blender/release/scripts/startup/bl_operators/object.py
Campbell Barton a15be34389 Code cleanup: unused python vars & imports
Use frosted rather then pyflakes
2014-04-25 05:36:16 +10:00

938 lines
32 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>
import bpy
from bpy.types import Operator
from bpy.props import (StringProperty,
BoolProperty,
EnumProperty,
IntProperty,
FloatProperty)
class SelectPattern(Operator):
"""Select objects matching a naming pattern"""
bl_idname = "object.select_pattern"
bl_label = "Select Pattern"
bl_options = {'REGISTER', 'UNDO'}
pattern = StringProperty(
name="Pattern",
description="Name filter using '*', '?' and "
"'[abc]' unix style wildcards",
maxlen=64,
default="*",
)
case_sensitive = BoolProperty(
name="Case Sensitive",
description="Do a case sensitive compare",
default=False,
)
extend = BoolProperty(
name="Extend",
description="Extend the existing selection",
default=True,
)
def execute(self, context):
import fnmatch
if self.case_sensitive:
pattern_match = fnmatch.fnmatchcase
else:
pattern_match = (lambda a, b:
fnmatch.fnmatchcase(a.upper(), b.upper()))
is_ebone = False
obj = context.object
if obj and obj.mode == 'POSE':
items = obj.data.bones
if not self.extend:
bpy.ops.pose.select_all(action='DESELECT')
elif obj and obj.type == 'ARMATURE' and obj.mode == 'EDIT':
items = obj.data.edit_bones
if not self.extend:
bpy.ops.armature.select_all(action='DESELECT')
is_ebone = True
else:
items = context.visible_objects
if not self.extend:
bpy.ops.object.select_all(action='DESELECT')
# Can be pose bones or objects
for item in items:
if pattern_match(item.name, self.pattern):
item.select = True
# hrmf, perhaps there should be a utility function for this.
if is_ebone:
item.select_head = True
item.select_tail = True
if item.use_connect:
item_parent = item.parent
if item_parent is not None:
item_parent.select_tail = True
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_popup(self, event)
def draw(self, context):
layout = self.layout
layout.prop(self, "pattern")
row = layout.row()
row.prop(self, "case_sensitive")
row.prop(self, "extend")
class SelectCamera(Operator):
"""Select the active camera"""
bl_idname = "object.select_camera"
bl_label = "Select Camera"
bl_options = {'REGISTER', 'UNDO'}
extend = BoolProperty(
name="Extend",
description="Extend the selection",
default=False
)
def execute(self, context):
scene = context.scene
view = context.space_data
if view.type == 'VIEW_3D' and not view.lock_camera_and_layers:
camera = view.camera
else:
camera = scene.camera
if camera is None:
self.report({'WARNING'}, "No camera found")
elif camera.name not in scene.objects:
self.report({'WARNING'}, "Active camera is not in this scene")
else:
if not self.extend:
bpy.ops.object.select_all(action='DESELECT')
scene.objects.active = camera
camera.hide = False
camera.select = True
return {'FINISHED'}
return {'CANCELLED'}
class SelectHierarchy(Operator):
"""Select object relative to the active object's position """ \
"""in the hierarchy"""
bl_idname = "object.select_hierarchy"
bl_label = "Select Hierarchy"
bl_options = {'REGISTER', 'UNDO'}
direction = EnumProperty(
items=(('PARENT', "Parent", ""),
('CHILD', "Child", ""),
),
name="Direction",
description="Direction to select in the hierarchy",
default='PARENT')
extend = BoolProperty(
name="Extend",
description="Extend the existing selection",
