layers))]
if v3d:
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 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')
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
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',
)