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  • # ##### 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 #####
    
        'name': 'Drop to Ground',
        'author': 'Unnikrishnan(kodemax), Florian Meyer(testscreenings)',
    
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        "blender": (2, 71, 0),
        'location': '3D View > Toolshelf > Addons Tab',
    
        'description': 'Drop selected objects on active object',
        'warning': '',
    
        'wiki_url': 'http://wiki.blender.org/index.php/Extensions:2.6/Py/'
            'Scripts/Object/Drop_to_ground',
        'tracker_url': 'https://developer.blender.org/T25349',
    
    import bpy, bmesh
    from mathutils import *
    from bpy.types import Operator
    
    from bpy.props import *
    
    def get_align_matrix(location, normal):
    
        angle = normal.angle(up)
    
        axis = up.cross(normal)
        mat_rot = Matrix.Rotation(angle, 4, axis)
    
        mat_loc = Matrix.Translation(location)
    
    def transform_ground_to_world(sc, ground):
    
        tmpMesh = ground.to_mesh(sc, True, 'PREVIEW')
        tmpMesh.transform(ground.matrix_world)
    
        tmp_ground = bpy.data.objects.new('tmpGround', tmpMesh)
        sc.objects.link(tmp_ground)
    
        return tmp_ground
    
    def get_lowest_world_co_from_mesh(ob, mat_parent=None):
        bme = bmesh.new()
    
        mat_to_world = ob.matrix_world.copy()
        if mat_parent:
            mat_to_world = mat_parent * mat_to_world
        lowest=None
        #bme.verts.index_update() #probably not needed
        for v in bme.verts:
            if not lowest:
                lowest = v
            if (mat_to_world * v.co).z < (mat_to_world * lowest.co).z:
                lowest = v
        lowest_co = mat_to_world * lowest.co
        bme.free()
        return lowest_co
    
    def get_lowest_world_co(context, ob, mat_parent=None):
        if ob.type == 'MESH':
            return get_lowest_world_co_from_mesh(ob)
    
        elif ob.type == 'EMPTY' and ob.dupli_type == 'GROUP':
            if not ob.dupli_group:
                return None
    
            else:
                lowest_co = None
                for ob_l in ob.dupli_group.objects:
                    if ob_l.type == 'MESH':
                        lowest_ob_l = get_lowest_world_co_from_mesh(ob_l, ob.matrix_world)
                        if not lowest_co:
                            lowest_co = lowest_ob_l
                        if lowest_ob_l.z < lowest_co.z:
                            lowest_co = lowest_ob_l
    
                return lowest_co
    
    def drop_objects(self, context):
        ground = context.object
        obs = context.selected_objects
        obs.remove(ground)
        tmp_ground = transform_ground_to_world(context.scene, ground)
        down = Vector((0, 0, -10000))
    
            if self.use_origin:
                lowest_world_co = ob.location
            else:
                lowest_world_co = get_lowest_world_co(context, ob)
            if not lowest_world_co:
                print(ob.type, 'is not supported. Failed to drop', ob.name)
                continue
            hit_location, hit_normal, hit_index = tmp_ground.ray_cast(lowest_world_co,
                                                                      lowest_world_co + down)
            if hit_index == -1:
                print(ob.name, 'didn\'t hit the ground')
                continue
    
            # simple drop down
            to_ground_vec =  hit_location - lowest_world_co
            ob.location += to_ground_vec
    
            # drop with align to hit normal
            if self.align:
                to_center_vec = ob.location - hit_location #vec: hit_loc to origin
                # rotate object to align with face normal
                mat_normal = get_align_matrix(hit_location, hit_normal)
                rot_euler = mat_normal.to_euler()
                mat_ob_tmp = ob.matrix_world.copy().to_3x3()
                mat_ob_tmp.rotate(rot_euler)
                mat_ob_tmp = mat_ob_tmp.to_4x4()
                ob.matrix_world = mat_ob_tmp
                # move_object to hit_location
                ob.location = hit_location
                # move object above surface again
                to_center_vec.rotate(rot_euler)
                ob.location += to_center_vec
    
        bpy.ops.object.select_all(action='DESELECT')
    
        bpy.ops.object.delete('EXEC_DEFAULT')
        for ob in obs:
            ob.select = True
        ground.select = True
    
    #################################################################
    class OBJECT_OT_drop_to_ground(Operator):
    
        """Drop selected objects on active object"""
    
        bl_idname = "object.drop_on_active"
        bl_label = "Drop to Ground"
    
        bl_options = {'REGISTER', 'UNDO'}
    
        bl_description = "Drop selected objects on active object"
    
        align = BoolProperty(
                name="Align to ground",
                description="Aligns the object to the ground",
                default=True)
        use_origin = BoolProperty(
                name="Use Center",
                description="Drop to objects origins",
                default=False)
    
        ##### POLL #####
        @classmethod
        def poll(cls, context):
            return len(context.selected_objects) >= 2
    
        def execute(self, context):
    
            print('\nDropping Objects')
            drop_objects(self, context)
    
    #################################################################
    
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    class drop_help(bpy.types.Operator):
    	bl_idname = 'help.drop'
    	bl_label = ''
    
    	def draw(self, context):
    		layout = self.layout
    		layout.label("To use:")
    		layout.label("Name the base object 'Ground'")
    		layout.label("Select the object/s to drop")
    		layout.label("Then Shift Select 'Ground'")
    
    
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    	def execute(self, context):
    
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    		return {'FINISHED'}
    
    	def invoke(self, context, event):
    		return context.window_manager.invoke_popup(self, width = 300)
    		
    class Drop_Operator_Panel(bpy.types.Panel):
        bl_label = "Drop To Ground"
        bl_region_type = "TOOLS" #UI possible too
        bl_space_type = "VIEW_3D"
        bl_options = {'DEFAULT_CLOSED'}
        bl_context = "objectmode"
        bl_category = "Addons"
    
        def draw(self,context):
            sce = context.scene
            layout = self.layout
            row = layout.row()
            row = layout.split(0.80)
            row.operator(OBJECT_OT_drop_to_ground.bl_idname,
    
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            row.operator('help.drop', icon = 'INFO')
    
    
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    # register the class
    
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        bpy.utils.register_module(__name__)
    
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        pass
    
    def unregister():
        bpy.utils.unregister_module(__name__)
    
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        pass
    
    if __name__ == "__main__":