default=False,
)
@classmethod
def poll(cls, context):
return context.object
def execute(self, context):
scene = context.scene
select_new = []
act_new = None
selected_objects = context.selected_objects
obj_act = context.object
if context.object not in selected_objects:
selected_objects.append(context.object)
if self.direction == 'PARENT':
for obj in selected_objects:
parent = obj.parent
if parent:
if obj_act == obj:
act_new = parent
select_new.append(parent)
else:
for obj in selected_objects:
select_new.extend(obj.children)
if select_new:
select_new.sort(key=lambda obj_iter: obj_iter.name)
act_new = select_new[0]
# don't edit any object settings above this
if select_new:
if not self.extend:
bpy.ops.object.select_all(action='DESELECT')
for obj in select_new:
obj.select = True
scene.objects.active = act_new
return {'FINISHED'}
return {'CANCELLED'}
class SubdivisionSet(Operator):
"""Sets a Subdivision Surface Level (1-5)"""
bl_idname = "object.subdivision_set"
bl_label = "Subdivision Set"
bl_options = {'REGISTER', 'UNDO'}
level = IntProperty(
name="Level",
min=-100, max=100,
soft_min=-6, soft_max=6,
default=1,
)
relative = BoolProperty(
name="Relative",
description=("Apply the subsurf level as an offset "
"relative to the current level"),
default=False,
)
@classmethod
def poll(cls, context):
obs = context.selected_editable_objects
return (obs is not None)
def execute(self, context):
level = self.level
relative = self.relative
if relative and level == 0:
return {'CANCELLED'} # nothing to do
if not relative and level < 0:
self.level = level = 0
def set_object_subd(obj):
for mod in obj.modifiers:
if mod.type == 'MULTIRES':
if not relative:
if level <= mod.total_levels:
if obj.mode == 'SCULPT':
if mod.sculpt_levels != level:
mod.sculpt_levels = level
elif obj.mode == 'OBJECT':
if mod.levels != level:
mod.levels = level
return
else:
if obj.mode == 'SCULPT':
if mod.sculpt_levels + level <= mod.total_levels:
mod.sculpt_levels += level
elif obj.mode == 'OBJECT':
if mod.levels + level <= mod.total_levels:
mod.levels += level
return
elif mod.type == 'SUBSURF':
if relative:
mod.levels += level
else:
if mod.levels != level:
mod.levels = level
return
# add a new modifier
try:
mod = obj.modifiers.new("Subsurf", 'SUBSURF')
mod.levels = level
except:
self.report({'WARNING'},
"Modifiers cannot be added to object: " + obj.name)
for obj in context.selected_editable_objects:
set_object_subd(obj)
return {'FINISHED'}
class ShapeTransfer(Operator):
"""Copy another selected objects active shape to this one by """ \
"""applying the relative offsets"""
bl_idname = "object.shape_key_transfer"
bl_label = "Transfer Shape Key"
bl_options = {'REGISTER', 'UNDO'}
mode = EnumProperty(
items=(('OFFSET',
"Offset",
"Apply the relative positional offset",
),
('RELATIVE_FACE',
"Relative Face",
"Calculate relative position (using faces)",
),
('RELATIVE_EDGE',
"Relative Edge",
"Calculate relative position (using edges)",
),
),
name="Transformation Mode",
description="Relative shape positions to the new shape method",
default='OFFSET',
)
use_clamp = BoolProperty(
name="Clamp Offset",
description=("Clamp the transformation to the distance each "
"vertex moves in the original shape"),
default=False,
)
def _main(self, ob_act, objects, mode='OFFSET', use_clamp=False):
def me_nos(verts):
return [v.normal.copy() for v in verts]
def me_cos(verts):
