forked from bartvdbraak/blender
320 lines
10 KiB
Python
320 lines
10 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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"object_add_grid_scale",
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"object_add_grid_scale_apply_operator",
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"object_image_guess",
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"world_to_camera_view",
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)
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import bpy
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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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if properties.is_property_set("rotation"):
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# ugh, 'view_align' callback resets
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value = properties.rotation[:]
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properties.view_align = view_align
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properties.rotation = value
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del value
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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 = 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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else:
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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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# base is freed, set to active object
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base = scene.object_bases.active
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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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@classmethod
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def poll(self, context):
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return context.scene.library is None
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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
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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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def object_add_grid_scale_apply_operator(operator, context):
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"""
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Scale an operators distance values by the grid size.
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"""
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grid_scale = object_add_grid_scale(context)
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properties = operator.properties
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properties_def = properties.bl_rna.properties
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for prop_id in properties_def.keys():
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if not properties.is_property_set(prop_id):
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prop_def = properties_def[prop_id]
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if prop_def.unit == 'LENGTH' and prop_def.subtype == 'DISTANCE':
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setattr(operator, prop_id,
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getattr(operator, prop_id) * grid_scale)
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def object_image_guess(obj, bm=None):
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"""
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Return a single image used by the object,
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first checking the texture-faces, then the material.
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"""
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# TODO, cycles/nodes materials
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me = obj.data
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if bm is None:
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if obj.mode == 'EDIT':
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import bmesh
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bm = bmesh.from_edit_mesh(me)
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if bm is not None:
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tex_layer = bm.faces.layers.tex.active
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if tex_layer is not None:
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for f in bm.faces:
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image = f[tex_layer].image
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if image is not None:
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return image
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else:
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tex_layer = me.uv_textures.active
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if tex_layer is not None:
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for tf in tex_layer.data:
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image = tf.image
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if image is not None:
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return image
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for m in obj.data.materials:
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if m is not None:
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# backwards so topmost are highest priority
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for mtex in reversed(m.texture_slots):
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if mtex and mtex.use_map_color_diffuse:
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texture = mtex.texture
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if texture and texture.type == 'IMAGE':
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image = texture.image
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if image is not None:
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return image
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return None
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def world_to_camera_view(scene, obj, coord):
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"""
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Returns the camera space coords for a 3d point.
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(also known as: normalized device coordinates - NDC).
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Where (0, 0) is the bottom left and (1, 1) is the top right of the camera frame.
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values outside 0-1 are also supported.
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A negative 'z' value means the point is behind the camera.
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Takes shift-x/y, lens angle and sensor size into account
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as well as perspective/ortho projections.
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:arg scene: Scene to use for frame size.
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:type scene: :class:`bpy.types.Scene`
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:arg obj: Camera object.
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:type obj: :class:`bpy.types.Object`
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:arg coord: World space location.
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:type coord: :class:`mathutils.Vector`
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:return: a vector where X and Y map to the view plane and Z is the depth on the view axis.
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:rtype: :class:`mathutils.Vector`
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"""
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from mathutils import Vector
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co_local = obj.matrix_world.normalized().inverted() * coord
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z = -co_local.z
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camera = obj.data
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frame = [-v for v in camera.view_frame(scene=scene)[:3]]
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if camera.type != 'ORTHO':
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if z == 0.0:
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return Vector((0.5, 0.5, 0.0))
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else:
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frame = [(v / (v.z / z)) for v in frame]
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min_x, max_x = frame[1].x, frame[2].x
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min_y, max_y = frame[0].y, frame[1].y
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x = (co_local.x - min_x) / (max_x - min_x)
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y = (co_local.y - min_y) / (max_y - min_y)
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return Vector((x, y, z))
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