blender/release/scripts/modules/bpy_extras/object_utils.py
Sergey Sharybin a75f11d036 Fix #32219: Inconsistent influence of Units Scale on new objects
Made it so meshes, curves, surfaces and metaballs are scaling to a grid cell size,
which makes them behave consistently now.

There're still issues to be resolved still:

- Lattice is not scaled to grid cell size yet, it uses slightly different add
  function which makes scaling a bit tricky and hacky. Would prefer to do a
  bit bigger refactor here, so it's a TODO for now.

- Cameras, speakers and other helpers are not scaling. They don't have data
  on which scale could be applied and perhaps it should be some kind of draw
  scale. Also would consider it's a TODO for now.
2012-10-19 12:53:03 +00:00

203 lines
6.3 KiB
Python

# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# GNU General Public License for more details.
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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# ##### 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',
)
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