return [v.co.copy() for v in verts]
def ob_add_shape(ob, name):
me = ob.data
key = ob.shape_key_add(from_mix=False)
if len(me.shape_keys.key_blocks) == 1:
key.name = "Basis"
key = ob.shape_key_add(from_mix=False) # we need a rest
key.name = name
ob.active_shape_key_index = len(me.shape_keys.key_blocks) - 1
ob.show_only_shape_key = True
from mathutils.geometry import barycentric_transform
from mathutils import Vector
if use_clamp and mode == 'OFFSET':
use_clamp = False
me = ob_act.data
orig_key_name = ob_act.active_shape_key.name
orig_shape_coords = me_cos(ob_act.active_shape_key.data)
orig_normals = me_nos(me.vertices)
# actual mesh vertex location isn't as reliable as the base shape :S
#~ orig_coords = me_cos(me.vertices)
orig_coords = me_cos(me.shape_keys.key_blocks[0].data)
for ob_other in objects:
me_other = ob_other.data
if len(me_other.vertices) != len(me.vertices):
self.report({'WARNING'},
("Skipping '%s', "
"vertex count differs") % ob_other.name)
continue
target_normals = me_nos(me_other.vertices)
if me_other.shape_keys:
target_coords = me_cos(me_other.shape_keys.key_blocks[0].data)
else:
target_coords = me_cos(me_other.vertices)
ob_add_shape(ob_other, orig_key_name)
# editing the final coords, only list that stores wrapped coords
target_shape_coords = [v.co for v in
ob_other.active_shape_key.data]
median_coords = [[] for i in range(len(me.vertices))]
# Method 1, edge
if mode == 'OFFSET':
for i, vert_cos in enumerate(median_coords):
vert_cos.append(target_coords[i] +
(orig_shape_coords[i] - orig_coords[i]))
elif mode == 'RELATIVE_FACE':
for poly in me.polygons:
idxs = poly.vertices[:]
v_before = idxs[-2]
v = idxs[-1]
for v_after in idxs:
pt = barycentric_transform(orig_shape_coords[v],
orig_coords[v_before],
orig_coords[v],
orig_coords[v_after],
target_coords[v_before],
target_coords[v],
target_coords[v_after],
)
median_coords[v].append(pt)
v_before = v
v = v_after
elif mode == 'RELATIVE_EDGE':
for ed in me.edges:
i1, i2 = ed.vertices
v1, v2 = orig_coords[i1], orig_coords[i2]
edge_length = (v1 - v2).length
n1loc = v1 + orig_normals[i1] * edge_length
n2loc = v2 + orig_normals[i2] * edge_length
# now get the target nloc's
v1_to, v2_to = target_coords[i1], target_coords[i2]
edlen_to = (v1_to - v2_to).length
n1loc_to = v1_to + target_normals[i1] * edlen_to
n2loc_to = v2_to + target_normals[i2] * edlen_to
pt = barycentric_transform(orig_shape_coords[i1],
v2, v1, n1loc,
v2_to, v1_to, n1loc_to)
median_coords[i1].append(pt)
pt = barycentric_transform(orig_shape_coords[i2],
v1, v2, n2loc,
v1_to, v2_to, n2loc_to)
median_coords[i2].append(pt)
# apply the offsets to the new shape
from functools import reduce
VectorAdd = Vector.__add__
for i, vert_cos in enumerate(median_coords):
if vert_cos:
co = reduce(VectorAdd, vert_cos) / len(vert_cos)
if use_clamp:
# clamp to the same movement as the original
# breaks copy between different scaled meshes.
len_from = (orig_shape_coords[i] -
orig_coords[i]).length
ofs = co - target_coords[i]
ofs.length = len_from
co = target_coords[i] + ofs
target_shape_coords[i][:] = co
return {'FINISHED'}
@classmethod
def poll(cls, context):
obj = context.active_object
return (obj and obj.mode != 'EDIT')
def execute(self, context):
ob_act = context.active_object
objects = [ob for ob in context.selected_editable_objects
if ob != ob_act]
if 1: # swap from/to, means we cant copy to many at once.
