Skip to content
Snippets Groups Projects
add_utils.py 4.42 KiB
Newer Older
  • Learn to ignore specific revisions
  • # ##### 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 #####
    ########################################################
    #
    # Before changing this file please discuss with admins.
    #
    ########################################################
    # <pep8 compliant>
    
    import bpy
    import mathutils
    from bpy.props import FloatVectorProperty
    
    
    class AddObjectHelper:
        '''Helper Class for Add Object Operators'''
        location = FloatVectorProperty(name='Location', description='Location of new Object')
        rotation = FloatVectorProperty(name='Rotation', description='Rotation of new Object')
    
    
    #Initialize loc, rot of operator
    def add_object_align_init(context, operator):
        '''Initialize loc, rot of operator
        context: Blender Context
        operator: the active Operator (self)
        Initializes the Operators location and rotation variables
        according to user preferences (align to view)
        See AddObjectHelper class
        Returns Matrix
        '''
        if (operator
            and operator.properties.is_property_set("location")
            and operator.properties.is_property_set("rotation")):
            location = mathutils.Matrix.Translation(mathutils.Vector(operator.properties.location))
    
            rotation = mathutils.Euler(operator.properties.rotation).to_matrix().to_4x4()
    
        else:
            # TODO, local view cursor!
            location = mathutils.Matrix.Translation(context.scene.cursor_location)
    
            if context.user_preferences.edit.object_align == 'VIEW' and context.space_data.type == 'VIEW_3D':
    
                rotation = context.space_data.region_3d.view_matrix.to_3x3().inverted().to_4x4()
    
            else:
                rotation = mathutils.Matrix()
    
            # set the operator properties
            if operator:
    
                operator.properties.location = location.to_translation()
    
                operator.properties.rotation = rotation.to_euler()
    
        return location * rotation
    
    
    def add_object_data(context, obdata, operator=None):
        '''Create Object from data
    
        context: Blender Context
        obdata: Object data (mesh, curve, camera,...)
        operator: the active operator (self)
    
        Returns the Object
        '''
    
        scene = context.scene
    
        # ugh, could be made nicer
        for ob in scene.objects:
            ob.select = False
    
        obj_new = bpy.data.objects.new(obdata.name, obdata)
    
        obj_new.update_tag()
    
    
        base = scene.objects.link(obj_new)
        base.select = True
    
        if context.space_data and context.space_data.type == 'VIEW_3D':
            base.layers_from_view(context.space_data)
    
        obj_new.matrix_world = add_object_align_init(context, operator)
    
        obj_act = scene.objects.active
    
        if obj_act and obj_act.mode == 'EDIT' and obj_act.type == obj_new.type:
            bpy.ops.object.mode_set(mode='OBJECT')
    
            obj_act.select = True
            scene.update()  # apply location
            #scene.objects.active = obj_new
    
            bpy.ops.object.join()  # join into the active.
    
            bpy.ops.object.mode_set(mode='EDIT')
        else:
            scene.objects.active = obj_new
            if context.user_preferences.edit.use_enter_edit_mode:
                bpy.ops.object.mode_set(mode='EDIT')
    
        return base
    
    
    def flatten_vector_list(list):
        '''flatten a list of vetcors to use in foreach_set and the like'''
        if not list:
            return None
    
    
        result = []
    
        for vec in list:
            result.extend([i for i in vec])
    
    
    def list_to_vector_list(list, dimension=3):
        '''make Vector objects out of a list'''
        #test if list contains right number of elements
    
        result = []
        for i in range(0, len(list), dimension):
            try:
    
                vec = mathutils.Vector([list[i + ind] for ind in range(dimension)])
    
            except:
                print('Number of elemnts doesnt match into the vectors.')
                return None
    
    Guillermo S. Romero's avatar
    Guillermo S. Romero committed
        return result