forked from bartvdbraak/blender
a75f11d036
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.
203 lines
6.3 KiB
Python
203 lines
6.3 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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"AddObjectHelper",
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)
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import bpy
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import mathutils
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from bpy.props import BoolProperty, FloatVectorProperty
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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 and 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, use_active_layer=True):
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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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v3d = None
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if context.space_data and context.space_data.type == 'VIEW_3D':
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v3d = context.space_data
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if use_active_layer:
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if v3d and v3d.local_view:
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base.layers_from_view(context.space_data)
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base.layers[scene.active_layer] = True
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else:
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base.layers = [True if i == scene.active_layer
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else False for i in range(len(scene.layers))]
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if v3d:
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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 edit-mode does 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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class AddObjectHelper:
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def view_align_update_callback(self, context):
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if not self.view_align:
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self.rotation.zero()
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view_align = BoolProperty(
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name="Align to View",
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default=False,
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update=view_align_update_callback,
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)
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location = FloatVectorProperty(
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name="Location",
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subtype='TRANSLATION',
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)
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rotation = FloatVectorProperty(
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name="Rotation",
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subtype='EULER',
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)
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def object_add_grid_scale(context):
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"""
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Return scale which should be applied on object data to align it to grid scale
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"""
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space_data = context.space_data
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if space_data and space_data.type == 'VIEW_3D':
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return space_data.grid_scale_unit
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return 1.0
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