if len(objects) != 1:
self.report({'ERROR'},
("Expected one other selected "
"mesh object to copy from"))
return {'CANCELLED'}
ob_act, objects = objects[0], [ob_act]
if ob_act.type != 'MESH':
self.report({'ERROR'}, "Other object is not a mesh")
return {'CANCELLED'}
if ob_act.active_shape_key is None:
self.report({'ERROR'}, "Other object has no shape key")
return {'CANCELLED'}
return self._main(ob_act, objects, self.mode, self.use_clamp)
class JoinUVs(Operator):
"""Transfer UV Maps from active to selected objects """ \
"""(needs matching geometry)"""
bl_idname = "object.join_uvs"
bl_label = "Transfer UV Maps"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
obj = context.active_object
return (obj and obj.type == 'MESH')
def _main(self, context):
import array
obj = context.active_object
mesh = obj.data
is_editmode = (obj.mode == 'EDIT')
if is_editmode:
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
if not mesh.uv_textures:
self.report({'WARNING'},
"Object: %s, Mesh: '%s' has no UVs"
% (obj.name, mesh.name))
else:
nbr_loops = len(mesh.loops)
# seems to be the fastest way to create an array
uv_array = array.array('f', [0.0] * 2) * nbr_loops
mesh.uv_layers.active.data.foreach_get("uv", uv_array)
objects = context.selected_editable_objects[:]
for obj_other in objects:
if obj_other.type == 'MESH':
obj_other.data.tag = False
for obj_other in objects:
if obj_other != obj and obj_other.type == 'MESH':
mesh_other = obj_other.data
if mesh_other != mesh:
if mesh_other.tag is False:
mesh_other.tag = True
if len(mesh_other.loops) != nbr_loops:
self.report({'WARNING'}, "Object: %s, Mesh: "
"'%s' has %d loops (for %d faces),"
" expected %d\n"
% (obj_other.name,
mesh_other.name,
len(mesh_other.loops),
len(mesh_other.polygons),
nbr_loops,
),
)
else:
uv_other = mesh_other.uv_layers.active
if not uv_other:
mesh_other.uv_textures.new()
uv_other = mesh_other.uv_layers.active
if not uv_other:
self.report({'ERROR'}, "Could not add "
"a new UV map tp object "
"'%s' (Mesh '%s')\n"
% (obj_other.name,
mesh_other.name,
),
)
# finally do the copy
uv_other.data.foreach_set("uv", uv_array)
if is_editmode:
bpy.ops.object.mode_set(mode='EDIT', toggle=False)
def execute(self, context):
self._main(context)
return {'FINISHED'}
class MakeDupliFace(Operator):
"""Convert objects into dupli-face instanced"""
bl_idname = "object.make_dupli_face"
bl_label = "Make Dupli-Face"
bl_options = {'REGISTER', 'UNDO'}
def _main(self, context):
from mathutils import Vector
SCALE_FAC = 0.01
offset = 0.5 * SCALE_FAC
base_tri = (Vector((-offset, -offset, 0.0)),
Vector((+offset, -offset, 0.0)),
Vector((+offset, +offset, 0.0)),
Vector((-offset, +offset, 0.0)),
)
def matrix_to_quad(matrix):
# scale = matrix.median_scale
trans = matrix.to_translation()
rot = matrix.to_3x3() # also contains scale
return [(rot * b) + trans for b in base_tri]
scene = context.scene
linked = {}
for obj in context.selected_objects:
data = obj.data
if data:
linked.setdefault(data, []).append(obj)
for data, objects in linked.items():
face_verts = [axis for obj in objects
for v in matrix_to_quad(obj.matrix_world)
for axis in v]
nbr_verts = len(face_verts) // 3
nbr_faces = nbr_verts // 4
faces = list(range(nbr_verts))
mesh = bpy.data.meshes.new(data.name + "_dupli")
mesh.vertices.add(nbr_verts)
mesh.loops.add(nbr_faces * 4) # Safer than nbr_verts.
