# ##### 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 ##### bl_info = { 'name': 'Drop to Ground', 'author': 'Unnikrishnan(kodemax), Florian Meyer(testscreenings)', 'version': (1, 2), "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', 'category': 'Object'} import bpy, bmesh from mathutils import * from bpy.types import Operator from bpy.props import * def get_align_matrix(location, normal): up = Vector((0,0,1)) angle = normal.angle(up) axis = up.cross(normal) mat_rot = Matrix.Rotation(angle, 4, axis) mat_loc = Matrix.Translation(location) mat_align = mat_rot * mat_loc return mat_align 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) sc.update() return tmp_ground def get_lowest_world_co_from_mesh(ob, mat_parent=None): bme = bmesh.new() bme.from_mesh(ob.data) 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)) for ob in obs: 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 #cleanup bpy.ops.object.select_all(action='DESELECT') tmp_ground.select = True 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 ##### EXECUTE ##### def execute(self, context): print('\nDropping Objects') drop_objects(self, context) return {'FINISHED'} ################################################################# 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'") def execute(self, context): 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, text="Drop to Ground") row.operator('help.drop', icon = 'INFO') # register the class def register(): bpy.utils.register_module(__name__) pass def unregister(): bpy.utils.unregister_module(__name__) pass if __name__ == "__main__": register()