mesh.polygons.add(nbr_faces)
mesh.vertices.foreach_set("co", face_verts)
mesh.loops.foreach_set("vertex_index", faces)
mesh.polygons.foreach_set("loop_start", range(0, nbr_faces * 4, 4))
mesh.polygons.foreach_set("loop_total", (4,) * nbr_faces)
mesh.update() # generates edge data
# pick an object to use
obj = objects[0]
ob_new = bpy.data.objects.new(mesh.name, mesh)
base = scene.objects.link(ob_new)
base.layers[:] = obj.layers
ob_inst = bpy.data.objects.new(data.name, data)
base = scene.objects.link(ob_inst)
base.layers[:] = obj.layers
for obj in objects:
scene.objects.unlink(obj)
ob_new.dupli_type = 'FACES'
ob_inst.parent = ob_new
ob_new.use_dupli_faces_scale = True
ob_new.dupli_faces_scale = 1.0 / SCALE_FAC
def execute(self, context):
self._main(context)
return {'FINISHED'}
class IsolateTypeRender(Operator):
"""Hide unselected render objects of same type as active """ \
"""by setting the hide render flag"""
bl_idname = "object.isolate_type_render"
bl_label = "Restrict Render Unselected"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
act_type = context.object.type
for obj in context.visible_objects:
if obj.select:
obj.hide_render = False
else:
if obj.type == act_type:
obj.hide_render = True
return {'FINISHED'}
class ClearAllRestrictRender(Operator):
"""Reveal all render objects by setting the hide render flag"""
bl_idname = "object.hide_render_clear_all"
bl_label = "Clear All Restrict Render"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
for obj in context.scene.objects:
obj.hide_render = False
return {'FINISHED'}
class TransformsToDeltasAnim(Operator):
"""Convert object animation for normal transforms to delta transforms"""
bl_idname = "object.anim_transforms_to_deltas"
bl_label = "Animated Transforms to Deltas"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
obs = context.selected_editable_objects
return (obs is not None)
def execute(self, context):
# map from standard transform paths to "new" transform paths
STANDARD_TO_DELTA_PATHS = {
"location" : "delta_location",
"rotation_euler" : "delta_rotation_euler",
"rotation_quaternion" : "delta_rotation_quaternion",
#"rotation_axis_angle" : "delta_rotation_axis_angle",
"scale" : "delta_scale"
}
DELTA_PATHS = STANDARD_TO_DELTA_PATHS.values()
# try to apply on each selected object
for obj in context.selected_editable_objects:
adt = obj.animation_data
if (adt is None) or (adt.action is None):
self.report({'WARNING'},
"No animation data to convert on object: %r" %
obj.name)
continue
# first pass over F-Curves: ensure that we don't have conflicting
# transforms already (e.g. if this was applied already) [#29110]
existingFCurves = {}
for fcu in adt.action.fcurves:
# get "delta" path - i.e. the final paths which may clash
path = fcu.data_path
if path in STANDARD_TO_DELTA_PATHS:
# to be converted - conflicts may exist...
dpath = STANDARD_TO_DELTA_PATHS[path]
elif path in DELTA_PATHS:
# already delta - check for conflicts...
dpath = path
else:
# non-transform - ignore
continue
# a delta path like this for the same index shouldn't
# exist already, otherwise we've got a conflict
if dpath in existingFCurves:
# ensure that this index hasn't occurred before
if fcu.array_index in existingFCurves[dpath]:
# conflict
self.report({'ERROR'},
"Object '%r' already has '%r' F-Curve(s). "
"Remove these before trying again" %
(obj.name, dpath))
return {'CANCELLED'}
else:
# no conflict here
existingFCurves[dpath] += [fcu.array_index]
else:
# no conflict yet
existingFCurves[dpath] = [fcu.array_index]
# if F-Curve uses standard transform path
# just append "delta_" to this path
for fcu in adt.action.fcurves:
if fcu.data_path == "location":
fcu.data_path = "delta_location"
obj.location.zero()
elif fcu.data_path == "rotation_euler":
fcu.data_path = "delta_rotation_euler"
obj.rotation_euler.zero()
elif fcu.data_path == "rotation_quaternion":
fcu.data_path = "delta_rotation_quaternion"
obj.rotation_quaternion.identity()
# XXX: currently not implemented
#~ elif fcu.data_path == "rotation_axis_angle":
#~ fcu.data_path = "delta_rotation_axis_angle"
elif fcu.data_path == "scale":
fcu.data_path = "delta_scale"
obj.scale = 1.0, 1.0, 1.0
# hack: force animsys flush by changing frame, so that deltas get run
context.scene.frame_set(context.scene.frame_current)
return {'FINISHED'}
class DupliOffsetFromCursor(Operator):
"""Set offset used for DupliGroup based on cursor position"""
bl_idname = "object.dupli_offset_from_cursor"
bl_label = "Set Offset From Cursor"
bl_options = {'REGISTER', 'UNDO'}
group = IntProperty(
name="Group",
description="Group index to set offset for",
default=0,
)
@classmethod
def poll(cls, context):
return (context.active_object is not None)
def execute(self, context):
scene = context.scene
ob = context.active_object
group = self.group
ob.users_group[group].dupli_offset = scene.cursor_location
return {'FINISHED'}
class LodByName(Operator):
"""Add levels of detail to this object based on object names"""
bl_idname = "object.lod_by_name"
bl_label = "Setup Levels of Detail By Name"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
return (context.active_object is not None)
def execute(self, context):
ob = context.active_object
prefix = ""
suffix = ""
name = ""
if ob.name.lower().startswith("lod0"):
prefix = ob.name[:4]
name = ob.name[4:]
elif ob.name.lower().endswith("lod0"):
name = ob.name[:-4]
suffix = ob.name[-4:]
else:
return {'CANCELLED'}
level = 0
while True:
level += 1
if prefix:
prefix = prefix[:3] + str(level)
if suffix:
suffix = suffix[:3] + str(level)
lod = None
try:
lod = bpy.data.objects[prefix + name + suffix]
except KeyError:
break
try:
ob.lod_levels[level]
except IndexError:
bpy.ops.object.lod_add()
ob.lod_levels[level].object = lod
return {'FINISHED'}
class LodClearAll(Operator):
"""Remove all levels of detail from this object"""
bl_idname = "object.lod_clear_all"
bl_label = "Clear All Levels of Detail"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
return (context.active_object is not None)
def execute(self, context):
ob = context.active_object
if ob.lod_levels:
while 'CANCELLED' not in bpy.ops.object.lod_remove():
pass
return {'FINISHED'}
class LodGenerate(Operator):
"""Generate levels of detail using the decimate modifier"""
bl_idname = "object.lod_generate"
bl_label = "Generate Levels of Detail"
bl_options = {'REGISTER', 'UNDO'}
count = IntProperty(
name="Count",
default=3,
)
target = FloatProperty(
name="Target Size",
min=0.0, max=1.0,
default=0.1,
)
package = BoolProperty(
name="Package into Group",
default=False,
)
@classmethod
def poll(cls, context):
return (context.active_object is not None)
def execute(self, context):
scene = context.scene
ob = scene.objects.active
lod_name = ob.name
lod_suffix = "lod"
lod_prefix = ""
if lod_name.lower().endswith("lod0"):
lod_suffix = lod_name[-3:-1]
lod_name = lod_name[:-3]
elif lod_name.lower().startswith("lod0"):
lod_suffix = ""
lod_prefix = lod_name[:3]
lod_name = lod_name[4:]
group_name = lod_name.strip(' ._')
if self.package:
try:
bpy.ops.object.group_link(group=group_name)
except TypeError:
bpy.ops.group.create(name=group_name)
step = (1.0 - self.target) / (self.count - 1)
for i in range(1, self.count):
scene.objects.active = ob
bpy.ops.object.duplicate()
lod = context.selected_objects[0]
scene.objects.active = ob
bpy.ops.object.lod_add()
scene.objects.active = lod
if lod_prefix:
lod.name = lod_prefix + str(i) + lod_name
else:
lod.name = lod_name + lod_suffix + str(i)
lod.location.y = ob.location.y + 3.0 * i
if i == 1:
modifier = lod.modifiers.new("lod_decimate", "DECIMATE")
else:
modifier = lod.modifiers[-1]
modifier.ratio = 1.0 - step * i
ob.lod_levels[i].object = lod
if self.package:
bpy.ops.object.group_link(group=group_name)
lod.parent = ob
if self.package:
for level in ob.lod_levels[1:]:
level.object.hide = level.object.hide_render = True
lod.select = False
ob.select = True
scene.objects.active = ob
return {'FINISHED'}